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« Reply #480 on: May 15, 2012, 10:21:32 AM » |
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http://dl.dropbox.com/u/84007/Delver/delver-alpha-5-15-12.jar* Map now shows walls, highlights exit door * Re-encoded all sounds as oggs to lower file size and fix some Android issues on CM7 * Fixed a rare saved level loading bug * Some graphical tweaks * Added random credits to the splash screen * More work on the options page, not visible yet * Boss lich looks more boss-like
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« Last Edit: May 15, 2012, 11:39:40 AM by Interrupt »
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obsidian_golem
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« Reply #481 on: May 15, 2012, 11:15:41 AM » |
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http://dl.dropbox.com/u/84007/Delver/delver-alpha-5-15-12.jar* Map now shows walls, highlights exit door * Re-encoded all sounds as oggs to lower file size and fix some Android issues on CM7 * Fixed a rare saved level loading bug * Some graphical tweaks * Added random credits to the splash screen * More work on the options page, not visible yet Works great. The new minimap makes the dungeons a lot easier to navigate. One thing though. It seems like the generator generates levels with walls outside of the map. It looks a bit weird.
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« