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marsgreekgod
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« Reply #60 on: January 30, 2010, 01:18:46 PM »

(editing room speed and speeding up the spelunker would be a good way to keep him the same speed and lower all other speed, by the way)

nice idea delver.
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MagiMaster
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« Reply #61 on: January 30, 2010, 03:57:00 PM »

Mushrooms are eaten as soon as you pick them up. There's not much point to carrying them around unless you just want to be close to the exit when testing new mushrooms out. Monkeys and spring traps can still throw them around though.

Anyway, I considered making the hyper and/or slow effect change the speed of everything else, but (without actually trying it) I'd bet there would be several complications to deal with that I don't have to worry about when just messing with the player's move speed.
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Hayden
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« Reply #62 on: January 31, 2010, 08:48:56 AM »

I'd like to be able to pick them up, but it's your mod. You do what you think is best. Or whatever's quicker/easier. Smiley

Cos maybe you'd be able to throw them at enemies or carry them from room to room?
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marsgreekgod
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« Reply #63 on: January 31, 2010, 11:31:04 AM »

I don't like picking them up, carrying mushrooms doesn't seem very... spelunky. them growing would be better.
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gummybears123
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« Reply #64 on: January 31, 2010, 03:19:07 PM »

That would be awesome
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« Reply #65 on: January 31, 2010, 03:41:16 PM »

Has this been released yet?
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« Reply #66 on: January 31, 2010, 03:43:16 PM »

How do you mean, growing?

And no, I haven't released this yet.
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Sudonimus
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« Reply #67 on: January 31, 2010, 03:50:43 PM »

Darn. When do you think this would be finished?
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Hayden
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« Reply #68 on: January 31, 2010, 07:26:56 PM »

How do you mean, growing?

And no, I haven't released this yet.

I think he means growing up out of random tiles. Maybe area 1 could grow a few, then area 2 would grow much more, for all the grass and stuff. Then, maybe you should make -unique- mushrooms for area 3, like.. Maybe they all look frozen, and don't do the normal effects from the other areas?
Just suggestions.

Darn. When do you think this would be finished?

You should try be a bit more patient. As hard as it is, for some people. It's probably going to take at the least, 1 week. But that's if he works hard on the mod and finds a way to fix all the bugs. Only time will tell. .. Or MagiMaster. He might know, too.
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gummybears123
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« Reply #69 on: January 31, 2010, 07:55:29 PM »

For me, it doesn't matter as long as its good
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« Reply #70 on: January 31, 2010, 09:48:53 PM »

Well, there don't seem to be any bugs right now, but it's not really balanced at all. Right now every mushroom does one thing (randomized at the start of a run), so if the green one heals you, every green one will. I need to find just a few more weaker effects to fill out the list so I have enough to give every mushroom three effects.

Right now I have 9 effects that go like:
2 very good
1 ok
3 neutral
1 bad
2 very bad

To make it worth the risk of picking up a mushroom, I think I need 2-3 more in the neutral to ok range. I've looked over the lists of suggestions and nothing much pops out (either too good, too bad or too difficult to implement).

When I get the rest of the effects in and assign them all, I think the mod will be finished.
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gummybears123
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« Reply #71 on: February 01, 2010, 03:42:41 PM »

I'm not sure if you posted this already but which effects did you use?
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I'll get away before the fuzz show

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« Reply #72 on: February 01, 2010, 11:41:16 PM »

Most have been posted, but I've got, in rough order of benefit:
- [SECRET]
- Heal
- Bless
- Gem
- Hyper
- Do Nothing
- Slow
- Stun
- Spores
- Hurt
- Darkness

Edit: Just added a fun one, but it's pretty powerful.
« Last Edit: February 02, 2010, 12:53:21 AM by MagiMaster » Logged
marsgreekgod
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« Reply #73 on: February 02, 2010, 12:22:21 AM »

I would like to see how it's going so far, would you let us test it as of yet?
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MagiMaster
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« Reply #74 on: February 02, 2010, 12:52:49 AM »

Not quite. I added a couple more effects and I just need one more to fill out the list. After that, I'll make a release.
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