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marsgreekgod
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« Reply #60 on: January 01, 2010, 08:49:12 PM »

Cursed Machete: only backswing does damage. front swing HEALS
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gummybears123
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« Reply #61 on: January 01, 2010, 09:22:14 PM »

Oh goody!

Cursed Damsel?  Takes a life from you?
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Kirbylord
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« Reply #62 on: January 01, 2010, 09:55:27 PM »

Cursed teleporter: even more randomness in telportation,
Blessed teleporter: much less, if not not at all, randomness.
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Kitoari
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« Reply #63 on: January 01, 2010, 10:00:56 PM »

Thank you for ideas everyone!

I'm currently finalizing Blessed Machete and the Teleporter Variants. After that I'll work on collectibles, fix the global.message issues I'm having, and make the Priest and We'll be ready for first beta!

There's some stuff I haven't mentioned in this thread that will make appearances :O.
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marsgreekgod
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« Reply #64 on: January 01, 2010, 10:27:55 PM »

Oh interesting. I can wait but don't want to
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Delver
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« Reply #65 on: January 02, 2010, 06:31:22 AM »

No, that's not fixed yet.

fund the code for standing near a ledge:
oPlayer1, Step, execute a piece of code (the top one);

// WHOA
if (sprite_index == sWhoaLeft or sprite_index == sDamselWhoaL or sprite_index == sTunnelWhoaL)
{
    if (whoaTimer > 0) whoaTimer -= 1;
     else if (holdItem)
    {
        holdItem.held = false;
        if (facing == LEFT) holdItem.xVel = -2;
        else holdItem.xVel = 2;
        if (holdItem.type == "Damsel") playSound(global.sndDamsel);
        if (holdItem.type == "Bow" and bowArmed)
        {
            scrFireBow();
        }
        if (holdItem.type == pickupItemType)
        {
            holdItem = 0;
            pickupItemType = "";
        }
        else scrHoldItem(pickupItemType);
    }
  
}

shouldn't be hard to edit  Grin
« Last Edit: January 02, 2010, 06:34:11 AM by Delver » Logged
Kitoari
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« Reply #66 on: January 02, 2010, 11:58:50 AM »

Oh, great! Now I won't have to use the tempfix I mentioned earlier.
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Enrymion
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« Reply #67 on: January 02, 2010, 03:25:22 PM »

How will identifying a item inform the player? will it just say this item is blessed/cursed and has this and that effect this time or will it give the item some visual effect like yellow/purple outline?

Since determining if item is cursed or not isn't that hard you could add a text saying your feeling about the item when picked up.

I quite liked the idea of losing health in exchange for freedom. Maybe instead of preventing dropping you could make it so that you lose health and slow down if you either go too far away from the item or don't carry it for a while but then you'd probably need some indication of what's going on and why like a bubble around the item or a down arrow above spelunker or a big bubble around the item showing how far you can go.
But just preventing dropping is much simpler and probably better.
« Last Edit: January 02, 2010, 03:27:08 PM by Enrymion » Logged

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Sudonimus
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« Reply #68 on: January 02, 2010, 05:54:31 PM »

Maybe it'll be black
symbolizing its accursedness.
No, that's not fixed yet.

fund the code for standing near a ledge:
oPlayer1, Step, execute a piece of code (the top one);

// WHOA
if (sprite_index == sWhoaLeft or sprite_index == sDamselWhoaL or sprite_index == sTunnelWhoaL)
{
    if (whoaTimer > 0) whoaTimer -= 1;
     else if (holdItem)
    {
        holdItem.held = false;
        if (facing == LEFT) holdItem.xVel = -2;
        else holdItem.xVel = 2;
        if (holdItem.type == "Damsel") playSound(global.sndDamsel);
        if (holdItem.type == "Bow" and bowArmed)
        {
            scrFireBow();
        }
        if (holdItem.type == pickupItemType)
        {
            holdItem = 0;
            pickupItemType = "";
        }
        else scrHoldItem(pickupItemType);
    }
   
}

shouldn't be hard to edit  Grin
Do you use "Tab" to make the spaces for the brackets?
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Kitoari
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« Reply #69 on: January 02, 2010, 06:26:45 PM »

The entire point of cursed items is to add an element of surprise and to balance out the good luck you might have with Blessed Items, so they can't be distinguished before being picked up.

Fixing some more bugs. If I have to give a guess, taking into account my other obligations (both real and internet), first beta will be out by next Saturday at the very latest.
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Delver
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« Reply #70 on: January 02, 2010, 06:38:25 PM »

The entire point of cursed items is to add an element of surprise and to balance out the good luck you might have with Blessed Items, so they can't be distinguished before being picked up.

Fixing some more bugs. If I have to give a guess, taking into account my other obligations (both real and internet), first beta will be out by next Saturday at the very latest.

That's what I call good news  Grin
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Sudonimus
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« Reply #71 on: January 02, 2010, 06:40:44 PM »

Am I the only one not editing Spelunky?
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gummybears123
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« Reply #72 on: January 02, 2010, 06:55:59 PM »

Hey... I'm not Grin

I would if I could though
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I made a rap.
It sounds dumb, like reading a map
I really should stop this thing before it goes too far
But I don't really car as long as I stay below the radar
Those big companies won't get me no
I'll get away before the fuzz show

-Most famous rapper of Mossmouth
Kirbylord
marsgreekgod
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The will of the Galaxy.


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« Reply #73 on: January 02, 2010, 07:29:33 PM »

Am I the only one not editing Spelunky?
You want to join in on the fun? make a topic and I can help.
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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!
Enrymion
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« Reply #74 on: January 02, 2010, 07:30:07 PM »

The entire point of cursed items is to add an element of surprise and to balance out the good luck you might have with Blessed Items, so they can't be distinguished before being picked up.

Did someone mention anything about before picking up?
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