93 / 0 / 22
93 seconds
of keeping the damsel alive!

And 22 filthy merchants blasted (did that a day ago or so actually).
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Don't have any reason to think they'll be using GameMaker.worstplayer wrote:Unless someone ported GameMaker to XBox, this is going to be a hell of a port.
1.0 better be the release to end all releases because the last version was still quite buggy. Still, hopefully that won't have any bearing on the quality of the XBLA release. Death to GameMaker.The game will not be a direct port however, it will contain new graphics and audio alongside other new features. Whether it will keep its very low resolution style is currently unknown.
Matskat wrote:This neighborhood USED to be nice...until that family of emulators moved in across the street....
Spelunky ≠ Spelunkerundamned wrote:I played the crap out of Spelunker on the trash 80. Still have yet to play I & II on the famicom, or the original Irem arcade versions, for that matter
-ud
Am I totally off in thinking it is directly inspired by the Spelunker series? Looks like a modernization to me.Ruldra wrote:Spelunky ≠ Spelunker
Yeah, in my opinion, randomly generated levels don't work for a platformer because the fun of a platformer comes from challenging, expertly-designed level layouts (EG, Megaman, Lost Levels, the Shinobi and Ninja gaiden games).Op Intensify wrote:I enjoyed the PC version. Great presentation, solid and rewarding gameplay. Random generation isn't at all ideal for a platformer though. That's why they have to give you such powerful tools for vertical movement and altering the levels, otherwise you'd constantly run into impossible situations. I think it would have been better with designer-made levels; I don't need "endless replay value" or what have you.
So why do they work so well for Spelunky? And don't tell me they don't work, and don't tell me that the game works in spite of them. Because clearly that's not true.EmperorIng wrote:Yeah, in my opinion, randomly generated levels don't work for a platformer because the fun of a platformer comes from challenging, expertly-designed level layouts (EG, Megaman, Lost Levels, the Shinobi and Ninja gaiden games).Op Intensify wrote:I enjoyed the PC version. Great presentation, solid and rewarding gameplay. Random generation isn't at all ideal for a platformer though. That's why they have to give you such powerful tools for vertical movement and altering the levels, otherwise you'd constantly run into impossible situations. I think it would have been better with designer-made levels; I don't need "endless replay value" or what have you.