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I see on pictures we can change of skin how did we do

See /style in README.txt for supported skins

It is very slow to play, only 25-30 FPS. My screen is 60 FPS. After using "gms_scheduler_fix", it is stable at 30 FPS. But it is very fast to play. Is there any way to make it run at 60 FPS?

Not that I know of - Spelunky SD is based on the original Spelunky Classic 1.1 source code, which was programmed for running at 30fps specifically. You could force the game to run at 60fps, but everything will just move twice as fast.

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wonderful mod, thank you

How do i play "Multiplayer"  with my sister? Port 5934 isn't working, it says we "Failed to connect, try again!"! Plz help! Thanks,

If you’re on the same WiFi/local network, you can use your local IP (like 192.168.1.101) to connect (but still make sure that the game is allowed in Windows Firewall).

If you’re not, you’ll either have to port forward (look for instructions for your router) or use a VPN service like ZeroTier, Radmin VPN, Hamachi, etc.

Thanks, help is appreciated.

I'm stuck on the username screen and i am pressing enter but it doesn't work :(

Plz make it so i can click "Confirm" thanks.

Press Down, then Enter.

thanks bro.

You know, adding the skins from HD as pixel versions of themselves would be great for the multiplayer.

I could look into it for a future update (whenever that’ll be) but someone would have to draw those sprites first.

This requires a few animations:

  1. Idle
  2. Being held in hands of other player (optional)
  3. Looking upwards
  4. Running
  5. Looking upwards while running
  6. Jumping (moving upwards)
  7. Falling (moving downwards)
  8. Ducking (holding down, no movement)
  9. Crouching (holding down and moving)
  10. Hanging on something (like edge of block, or wall with gloves)
  11. Duck-to-hang transition (over the corner of a block)
  12. Climbing a ladder
  13. Climbing a rope upwards
  14. Climbing a rope downwards
  15. Pushing a block
  16. Attacking
  17. "Whoa" (showing when standing on an edge of a block)
  18. Bouncing while stunned/dead
  19. Dead on the ground
  20. Stunned on the ground
  21. Stunned/dead, flying left
  22. Stunned/dead, flying right
  23. Stunned/dead, falling
  24. Entering a door
  25. Waiting while being used as a damsel style (optional)
  26. Kissing (damsel)
  27. Yelling (damsel)
  28. Being eaten by a plant.

You can look at existing sprites using YYTextureView.

Spelunky 2 has pixel renditions of skins but it’s just a single frame for UI - no animations.

Currently you have /style with 3 default animations and a very poorly drawn “cube with legs” that I made in 2013. Default (spelunker) style can be customized via /color.

Time for me to go a-modding, then.

Muchas gracias por su dedicación, me parece admirable su actitud 😉

I am stuck on the screen where i must enter my name and I can't progress past that, can anyone help? I'm very confused.

IIRC, you’re expected to enter the name using keyboard and press Enter.

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Hey ! This is an awesome fork of the classic Spelunky, it's really neat !
I was just wondering, is there any way to fix the weird framerate issue ? The game feels like it's running slow, then fast, then slow... The performance is really janky compared to the original Spelunky Classic.

Other than that, incredible job !

If your screen is >60hz, you can use this thing to fix that.

My screen is 60hz, but this thing worked, thanks !

I know the last update was several years ago now, but have you considered adding the controls menu back in? If not I totally get it, my understanding is that this project was not well supported. But this is my favorite way to play spelunky, it's an amazing mod with all kinds of great QOL improvements, and it would be great to see it with that extra level of menu polish.

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The old controls menu was hardcoded in the old netcode system, which I swapped out entirely.

See my comment immediately below for the project’s general situation

Ah alright, that's unfortunate. This is a great mod either way though. Thanks for the reply! 

Can you publish the source code or package the game as AppImage for Linux? I can't play it.

Also, there's libp2p from IPFS, which enables match making without central server.

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.

Given that I couldn’t get a valid .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).

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.

libp2p looks pretty cool! Someone would have to write a GameMaker wrapper for it first though. 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.

