Author Topic: Doing "Rogue Spelunky"  (Read 16468 times)

Slash

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Re: Doing "Rogue Spelunky"
« Reply #15 on: November 02, 2010, 01:51:01 AM »
Hey Slashie were you thinking something on the lines of a top down zelda style game or sticking with the jumper style of Spelunky but adding tons and tons of pazzaz?
I was thinking more on keeping the jumper style, just changing the theme to classic rogue, adding monster zoos, hunger limit, all that :)

But anyway here is Spelunky with a little sword replacing the whip. Kinda neat I guess. You can put any type of weapon on him you want. Great big battle axe might be fun. Here is the modded .exe.
http://www.megaupload.com/?d=2WU23L3C

I got a lot of errors on start up, but after ignoring all of them I could give it a look. Interesting :)

The next step would be replacing the sprite with a rogue :)

So, I think it'd go like this:
* Implementing Hunger
* Implementing rogue monsters (Some are already there)
* Implement Amulet of yendor
* Going back to the surface :P

guest509

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Re: Doing "Rogue Spelunky"
« Reply #16 on: November 02, 2010, 06:28:56 AM »
  Crap sorry about all the errors. You'd need to run it in the same directory as your other spelunky 1.1 executable. It needs the sound files and what not I think. Next time I will zip it all up together.
  I have been messing around with making the character into a ninjalike rogue guy. Kind of a fun project. Need to play Spelunky a bit more to get the feel of it before I start fiddling with the code. It's such a difficult game. Need to get my gamepad out I guess.
  Swapping out sprites isn't too difficult with gamemaker though. Keeping the sprite style consistent will be the challenge.
  Rogue is a good starting point for adding things. And what you asking for isn't even that much work...in theory  ;)