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Spelunky 2 ghost
Spelunky 2 ghost






spelunky 2 ghost
  1. Spelunky 2 ghost update#
  2. Spelunky 2 ghost free#

  • Did Not Get the Girl: Despite repeatedly saving the Damsels, Spelunky 2 reveals he ends up Happily Married to Tina.
  • His fellow starting spelunkers, Red, Blue, and Green, also came with him. It seems he at least freed Tina/Yellow, and he at least saved the dog damsel, since he's married to her, and has the dog as a house pet, in the sequel.
  • Ambiguously Bi: Like the rest of the spelunkers, any of the damsels can give him kisses.
  • He's basically an exaggerated Indiana Jones in how much of an Action Hero he is compared to your typical Archaeologist.
  • Adventurer Archaeologist: More noticeably so than the others are.
  • The Spelunker/ Guy SpelunkyA heroic ( supposedly) Indiana Jones lookalike who ventures into the caves in search of treasure and fame.
  • Weapon Specialization: The default weapon of every spelunker in HD and 2 is a whip.
  • Heroic Comedic Sociopath: It's up to the player, but there are some serious rewards to be gained by committing wanton murder and human sacrifice.
  • This also extends to the starting cast of Spelunky 2: Ana is a Dandelion Yellow, while Margaret is Purple, Colin is Cyan, and Roffy is gray. The main Spelunker in HD is Orange, while the other starting characters are Red, Blue, and Green.
  • Chromatic Arrangement: Every spelunker has their own unique color, and we mean every spelunker.
  • Notably, some downplay the trope and focus more on the "adventurer" aspect, while others fully embrace the archaeology aspect.
  • Adventurer Archaeologist: Quite obviously, with all of them being cavern explorers.
  • These tropes apply to the general tropes they all share. The SpelunkersA clan of various different cave-adventurers, who are tasked with going through the cave of Olmec/the moon, and your player character. This page will also have some spoilers for Spelunky 2, so be wary of that. UI: Lots of small fixes to existing entity properties viewsĪPI: Dozens of features from the last few months.Note: This page is under maintenance due to Spelunky 2 coming out, and fleshing out a lot of the characters that were previously lumped in with one another. UI: Disabled moving non-movable floors, it just makes a mess UI: Entity mask used by these tools can be changed in the options UI: Smart delete tries to kill entities with minimal side-effects, mess and crashing (WIP) UI: (Mouse3) Doubleclick if you want to clear explicitly selected entity type in spawner UI: (Mouse3) Spawn tools now default to current picked entity type UI: (Delete) Delete multiple selected entities or current picked entity UI: (LAlt+Mouse4) Fix broken or un-decorated floors UI: (LAlt+Mouse3) Hold to select many entities (you can do additional filtering in the finder) UI: (LAlt+Mouse1) Hold to draw perfectly decorated floor (or whatever) on grid UI: Left Alt has joined the gang of available keyboard modifiers UI: Added menubar to find all the features. Search for entities based on name, type, flags. UI: Changed pause type so the music won't glitch UI: Draw some more circular hitboxes based on entity shape UI: Added explosion hitbox previews for explosives UI: Added options to draw more/less hitboxes (for floor, liquid, logical.) UI: Added some global variables to console for faster testing (`E = selected entity`, `U = its uid`, `P = get_player(1)`) UI: Fixed noclip getting stuck on ladders and other things UI: Tweaked camera dragging, focusing and zooming with mouse4 UI: Added some liquid parameters like gravity in game properties UI: Added option to disable ghost timer (Ctrl+O) UI: Made the script prints *a lot* smaller and not be behind the console input UI: Changed the default font (Clear your font setting if you want to see it!)

    spelunky 2 ghost

    Spelunky 2 ghost free#

    UI: Added new embedded font "Hack", a free monospace programming font UI: Added font options to the style options window Nothing new if you've been using the WHIP build. : Make the global players use state local if possible (Mr-Auto) #301įour months without stable release, so lots of features.: Change PRNG:get to PRNG:get_main to be more clear, fix state:get().local_ptr crash and make it return nullptr when it can't get the local state struct (Mr-Auto) #301.: Merge remote-tracking branch 'my-fork/stuff' into stuff (Mr-Auto) #301.: Merge branch 'main' into stuff (Mr-Auto) #301.: fix global players sometimes giving reference to non existing entity (Mr-Auto) #301.: don't disable the optimisation (Mr-Auto) #301.

    Spelunky 2 ghost update#

    : fix pre/post damage bug, also update the parameters for damage virtual (Mr-Auto) #301.: add case sensitivity to the file name comparison for including examples in docs (Mr-Auto) #301.: add comment, update doc (Mr-Auto) #301.: expose pages from Journal (Mr-Auto) #301.: add get_type to JournalPage (Mr-Auto) #301.: level_api - use actual entity variables instead of memory index (Mr-Auto) #301.








    Spelunky 2 ghost