Show Posts
|
|
Pages: [1] 2 3 ... 5
|
|
1
|
Developer / DevLogs / Re: Delver
|
on: May 06, 2013, 08:39:45 AM
|
|
Just gave the new dev build a try, still the same graphical glitches and plenty of them.
|
|
|
|
|
2
|
Developer / DevLogs / Re: Delver
|
on: April 24, 2013, 08:13:17 PM
|
|
You're looking for algorithm. Starting with 'alger...' is probably what set of the autocorrect, guess Algeria was the only word it recognized to start that way :p
|
|
|
|
|
3
|
Developer / DevLogs / Re: Delver
|
on: April 23, 2013, 08:18:57 AM
|
Did you increase the time traps take to reset or is that just me not having played in a while and thinking they reset quicker before?
I did up the reset time, attempting to make traps less annoying. Well, missions successful. Really like that change because they were kind of annoying before.
|
|
|
|
|
4
|
Developer / DevLogs / Re: Delver
|
on: April 22, 2013, 10:11:38 AM
|
Here's the note I gathered during a play through of the new version. - Yay, can see meshes (like the crystals now). Still not completly sure about them though, the crystal feels kind of out of place among the sprite grass and mushroom that are 2d and turn towards the player.
- You said flying enemies should not stay at the same height, the bats and eyes I've seen have all stayed on mostly the same height. They did go up and down a bit but we're talking a couple of pixels. Relative to how much is available? They did seem to move more in rooms with more space between floor and ceiling, still, not a lot of vertical movement. The skulls at level 7 did change levels, on in particular went and hid in a small crevice by the ceiling when it got hurt.
- Had a couple of minor graphical glitches. Not visible from all angles. Going back to the menu clears it. While the big glitches were there I also noticed the crystals are messed up. While standing in the middle of one glitch spot and looking around it changes colours. Looking back at my screenshots I almost want to say it's more common on the sewer levels, got it on both and it covered most of it until I went back to menu. Screenshots linked at the bottom.
- You should considering making cave areas in the dungeon levels (like 1 and 2) look more cave like as well like you did in the actual caves.
- The dungeon tiles have some diagonal pathways that would probably benefit from diagonal walls, a notable example being one of the three-way intersections.
- Graphical note, the ladder down has dirt around it no matter what kind of floor it is on, a minor thing but worth putting on the list of things to 'fix' at some point.
- The key on level 7 was invisible. Only reason I found it was that I walked up the the platform where it was thinking "huh, looks like there would be something there" and then the pick up key text appeared.
- On level 7 in the maze only the path was drawn on the map, the walls weren't.
- Did you increase the time traps take to reset or is that just me not having played in a while and thinking they reset quicker before?
Graphical glitches: First I encountered https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch.pngSecond one, just a small one and pretty much only visible from that angle. Coloured differently than the rest though. https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch2.pnghttps://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch3.pngThe two below shows just how bad the glitch can get. https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch4.pnghttps://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch5.pngHere with the glitched crystals. https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch6.png
|
|
|
|
|
5
|
Developer / DevLogs / Re: Delver
|
on: April 16, 2013, 07:49:42 PM
|
EDIT EDIT Do you mind if I go in with winRAR to mess around with the graphics for personal use?
There's been plenty of modding going on in this thread, just have at it. You don't have to edit the jar file itself though, if you get the files from inside it you can put your modified version in a folder called assets, if there is a folder called assets inside the same folder as where the delver jar or exe is it will read from and use files from that folder instead of the internal files.
|
|
|
|
|
6
|
Developer / DevLogs / Re: Delver
|
on: April 09, 2013, 02:41:39 PM
|
|
Yes. On android you can find the assets folder together with your saves folder which I believe is stored in a folder called delver on you sdcard.
Any mod that is install in the assets folder should work. It's possible that you might be able to install modded delver.jar files as well, but not quite sure about that or how you'd best go about it.
|
|
|
|
|
7
|
Developer / DevLogs / Re: Delver
|
on: April 04, 2013, 07:26:34 AM
|
Not dead, bit off more engine features than I should have for this next release, probably would have been better off making more content instead. Currently fighting through the collision for angled walls, it was way easier when everything was axis aligned.
Here's the current list of stuff that should be in the next release:
Better of with more less than stable dev builds as well. Since you made delver available for purchase I don't think we've seen a single dev build while before that we saw new once pretty often even if they weren't fully stable or had something new and fully implemented yet. It's a big change, I certainly have no problem seeing why someone could take the change as if meaning dead project. Ok not to sound like an idiot here but, translation please!
OK, translation, something like this: several new fancy engine features, little to no change in gameplay, possibly a bit "prettier".
|
|
|
|
|
8
|
Developer / DevLogs / Re: Delver
|
on: January 20, 2013, 03:48:44 PM
|
|
Well with recent engine developments it sounds like footprints would be possible, but it would also be a lot more data to save.
That said, I for one thing removing the map would be bad, at least if footprints where the only thing marking the way since you'd quickly have them all over and they don't make sense on all floors, none of them really unless the first two levels are muddy.
