Spelunky 12/29/2024 There are mysteries out there I still haven't discovered. The order and quantity of these enemies changes, and you'll find yourself constantly surprised and challenged by randomly deployed special levels, such as the mine where the ceilings are covered in giant spiders, or the ice level where the centrepiece is a tall alien spaceship with a tempting door at the top. An ice world and an Aztec world follow, with their own population of aliens, angry yetis and psychic staffwielding Anubis guards. The jungle has exploding frogs, pools of chomping fish, people-eating plants, and a door buried in rock that leads to a black market full of shopkeepers selling the game's most valuable items. The mines are home to snakes, spiders, bats, dart traps and a magical Udjet Eye that lets you see gems in the rock. Your descent into Spelunky's underground complex is divided into worlds, each with its own menagerie of creatures, its own traps and special items. But it's the parts that remain the same that enable me to answer the questions above. It is impressive, and the game wouldn't be as great without it. I think Rust can export symbols in compliant format ( extern "C" _attribute_ ((visibility("default"))) equivalent), but I’ve not worked with it so cannot comment further.A lot has been written about Spelunky's procedural level generation – the ability of the game to construct the varied and challenging terrain of your adventures, and which prevents them from becoming repetitive or frustrating through endless new lives. Libp2p looks pretty cool! Someone would have to write a GameMaker wrapper for it first though. Ideally most of the code should be tossed out and rewritten from scratch against the current version of GameMaker and GGPO (or, perhaps, it’d be easier to implement deterministic netcode in the C++ rewrite?), though I don’t currently have time for either of these things - maybe some big client will eventually desire an example of a medium-sized GM game with GGPO to use as reference and would be willing to pay me to spend a few months doing that, but that’s wishful thinking. deb built for it at the time, I doubt that I can make an AppImage without migrating the game to a current GameMaker version (which is no easy feat because most of the code was written against an even older version of GM). See my comment immediately below for dependencies - the game is made with (by now) a pretty ancient version of GameMaker so it doesn’t run on modern distros out of box. Default (spelunker) style can be customized via /color. Spelunky 2 has pixel renditions of skins but it’s just a single frame for UI - no animations.Ĭurrently you have /style with 3 default animations and a very poorly drawn “cube with legs” that I made in 2013. You can look at existing sprites using YYTextureView. Waiting while being used as a damsel style (optional)."Whoa" (showing when standing on an edge of a block).Duck-to-hang transition (over the corner of a block).Hanging on something (like edge of block, or wall with gloves).Being held in hands of other player (optional).I could look into it for a future update (whenever that’ll be) but someone would have to draw those sprites first.
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