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Author Topic: The Spelunky Community Update Project  (Read 130477 times)
Moloch
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« Reply #30 on: August 21, 2010, 01:35:09 PM »

Hey, I'm not sure if this is something we ever planned to change, but ManTraps don't eat Hawkmen, Yetis, or Vampires in editor levels.  It's kinda cool having them all be buddies, but it doesn't really make sense.  All the sprites we'd need are in TLS' source, and the script would be copy+paste for each one.

I support this suggestion, and i'm assuming you won't mind if I use the above mentioned sprites in my mod even if TOC doesn't add them to 1.2?

Hey, also!  If you die with ankh too far away from the Moai in the regular game, it will fail to teleport you inside it.  I fixed it in TLS, but I think there might be a better way.  I'll put whatever I come up with here later.

I haven't checked the TLS source to see what you did, but in oLevel > Step where it deactivates/activates instances I just added the Moai to the list of instances that always get reactivated.

Getting killed by a Vampire doesn't register as such in the stats file.  Likewise, getting killed by a dead piranha doesn't count as anything.  The Vampire's easy to fix, but the piranha will require more work since it adds something new to the stats file.  I'll post about it again once I figure out a compatible way.

Maybe just have dead piranhas count as living ones if you don't want to mess with the stats file format (not out of laziness, but for compatibility between mods and the original game in the same folder).
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kinnik
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« Reply #31 on: August 21, 2010, 03:02:37 PM »

Thank you everyone (esp Moloch for the line by line)!!  I added some of the fixs to my mod.  I really needed the fall damage fix.. ;p Keep it up!!
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halibabica
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« Reply #32 on: August 21, 2010, 07:40:31 PM »

i'm assuming you won't mind if I use the above mentioned sprites in my mod even if TOC doesn't add them to 1.2?
Of course you may!  TLS is open-source just like the game it was spawned from.
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Sometimes I wonder if I like Spelunky too much.
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TyrOvC
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« Reply #33 on: August 24, 2010, 02:23:35 PM »

If anyone wants to compile the latest fixes into the source, feel free! I think I've had ~3 hours of free time in the past week, so needless to say I've been obscenely busy.  I'll of course update the topic and such.
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halibabica
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« Reply #34 on: August 24, 2010, 06:36:55 PM »

I'll do it! Grin

EDIT: Done!  Here's a list of all the things I fixed.

Zombies have no type
Dead fish have no type
Vampire deaths register incorrectly
ManTraps don't eat Yetis, Hawkmen, and Vampires
Ankh fails to teleport inside Moai if too far away
Skulls and Jars are active while off-screen
Shopkeepers guard exits in custom levels
Throws from Shopkeeper/Yeti/Hawkman don't count as being killed by them
Boulder deaths register as Crushed deaths
Parachute deploys too early
Short drops may cause fall damage
Bats have no type
Key changes when facing right
MegaMouth's type is incorrect
Getting killed by Magma doesn't count as a Magma Man death
Getting crushed by a Smash Trap doesn't count as a Smash Trap death

All things stats file-related have been fixed.  I set dead fish to register as Piranha deaths.  However, I didn't improve the way piranhas track their targets.  I still can, if you want me to.

Also, sometimes Tomb Lord fails to spawn on L13.  I fixed this in TLS by setting him to appear above the Exit door if he didn't spawn elsewhere.  Should I put that in Spelunky 1.2?

Screw it; I fixed the Tomb Lord not-show-up glitch.  I also fixed the blocks in the first area so they don't crumble when Arrow Traps spawn on top of them.

Here's that updated source: http://www.mediafire.com/?u1s9s4g18jz9r1a
« Last Edit: August 25, 2010, 06:50:16 AM by halibabica » Logged

Sometimes I wonder if I like Spelunky too much.
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TyrOvC
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« Reply #35 on: September 06, 2010, 09:43:32 PM »

Okay, finally tested and updated the topic.
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halibabica
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« Reply #36 on: September 07, 2010, 04:29:04 AM »

Don't forget, I fixed the Tomb Lord and crumbling block problems, too (I noticed they weren't on the bug list).
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Sometimes I wonder if I like Spelunky too much.
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ptmc2112
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« Reply #37 on: September 29, 2010, 12:24:20 PM »

could someone build it? I would like to try it.
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halibabica
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« Reply #38 on: September 29, 2010, 02:02:21 PM »

Build what?  We already have the most up-to-date version in this topic.  Or did you want it as an .exe?  If so...

Spelunky 1.2
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Sometimes I wonder if I like Spelunky too much.
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ptmc2112
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« Reply #39 on: September 29, 2010, 02:50:25 PM »

Yeah, I meant for someone to make an .exe...

Thanks though!
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TyrOvC
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« Reply #40 on: September 29, 2010, 06:44:21 PM »

Added that link to the Halibabica's build to the topic.

Hadn't thought to upload an already built one yet.
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halibabica
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« Reply #41 on: October 13, 2010, 05:37:37 PM »

I fixed some stuff!  It turns out I added the code for forcing Tomb Lord to appear in the wrong place, causing him to never appear anywhere BUT above the exit.  Such is no longer the case.

I also fixed the bug that caused gold push blocks not to drop treasure in the city of gold, and made it so ManTraps can be crushed by solid objects.

I was thinking of removing the code from Yetis that makes them alert nearby Cavemen and Hawkmen when they spot the player, but I thought I'd better ask first.

Otherwise, here's both the updated mod and source.


Updated again!  For the list in the OP:

 - Tomb Lord fails to spawn on L13
 - gold blocks don't drop gold
 - ManTraps can't be crushed
 - Jars lack collision variables

Spelunky 1.2

1.2 Source
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TyrOvC
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« Reply #42 on: October 13, 2010, 07:03:00 PM »

Updated the OP
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leafbarrett
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« Reply #43 on: October 27, 2010, 08:12:56 AM »

Hmm. Does this version keep track of total treasure collected?

And for the thrown into wall glitch: I have no experience with Game Maker (literally; never even used it before), but couldn't you make it so that instead of being moved to behind the thrower when thrown, you're just moved to the thrower's position?
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Kegluneq
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« Reply #44 on: October 27, 2010, 08:33:38 AM »

Or just in the frame where you're behind the thrower, you are invincible and don't get crush death'd.
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