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Author Topic: Multi-Player Spelunky! Alpha v0.03, yep we got an update.  (Read 25135 times)
gummybears123
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« Reply #240 on: March 15, 2010, 02:14:24 PM »

Anyway, this is GREAT!!!!!!!!!!!!!!
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Kirbylord
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« Reply #241 on: March 15, 2010, 08:35:34 PM »

Shop bug:
Shopkeep runs to player 1 when player 2 is the one who picks up the item.
Stealing an item (as player 2) does nothing.

Shotgun sprite faces the direction player 1 faces when player 2 holds it.

Player 1 can steal items from player 2 (dunno if the opposite is true) by just picking it up, but player 2 is still in control of throwing. After thrown, the fatal and mysterious machete/bow error occurred.
« Last Edit: March 15, 2010, 08:39:12 PM by Kegluneq » Logged

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caster2
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« Reply #242 on: March 16, 2010, 08:59:10 AM »

I found a few more glitches which link up to the bow/machete problem. (Well, it's an alpha. It's bound to have lots of bugs.)
1. IF player 2 picks up a stuned (or dead. not sure.) enemy, it will teleport over to player 1. (Even if he is dead.)
2. If player 1 picks up the enemy and sacrifices it, the machete/bow error will occur.

Thats all for now. I will try to find as much "fatal" errors as I can so that dosn't happen to someone when they are almost at the end. Smiley
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Clone42
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« Reply #243 on: March 16, 2010, 03:07:11 PM »

I registered just to chime in here and say a big thank you for attempting this daunting task!  Cooperative Spelunky could possibly be the last game I ever need.  I'll get testing as soon as there's another pair of hands around here.
Thanks for putting forth the effort!
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kinnik
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« Reply #244 on: March 16, 2010, 04:58:09 PM »

 Grin Grin Grin WELCOME CLONE!!

Wow, soo much suport!!  This has been daunting... and little reward, gameplay wise (atleast for me, my GF loves it) for all the headache bug fixing.  It's mostly all Keg's code but even the bit I've been doing is soo trying.. it's mostly the code searching is that soo time consuming.

But it's great to hear that people like it!

Thanks to caster for the help with "machette bow"... it's def going to be an ongoing fix to be made in many locations.  I just fixed it as it relates to UjatEye... I'll go fix for sacrifice now... strange it was p1 instead of p2?
I fixed p2 enemy pickup and added elementry player pickup!  Smiley

If I can fix some more machette bow I'll post another update tonight.

Thanks again!
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caster2
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« Reply #245 on: March 17, 2010, 09:08:02 AM »

There seems to be something wrong with the shopkepper. It has something to do with player 2. If player 1 is not holding anything when a shopkepper (or shop. I don;t know.) You will get this error repeatedly.
Code:
___________________________________________
ERROR in
action number 2
of  Step Event
for object oShopkeeper:

Error in code at line 248:
       else if (oPlayer2.holdItem > 0)
                         ^
at position 24: Unknown variable holdItem
I don't know why this appears. For some reason, it shows up in 1 player mode. (Not sure with 2. Time to check it out.)
PS. if you press ignore multiple times, and press esc before the next error appears, you can F1 suicide and go back to title so you don't have to reboot
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marsgreekgod
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« Reply #246 on: March 17, 2010, 01:40:11 PM »

there are lots and lots of gliches when you pick up something in the other person's hands.
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kinnik
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« Reply #247 on: March 17, 2010, 04:46:36 PM »

yeah... it's not really designed for 1 player yet...  it needs a if instance_exsists in alot of places... thanks!
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marsgreekgod
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« Reply #248 on: March 17, 2010, 05:11:29 PM »

Ok so you can telport items from one player to the other if you:
get player 1 to hold it.
get player 2 to take it out of their hands
Get player 2 to go to the side, and hang there;
The item falls where player 1 is.

seems to work the other way... but odder
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« Reply #249 on: March 17, 2010, 06:27:39 PM »

Ah, yup. we didn't change the hang/drop code yet.  Good eye!
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gummybears123
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« Reply #250 on: March 17, 2010, 06:33:14 PM »

mgg, who do you play with?

And I was playing this with ipwnu and he put the num pad keys as some of his action buttons and they didnt work
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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
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« Reply #251 on: March 17, 2010, 06:52:27 PM »

mgg, who do you play with?

And I was playing this with ipwnu and he put the num pad keys as some of his action buttons and they didnt work
Anyone that asks nicely.
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Kegluneq
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« Reply #252 on: March 17, 2010, 07:30:21 PM »

Did you make sure numlock was on?

@kinnik:
We should keep item "stealing" from other players as a feature.
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kinnik
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« Reply #253 on: March 17, 2010, 07:53:50 PM »

Yeah, I like that idea.  But it's a magor cause of "machette bow"ing.  we can fix that tho.
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Clone42
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« Reply #254 on: March 19, 2010, 05:13:02 PM »

How's the next revision coming along?  I played around for a bit by myself, controlling both players.  I noticed all the bugs that have been mentioned already (enemies not reacting to player 2, objects teleporting between players, etc), but nothing that hasn't been reported by somebody else.
It sounds like you've already got some stuff sorted out.  It would be nice to have a new build before I throw a controller into the hands of my better half.

Is the flare in the center of the screen used for keeping the view centered between the two players?  I don't have a lot of game-maker experience... Would it be possible to use a small black pixel, or a transparent pixel for the tracking?

I'm also curious as to whether you'd like someone to make up some Spelunky-guy sprites that are wearing different colored clothes for the difference players, since the damzel is missing quite a few animations.  I could give it a shot.
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