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Author Topic: Spelunky  (Read 117491 times)

cowofdoom78963

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Re: Spelunky
« Reply #585 on: December 06, 2009, 06:07:51 pm »

Really, he could have just coded it so that the trap is set off once the idol *moves* for any reason.
Thats not how gamemaker works!

I'm not convinced that the program's scripting engine doesn't allow you to track the location of an object. That sounds like something extremely simple to do, and I'm pretty sure it could.
You would be suprised.
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woose1

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Re: Spelunky
« Reply #586 on: December 06, 2009, 06:10:36 pm »

Really, he could have just coded it so that the trap is set off once the idol *moves* for any reason.
Thats not how gamemaker works!

I'm not convinced that the program's scripting engine doesn't allow you to track the location of an object. That sounds like something extremely simple to do, and I'm pretty sure it could.
You would be suprised.
It doesn't. Entities off screen are for all intents and purposes, frozen in time.
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Duke 2.0

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Re: Spelunky
« Reply #587 on: December 06, 2009, 07:43:17 pm »

Really, he could have just coded it so that the trap is set off once the idol *moves* for any reason.
Thats not how gamemaker works!

I'm not convinced that the program's scripting engine doesn't allow you to track the location of an object. That sounds like something extremely simple to do, and I'm pretty sure it could.
You would be suprised.
It doesn't. Entities off screen are for all intents and purposes, frozen in time.
This isn't a flaw with Game Maker. Having active entities off-screen hogs resources for things people cannot see. Extending the range a couple of tiles off-screen might be desirable, but most Game Maker games made by competent people disable every entity offscreen.
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G-Flex

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Re: Spelunky
« Reply #588 on: December 06, 2009, 08:09:45 pm »

Really, he could have just coded it so that the trap is set off once the idol *moves* for any reason.
Thats not how gamemaker works!

I'm not convinced that the program's scripting engine doesn't allow you to track the location of an object. That sounds like something extremely simple to do, and I'm pretty sure it could.
You would be suprised.
It doesn't. Entities off screen are for all intents and purposes, frozen in time.

It doesn't matter that the idol is frozen because the only time you'll be moving it is when it is *are* onscreen. If you do something that would cause the idol to move, but it's offscreen, then the event would just happen the first time you go near it, which is perfectly acceptable.

It's already obvious the game can know what position an object is in; it does this for the compass.

Code: [Select]
instance_activate_object(oDamsel); obj=instance_nearest(oPlayer1.x,oPlayer1.y,oDamsel); global.hasCompass=1;global.exitX=obj.x;global.exitY=obj.y;
This makes the compass point at the Damsel instead, for instance.
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ductape

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Re: Spelunky
« Reply #589 on: December 06, 2009, 09:06:12 pm »

Spelunky was made in GameMaker? wow.
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Neonivek

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Re: Spelunky
« Reply #590 on: December 06, 2009, 09:11:52 pm »

Spelunky was made in GameMaker? wow.


Well anything is possible when you beg the aid of demonic forces.
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G-Flex

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Re: Spelunky
« Reply #591 on: December 06, 2009, 09:33:08 pm »

It's not really that strange. GameMaker was pretty much designed for 2D platform-style stuff more than it's designed for anything else.

The fact that all of, say, cactus's stuff is made in GameMaker strikes me as a bit more surprising.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Neonivek

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Re: Spelunky
« Reply #592 on: December 06, 2009, 10:06:58 pm »

Yep I still remember who the Genius of Flash games is... though I am sure it changes when "Size Limits" are not applied... but HOLY goodness

Either way there is always someone who uses a program and brings it beyond what you thought was possible.

Like RPGMaker (one of them) where people basically turned them into dramatically different kinds of games. Like a REALLY REALLY bad DBZ game.

I kinda wish a good RPGmaker would come out... but alas it won't. The PS2 one had a VERY VERY artificial NPC limit.
« Last Edit: December 06, 2009, 10:09:04 pm by Neonivek »
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Rakonas

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Re: Spelunky
« Reply #593 on: December 08, 2009, 11:18:43 pm »

This is ridiculous. I just had a man-eating plant eat a shopkeeper, so I ran in to the shop, stole everything, and ran out with the shotgun. A moment later, the shopkeeper burst forth from the belly of the beast. In my confusion, I simply shot whatever was closest to me, which happened to be the damsel...Charging at me, the shopkeeper knocked me down and recovered his shotgun. He immediately shot me in the face.
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cowofdoom78963

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Re: Spelunky
« Reply #594 on: December 09, 2009, 01:10:20 am »

Quote
Like RPGMaker (one of them) where people basically turned them into dramatically different kinds of games. Like a REALLY REALLY bad DBZ game.
I think Yume Nikki was made in RPGMaker (one of them).
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Neruz

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Re: Spelunky
« Reply #595 on: December 09, 2009, 01:25:04 am »

This is ridiculous. I just had a man-eating plant eat a shopkeeper, so I ran in to the shop, stole everything, and ran out with the shotgun. A moment later, the shopkeeper burst forth from the belly of the beast. In my confusion, I simply shot whatever was closest to me, which happened to be the damsel...Charging at me, the shopkeeper knocked me down and recovered his shotgun. He immediately shot me in the face.

Yeah, shopkeepers are only stuck in man eating plants for a brief time. They break out after a couple of seconds.

Luke_Prowler

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Re: Spelunky
« Reply #596 on: December 09, 2009, 01:42:06 am »

This is ridiculous. I just had a man-eating plant eat a shopkeeper, so I ran in to the shop, stole everything, and ran out with the shotgun. A moment later, the shopkeeper burst forth from the belly of the beast. In my confusion, I simply shot whatever was closest to me, which happened to be the damsel...Charging at me, the shopkeeper knocked me down and recovered his shotgun. He immediately shot me in the face.

Yeah, shopkeepers are only stuck in man eating plants for a brief time. They break out after a couple of seconds.

Holy Crap.

Oh ya, and I finally beat the game after 750~ deaths
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JoshuaFH

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Re: Spelunky
« Reply #597 on: January 27, 2010, 03:54:07 pm »

Oh hey, version 1.1 is out.
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Mephisto

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Re: Spelunky
« Reply #598 on: January 27, 2010, 04:02:32 pm »

Oh hey, version 1.1 is out.
Not only that, but the source, also.
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JoshuaFH

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Re: Spelunky
« Reply #599 on: January 27, 2010, 04:04:58 pm »

The source is like the programming right? Wouldn't that only matter if you wanted to, say, mod or reprogram the game?
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