How I install game on Linux mint 64? 

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See this or this - the binary is 32-bit so you need to install dependencies for it to run.

Wait, I should just install the dependencies or what should I do I still didn't understand I'm not strong in linux! Help me

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I should just install the dependencies

Supposedly so! I’m not that good at Linux either, so if you get errors beyond missing dependencies, it might be better to ask somewhere more Linux-centric

hi

Forcing the game to fullscreen isnt working properly and the default window size is way too small for it to be played comfortably in my computer. Is there any fix for this?

You can press F1..F4 to set the window scale, or, if 4x is not enough, open spelunky.ini in %LOCALAPPDATA%\SpelunkySD and edit the scale yourself

On the First screen I cant press confirm. Can someone help me please?

On the menu, default confirm key is Enter

In-game (on title screen with doors), you enter using V or Space I think

is there any way to access the level editor or custom levels?

I’m fairly sure that I had to strip both out early in development since the level editor introduced a handful of extra complexity while playing levels online meant being able to sync level files on demand.

In the case of using ZeroTier do you need to host a with a specific port or ip?

can we please have mac?

The game runs fine under WINE/CrossOver, but a native version is currently unlikely - you may thank Apple for their prolonged efforts in quickly deprecating hardware and requiring developers to pay them a yearly fee even if an application is not being distributed through App Store (“notarization”).

(+1)

This game is a lot of fun with some friends!

Would you think of possibly making the source code public? I'd love to have a crack at porting this to Mac! 

you can find the source code here https://www.spelunkyworld.com/original.html 

ps, tell me if you get it onto mac!

There are a few hundred hours worth of changes between the original Spelunky Classic source code and what Spelunky SD is. Perhaps a few dozen less if you take the Humble Bundle version that’s already imported to GM:S.

Is it possible to run server headless on a VPS? How much resources does it need?

There is no server, this is a P2P game.

(+2)

The Linux version works great!  This awesome mod still runs fine with the right libraries included.  The easiest way to get those lib files is to download River Raid Squadron.  Then, replace the RRS game files with those from this game, and edit and rename the rrs script to launch this game instead.  RRS and more details here: https://juanitogan.itch.io/river-raid-squadron/devlog/175520/linux-32-bit-game-o...

How do I change my controls? I scearched all over the readme but couldn't find it.

It’s /remap <button name> <input>

So /remap jump Z (letter Z for jump) or /remap left -gp1x (move left when left axis of gamepad 1 is negative/left)

Also see https://itch.io/post/467149

Im trying to run it with archlinux and I dont know how anyone know how.

I could also run it (as an exe) through WINE but I dont know how.

Please someone help

I and a friend want to play it, but we ca'nt with the other. Are there still a server?

You'll need to port forward or use Hamachi/equivalent. The matchmaking server had been dead for... 2-3 years maybe? That cost money and all.

Could you link to a tutorial or something for it? Me and my friend tried but couldn't get that to work. Also, can't belive your still answer questions, thanks.

this is so dope fr, although a local multiplayer mode would be pretty killer :>

Since this is all pixelart, at most I could do awkward 8:3 or 4:6 splitscreen

maybe you wouldnt need to do split screen? maybe itd just be how it is in HD/2,, i think that might be easier to do

Could Someone make a tutorial (and post a link or something) on how to run it in linux I've tried too many websites and Im so confused.

As the person below pointed out, you might be better off running this through WINE - the Linux binary is 32-bit and has some ancient dependencies.

I'd probably remake this from scratch in the current version of GameMaker if I had time - so much had changed.

Thanks could you show me how I'm not very good with computers yet.

For linux users, running the .exe version via windows is very simple and seems to work great! The linux build seems to rely on some old libraries and I was not even able to get it to run, so just grab the .exe and lunch it via lutris/wine.

Could You or Someone make a tutorial (and post a link or something) on how to run it in linux I've tried too many websites and Im so confused.

Is there some way to change the controls? I would really appreciate it!

nvm, i just didnt read properly lo

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