leafbarrett
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« Reply #45 on: October 27, 2010, 08:48:43 AM » |
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Or just in the frame where you're behind the thrower, you are invincible and don't get crush death'd.
That works too. Are you only behind them for 1 frame?
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Kegluneq
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« Reply #46 on: October 27, 2010, 03:31:38 PM » |
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Or 2. Can't be more than that.
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A wild SHINY MOSSY appeared!
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leafbarrett
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« Reply #47 on: November 04, 2010, 07:53:40 AM » |
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When you pick up an arrow, the arrow always stays in the direction it was facing when you picked it up, no matter what direction you're facing.
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Bae
Mossy

Posts: 1696
Pro YoCo strats #AGDQ2014 #GYCL
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« Reply #48 on: November 04, 2010, 12:40:41 PM » |
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I thought it always just faced right :0 but that would be something id like to see changed
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[0/18]complete
think about it. Zom-bees.
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leafbarrett
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« Reply #49 on: November 04, 2010, 12:49:27 PM » |
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I thought it always just faced right :0 but that would be something id like to see changed
They fixed the always facing right glitch. That's what allowed this glitch to show up: since it can face both right and left now, you can actually tell that it's not turning with you. ...On closer inspection, rocks do this as well.
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AileTheAlien
Seedling

Posts: 4
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« Reply #50 on: November 26, 2010, 12:23:07 AM » |
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Bug: You can get free arrows for your bow from shops. When you pick up a new bow, you gain the arrows from it. All bows then have the same amount of arrows, so shooting from either bow will drain your supply. The problem is that when you pick up a bow in a shop, it adds the arrows before you purchase it. So, just pick up the unpaid bow, put it back down, and now you've got more arrows.
Fix: 1. Easier solution: only add the arrows after you buy the new bow. 2. Harder solution: have all bows hold individual supplies.
Not sure which one actually makes more sense. Are we counting bows as magically being glued to their respective quivers or not? Also, I don't know if your arrow count resets if you drop a bow, exit the level, and pick up a new bow on the next level.
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Wonkyth
Mossy

Posts: 2129
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« Reply #51 on: November 26, 2010, 12:32:50 AM » |
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Actually, I don't mind the idea of getting arrow refills, wether free or not.
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Can you read the wry? Can you FEEL the wry?!
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ManaUser
Bean

Posts: 145
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« Reply #52 on: November 26, 2010, 10:27:14 AM » |
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For that matter what about the bug where you can shoot bombs... without using up any bombs. Or is that not considered a bug?
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Patrick
Bean

Posts: 218
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« Reply #53 on: November 26, 2010, 03:29:55 PM » |
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For that matter what about the bug where you can shoot bombs... without using up any bombs. Or is that not considered a bug?
Shh!
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Bae
Mossy

Posts: 1696
Pro YoCo strats #AGDQ2014 #GYCL
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« Reply #54 on: November 26, 2010, 07:04:24 PM » |
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That is the best bug that i also forget to exploit
Remember the indie mantra! If its fun then its not a bug!
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[0/18]complete
think about it. Zom-bees.
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Kegluneq
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« Reply #55 on: November 27, 2010, 02:07:39 AM » |
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A wild SHINY MOSSY appeared!
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ManaUser
Bean

Posts: 145
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« Reply #56 on: November 27, 2010, 02:25:08 PM » |
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It's probably beyond the scope of 1.2, but the bow really needs an overhaul. Currently that bug is pretty much the only use for it at all. I mean it's the weakest weapon AND the only one with limited ammo.
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Things that hop are evil.
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Patrick
Bean

Posts: 218
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« Reply #57 on: November 27, 2010, 02:51:03 PM » |
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It's probably beyond the scope of 1.2, but the bow really needs an overhaul. Currently that bug is pretty much the only use for it at all. I mean it's the weakest weapon AND the only one with limited ammo.
I think it's fine. Carrying a bow around is a small price to pay to have a rocket launcher.
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Delver
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« Reply #58 on: April 05, 2011, 05:08:14 PM » |
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Fixed two small bugs: When you pick up an arrow, the arrow always stays in the direction it was facing when you picked it up, no matter what direction you're facing.
in oArrow/Step: if (xVel > 0 and yVel < 0) { ... } //adding the code below if (held) { if (oPlayer1.facing == 18) { direction = 180; } else { direction = 0; } } //end image_angle = direction; // ensure the arrow does not shoot through the target in the Moon challenge if (isRoom("rMoon")) { ... } The second fix stops the mantrap from eating the spelunker while falling to sleep: in oManTrap/oCharacter: ... else if (other.visible and other.invincible == 0) { //added "and status != SLEEPY to below line if (status != STUNNED and status != EATING and status != SLEEPY) { ... } } Spelunky1.2.gmk http://www.mediafire.com/?s3bvdm5c9s62kivSpelunky1.2.exe http://www.mediafire.com/?q1kw172f0e0a1xb
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TyrOvC
Mossbaby

Posts: 424
This text is not random :(
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« Reply #59 on: March 09, 2012, 10:13:42 PM » |
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Instead of using Gamemaker 8, the game should be compiled with Gamemaker 8.1 Standard edition. It fixes a lot of bugs and performs way better then the old Gamemaker 8 did. Most of the black screen and other odd issues that happen on some computers are fixed by 8.1
I recompiled the game with Gamemaker 8.1 Standard edition and uploaded it. Source code is still .gmk though.
Edit: For an example of the improved performance, I tried running the game with the instance_deactive/instance_activate code removed (Frozen Zone) with compiled with both versions on an older Celeron D processor. With GM8, it dipped down below 30fps at times. With GM8.1, it stayed at a constant 30fps.
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« Last Edit: March 09, 2012, 10:16:50 PM by TyrOvC »
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