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Arbitror
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« Reply #255 on: April 26, 2012, 08:21:18 PM » |
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The mouse is a bit more responsive (I think), but it's still jittery and "laggy". I love the music btw! *Edit: I just noticed that both ladders on floor two lead to the same ladder on floor one, making the key impossible to reach.  Also, the blue wand's projectile (deep blue) does not match the color of the "crystal" (light/cyan blue). I don't know if that's on purpose or not.
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« Last Edit: April 26, 2012, 08:33:17 PM by Arbitror »
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Monkeycamera
Manbaby
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« Reply #256 on: April 26, 2012, 08:44:15 PM » |
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When I go down the first ladder on the first floor (4-27-12), the "Second Floor" screen appears and the game shuts down... BTW Music! 
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Dakota.s
Level 0
 
Future Game Developer
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« Reply #257 on: April 26, 2012, 08:46:44 PM » |
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Oh man, this game is amazing so far. Keep up the good work.
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Games are supposed to be art, and not simply a way to make money.
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inathanlite
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« Reply #258 on: April 27, 2012, 02:43:51 AM » |
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Woo thanks pal it's fixed for me. Still a tiny bit choppy (very tiny) but it's playable and that's what counts.
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Interrupt
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« Reply #259 on: April 27, 2012, 08:41:18 AM » |
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New version! http://dl.dropbox.com/u/84007/Delver/delver-alpha-4-27c-12.jar* Reworked tessellator to fix crashes when tessellating some generated levels * Added numbers to hotbar * Fixed mouse input getting jittery when FPS fell below 60fps - still some tweaking to do here * Android specific fixes * better control, now is using a more traditional FPS scheme * performance fixes - disabled generating of grass and rocks for now (totally killed performance on some phones) * fixed music related crash
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RynnZ
Level 0
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« Reply #260 on: April 27, 2012, 01:54:28 PM » |
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Wow, THE MUSIC! It adds so much! Props to Whitewolf.
Equipping armor in the inventory now works! And the Android version quits after I die! The numbers in the Hotbar (PC version) really help too. Thanks! I actually beat Delver for the first time today. (I know, I suck.) I'm also liking the new Android controls. I'm still having a hard time looking around without attacking, though... Sometimes I can, sometimes I can't. I'll keep practicing and see if it's just me.
Bugs?: - When your inventory is full, "NO ROOM" flashes too fast to read. I had to spam 'E' to see what it said. Add a few milliseconds? - The new Android version is laggier for me, mainly during combat. Not sure if it's the blood particles, the wand effects, or what... This is on a Nook Color running CyanogenMod 7. Not sure if anyone else is experiencing this.
Suggestions: - An optional Crosshair? - Graphical Options that users can turn on and off (e.g. grass and rocks, blood splatters). Then everyone can make it run smoothly on whatever device they own, rather than just shipping a dumbed down one-size-fits-all version. - Make it even more awesome, i.e., keep doin' what you're doin'. :3
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inathanlite
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« Reply #261 on: April 27, 2012, 02:32:02 PM » |
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Suggestions: - An optional Crosshair?
Nah no crosshair, this game is a lot cooler without one.
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architech7
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« Reply #262 on: April 28, 2012, 03:40:41 PM » |
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Absolutely love the updates! Great work interrupt! The random dungeons made the re-play-ability go up to a million. Love it. The android controls are a little hard to get used to (not a biggy if your used to playing all kinds of games with different control schemes) -- Maybe add some type of way to change the sensitivity so different devices can tweak the settings? I'll continue to help out by buying the game for a few of my friends if i can. Someone should come up with some sweet logos to start some free advertising with 
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ajf
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« Reply #263 on: April 28, 2012, 03:45:39 PM » |
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Android version runs surprisingly well on my phone.
However, it's a non-multi-touch screen, and it has a keypad with an optical trackpad. Could you enable use of the keyboard and/or trackpad for movement and firing? It would be more natural.
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sergiocornaga
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« Reply #264 on: April 28, 2012, 08:35:29 PM » |
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I really look forward to this developing.
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Eigen
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« Reply #265 on: April 29, 2012, 02:51:07 AM » |
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I love this game. It's so simple, yet brilliantly executed. Really looking forward to what comes of this. iOS port? Yes? No? When? 
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ajf
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« Reply #266 on: April 29, 2012, 03:40:38 AM » |
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I love this game. It's so simple, yet brilliantly executed. Really looking forward to what comes of this. iOS port? Yes? No? When?  I wouldn't expect anything to come of that. He prabl can't use his existing code since it's Java, and I don't think Interrupt wants to go through the app approval process.
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Eigen
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« Reply #267 on: April 29, 2012, 03:56:40 AM » |
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Yes, Java is a no-go, I know that. That's what porting means - rewriting in another language. I'm just asking because I'd love to play it on my phone but I don't have an Android device.
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« Reply #268 on: April 29, 2012, 09:22:14 AM » |
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An iOS version would be awesome, but it's way faster for me to develop for Android right now. My long term goal is to eventually write an iOS renderer and game engine, and port most of the logic to Lua scripts to be cross platform. This would all happen after the game is fleshed out and feature complete.
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