Also, I think a "magic map" makes perfect sense in a world with floating eyeballs that shoot lasers, not to mention a world where magic exists.
|
|
|
|
|
9
|
Developer / DevLogs / Re: Delver
|
on: January 08, 2013, 11:34:38 AM
|
|
Ah, the engine is becoming more and more impressive as time goes on. If the engine gets a separate release as things become more finished I can see it being used for many neat little games :D
As for the latest screenshots, nice! I've long had this idea that one could do a total conversion mod and make a sci-fi Delver, it'd be awesome, I'm not exactly much of a texturer though :p
Would definitely love to see a sci-fi game using the delver at some point, be it just another randomized rogue like or a more structured game.
|
|
|
|
|
10
|
Developer / DevLogs / Re: Delver
|
on: November 28, 2012, 11:37:23 AM
|
how big are the sprites? Is the sprite grid a fixed size or is it divided within the picture file?
Sprites do not have a fixed size. If you'd want to use higher resolution textures, say you wanted all the wall textures to be 64x64 instead of 16x16 all you have to do is make the the textures file 256 pixels wide instead of 64 and then draw your textures, same goes for the sprites file and so on. I'm not quite sure how the grid is made, I can't say if you could add a fifth column to the sprites or entities files but I'd guess no, dividing the the width of the files by a fixed amount like 4 for the textures or sprite file would be the easiest way to figure out the size of the textures/sprites in the image.
|
|
|
|
|
11
|
Developer / DevLogs / Re: Delver
|
on: November 28, 2012, 10:24:39 AM
|
|
Things might have changed but I think what he's said before is that he would like to do an iOS version but that would happen first when the game is in a more complete state.
|
|
|
|
|
12
|
Developer / DevLogs / Re: Delver
|
on: November 28, 2012, 10:06:38 AM
|
Hm, I think it's kinda silly that it's purely an .exe now. Mainly because you've been working on all these different features that we could only access by editing files in the jar, and now we can't do that anymore.
With the humble store, you have access to versions for all three platforms - Windows, Mac and Linux. The Linux version is still a .jar file, which you can use for modding purposes.  And of course the .exe file can actually be opened and edited by 7zip (and I imagine most decent archive utilities) in just the same way as you can with the .jar files. --- So, how's the current plan for dev builds? Sticking with just linking them here? As pointed on the last page they're usually fully playable and hardly broken so you know, you'd give everyone a way to get the latest version of the game without supporting the project... Then again, I imagine the exe or jar file will end up fairly easy to get without paying anyway, should one want to, so restricting the dev builds might just end up being a waste of time :p...
|
|
|
|
|
13
|
Developer / DevLogs / Re: Delver
|
on: November 26, 2012, 09:14:59 AM
|
I'm not sure what the plan for new dev builds will be. Could just post links to jars here as I've been doing in the past as usually the dev builds are broken enough in some way for them to be only useful for testing purposes  Honestly, while some builds might have had a big bug in them and others might have had halfway done features I'd say the overwhelming majority of dev build have been stable and perfectly playable, definitely not what can be called broken. I for one have always play on the latest dev build.
|
|
|
|
|
14
|
Developer / DevLogs / Re: Delver
|
on: November 23, 2012, 01:21:29 PM
|
I use steam cards.
Ah, right. Had forgot they had introduced that (the fact that they aren't available here probably don't help the memory). I guess maybe what MrDaaark suggested to someone else earlier might be useful in your case: 1) Go to the nearest corner store 2) Buy a 15$ Vanilla Mastercard pre-paid credit card 3) Register it on their site with your zip code 4) Enjoy Delver : If that's not an option I guess you'll have to wait for Delver to become available on Steam, it is in Greenlight as far as I know so go give it your thumbs up.
|
|
|
|
|
15
|
Developer / DevLogs / Re: Delver
|
on: November 23, 2012, 05:43:32 AM
|
Hey guys! I need to ask you something and do a little survey:
Personally I wouldn't care for a Vinyl, that said, you give me the option to buy the full soundtrack for a reasonable sum when it's complete and I'll do so even if I could extract it from the game files. "or a 7" one with special versions of the best themes?" If you do any special version for an eventual vinyl I hope you'd make them available digitally as well. Hey Chad, I've been playing Delver since June 30th always checking here almost everyday but then when I went to the main website i noticed that delver is now paid, so quickly I made an account here to tell you... Would do you mind sending me a code please?  BTW Where do i send you my email for the code? As Interrupt said in the post you quoted, if you have been active around here and didn't get one of the codes he posted you should send him a PM on here. I'm not sure if having played the game but only just now registered will count as being active around here but a PM is the way to go. If he gives you a code it'll be a link to the humble store (just like the ones you get when you purchase a humblebundle) that you can link to your Humblestore account if you have one or just download the game from directly. Sadly, I can't buy games with anything but Steam...
If I may ask, what payment method do you use on Steam then? PayPal and Amazon Payments are probably the most common payment methods on the Internet besides paying with a credit or debit care (which you can do with PayPal).
|
|
|
|
|