Pages: [1]
  Print  
Author Topic: Green Skull???  (Read 590 times)
NighTTripper
Guest
« on: December 29, 2011, 07:37:43 AM »

Sometimes I get hit and a green skull floats up from me in YASM, Bizzare Mode. what the heck is that what hits me, and sends a green skull from the hit, upwards? I'll try to get a screenshot of it.
Logged
EdenNov
Mossbaby
*
Posts: 302



View Profile Email
« Reply #1 on: December 29, 2011, 09:56:30 AM »

You were poisoned by touching a cobra (the snake that's red and white), touching a green spider or being hit by a green frog's shot.
You can see the poison status on the heart counter in the up right corner.
You can find antidotes in crates sometimes.
I think the poison system is too unforgiving since you can't carry antidotes and the poison affects you too quickly.
Logged

The thing about science is that it's true whether or not you believe in it.
NighTTripper
Guest
« Reply #2 on: December 29, 2011, 05:35:10 PM »

Thanx dood. That makes sense, as I can't remember when I got poisoned lol Smiley Would be nice to be able to carry the antidotes. hehe
Logged
Moloch
Mossbaby
*
Posts: 366



View Profile WWW
« Reply #3 on: December 29, 2011, 08:31:37 PM »

I forgot to add antidote to the inventory system I guess..  Embarrassed
I can fix that when I update YASM next, but is there any other way the poison mechanics should be changed? Force the bizarre mode levels to generate at least one antidote in each level? Change the effect to something else instead of causing damage? (Slower movement?)
I'll admit that being poisoned in any game is ... not fun.
Logged

halibabica
Mossy
*
Posts: 1920


*whipcrack*


View Profile WWW Email
« Reply #4 on: December 30, 2011, 05:15:19 AM »

The way I handled it in Spelunkémon was that poison would hurt you only once.  It wore off after that, and you could avoid taking damage if you reached the exit in time.
Logged

Sometimes I wonder if I like Spelunky too much.
ManTrap mod - Tastes Like Spelunky
Hand-drawn comic - Spelunkying
EdenNov
Mossbaby
*
Posts: 302



View Profile Email
« Reply #5 on: December 30, 2011, 06:42:35 AM »

I suggest that each enemy will EITHER hit OR poison you, not both at the same time, since health points in Spelunky, as we all know too well, are so so little.

If you're going to update YASM, I found that if you reach the forest area in bizarre mode and die there, the next time you play, the mine will have the forest tiles (only in the edge of the level) and the "I can hear rushing water" level feeling may appear. In this case, the level will be bottom-less (and also water-less). It does fix itself if you reach the next mine level.
Logged

The thing about science is that it's true whether or not you believe in it.
marsgreekgod
Big Bossy
Mossy
*
Posts: 9773


The will of the Galaxy.


View Profile WWW Email
« Reply #6 on: December 30, 2011, 01:22:45 PM »

I think poison should just make you take more damage/deal less/be slower  (one of these things)

Logged

Show your power, Gun Del Hell! Show them their fate! Yes! Yes! Yes! Yes! Yes! Here we go! Let's go, go, go, go, Django! Light and Dark! It comes down to this! Be afraid, Sun!
NighTTripper
Guest
« Reply #7 on: December 31, 2011, 06:18:23 PM »

I forgot to add antidote to the inventory system I guess..  Embarrassed
I can fix that when I update YASM next, but is there any other way the poison mechanics should be changed? Force the bizarre mode levels to generate at least one antidote in each level? Change the effect to something else instead of causing damage? (Slower movement?)
I'll admit that being poisoned in any game is ... not fun.

Only the item pickup needs changing, as I only get hit if I do silly stuff, or am too slow. lol
Logged
Pages: [1]
  Print  
 
Jump to: