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Author Topic: The gates of hell spelunky (New mode still coming, updates I forgot to do.)  (Read 22749 times)
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« Reply #90 on: August 08, 2010, 07:45:31 PM »

the spike traps could have upgrades, though. The evil ones could be very fast and the good ones could have normal speed but explode when their spikes hit something.
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marsgreekgod
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« Reply #91 on: August 08, 2010, 09:44:47 PM »

I don't like the idea of item nerfs or ridiculous spike traps, though.
They aren't that bad, don't worry. and at least they will be cheaper right?

the spike traps could have upgrades, though. The evil ones could be very fast and the good ones could have normal speed but explode when their spikes hit something.
Nice ideas, but making them do other things has turned out very glichy... your plan is almost what mine was, but good traps shoot arrows. that turned out to be a very ... bad idea.
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« Reply #92 on: August 09, 2010, 01:39:09 AM »

For the final boss, how about having him rise up, then do one of various attacks, then after he finishes you have a second or so to lure him down like the current battle, or else he jumps around, not destroying any tiles though, then stops after some (5?) jumps, and continues with another attack.
Attacks could range from dropping tiny 1-tile high boulders, raining crap from above, or sending bats which explode on contact?

Then maybe after you drop the boss into the lava, it stops sinking when it's 1-tile high, and the rest of the ground of the level disappears, and you have to land on it for the ACTUAL final death battle (Maybe like a Dark Spelunker which blocks most of your attacks and counters your moves Dark Link-style?)
« Last Edit: August 09, 2010, 01:41:04 AM by eguee » Logged
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« Reply #93 on: August 09, 2010, 02:54:10 AM »

For the final boss, how about having him rise up, then do one of various attacks, then after he finishes you have a second or so to lure him down like the current battle, or else he jumps around, not destroying any tiles though, then stops after some (5?) jumps, and continues with another attack.
Attacks could range from dropping tiny 1-tile high boulders, raining crap from above, or sending bats which explode on contact?

Then maybe after you drop the boss into the lava, it stops sinking when it's 1-tile high, and the rest of the ground of the level disappears, and you have to land on it for the ACTUAL final death battle (Maybe like a Dark Spelunker which blocks most of your attacks and counters your moves Dark Link-style?)
I would like to do that, but honestly, his code is a lot of black box to me. I would really need some help with that, but did think something like the 2nd idea, had was hoping i could get halibabica's help with that, seeing how epic he is and he made the spelunker and all that.
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« Reply #94 on: August 09, 2010, 04:28:44 AM »

was hoping i could get halibabica's help with that, seeing how epic he is and he made the spelunker and all that.
Don't give me too much credit on that one.  TLS' Spelunker (and Tunnel Man) are really just mix-n'-match'd versions of other enemies in the game.  Spelunker moves like a caveman until he spots you, then attacks like a shopkeeper would.  Tunnel Man is the opposite; he moves like a shopkeeper on patrol until he spots you, then runs frantically like a caveman.

But the enemy-making business I've done with Spelunkémon has been pretty interesting.  I'd be happy to help, but I don't want to do all the work for you.  Maybe tell me what ideas you have and I can help you set them up/flesh them out.

Also, I've always wanted to see a final boss I had to blow up with bombs.  Each hit would crack it more and more until it broke apart and died.  Of course, you'd have to provide a way for the player to get more bombs if they run out.
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« Reply #95 on: August 09, 2010, 05:10:49 AM »

*been playing too much Wind Waker*
Gohdan-style, have it come out of his mouth?

Or just have a free flow of bomb frogs that you can use?

Maybe make the battle Jalhalla style where you crack the boss into many little pieces, then you have a short span of time to destroy the individual pieces before the boss reforms.
« Last Edit: August 09, 2010, 05:14:50 AM by eguee » Logged
marsgreekgod
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« Reply #96 on: August 09, 2010, 11:49:12 AM »

Don't give me too much credit on that one.  TLS' Spelunker (and Tunnel Man) are really just mix-n'-match'd versions of other enemies in the game.  Spelunker moves like a caveman until he spots you, then attacks like a shopkeeper would.  Tunnel Man is the opposite; he moves like a shopkeeper on patrol until he spots you, then runs frantically like a caveman.
I very well know this, but biased on me trying to mix and match foes, It's not super easy (trying to make a mummy/man-trap, which was many wasted hours...

But the enemy-making business I've done with Spelunkémon has been pretty interesting.  I'd be happy to help, but I don't want to do all the work for you.  Maybe tell me what ideas you have and I can help you set them up/flesh them out.
What about an unkilable shadow spelunker to go with a remix of the final boss?

Also, I've always wanted to see a final boss I had to blow up with bombs.  Each hit would crack it more and more until it broke apart and died.  Of course, you'd have to provide a way for the player to get more bombs if they run out.
Or just have a free flow of bomb frogs that you can use?
Now this is and idea I can really get behind, a final boss that doesn't break the walls, spans bad guys (and a lot of normal bomb frogs, and if you get frogs to blow him up he takes damage (or bombs) ...

hmm.. that could very well be cool.
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« Reply #97 on: August 09, 2010, 11:58:13 AM »

A shadow Spelunker, you say?  Would you want him to behave the same way TLS' Spelunker does?  'Cuz you could just copy+paste from TLS' source and give him his own set of darkly-shaded sprites.

Also, let me know if you have any problems or want help with something specific.  General work can be too vague.
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« Reply #98 on: August 10, 2010, 12:31:17 AM »

A shadow Spelunker, you say?  Would you want him to behave the same way TLS' Spelunker does?  'Cuz you could just copy+paste from TLS' source and give him his own set of darkly-shaded sprites.

Also, let me know if you have any problems or want help with something specific.  General work can be too vague.
Maybe you could make him avoid attacks by jumping or backing away when you try to attempt to hit him, so you need to be extremely skilled to manage to hit him?
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marsgreekgod
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« Reply #99 on: August 10, 2010, 12:38:20 AM »

A shadow Spelunker, you say?  Would you want him to behave the same way TLS' Spelunker does?  'Cuz you could just copy+paste from TLS' source and give him his own set of darkly-shaded sprites.

Also, let me know if you have any problems or want help with something specific.  General work can be too vague.
You know I could do that...  I could even just recolor them with the auto thing to make them black.. I can't... believe I didn't think of that. What I would most likely need more help is the final boss not smashing threw walls but still spaning bad guys. but I haven't tried yet so... if I fail like lets say 8 times I'll come running for help.

A shadow Spelunker, you say?  Would you want him to behave the same way TLS' Spelunker does?  'Cuz you could just copy+paste from TLS' source and give him his own set of darkly-shaded sprites.

Also, let me know if you have any problems or want help with something specific.  General work can be too vague.
Maybe you could make him avoid attacks by jumping or backing away when you try to attempt to hit him, so you need to be extremely skilled to manage to hit him?
Or the fact he won't die or be hurt by most things in the middle of a battle.
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« Reply #100 on: August 10, 2010, 02:22:07 PM »

Getting an error with spelunker importing, "whip.owner = me" ...

and whipping at all...

sorry to ask..
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« Reply #101 on: August 10, 2010, 02:56:39 PM »

You copied the whole thing over so far, right?

Okay, the Spelunker foe doesn't use the same whip as the player does.  He needs his own that recognizes him as the one that's swinging it (hence, whip.owner = me).  Take a look in TLS source; where the normal whip is.  You should find my duplicate there.  oWhipE, I think it's called.  Copy that over and have the Spelunker create it while swinging instead.  Don't forget oWhipPreE, too!
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« Reply #102 on: August 10, 2010, 05:13:49 PM »

You copied the whole thing over so far, right?

Okay, the Spelunker foe doesn't use the same whip as the player does.  He needs his own that recognizes him as the one that's swinging it (hence, whip.owner = me).  Take a look in TLS source; where the normal whip is.  You should find my duplicate there.  oWhipE, I think it's called.  Copy that over and have the Spelunker create it while swinging instead.  Don't forget oWhipPreE, too!
Yes, I did in fact copy oWhipS and oWhipPreS (spelunker i guess)
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« Reply #103 on: August 10, 2010, 07:46:52 PM »

Hmm...and it's still not working?  Are you getting any error messages?  What happens when he tries to swing it in-game?
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« Reply #104 on: August 10, 2010, 07:51:56 PM »

Hmm...and it's still not working?  Are you getting any error messages?  What happens when he tries to swing it in-game?
It doesn't know what "whip.owner = me" means.
Quote
___________________________________________
ERROR in
action number 2
of  Step Event
for object oSpelunker:

Error in code at line 146:
   whip.owner = me
                ^
at position 15: Unknown variable me
Quote
___________________________________________
ERROR in
action number 2
of  Step Event
for object oSpelunker:

Error in code at line 146:
   whip.owner = me
                ^
at position 15: Unknown variable me

___________________________________________
ERROR in
action number 1
of  Step Event
for object oWhipPreS:

Error in code at line 1:
   if (not owner.swinging)
                ^
at position 15: Unknown variable swinging

this stuff happens when he trys to whip, works perfectly other wise

« Last Edit: August 10, 2010, 08:12:08 PM by marsgreekgod » 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!
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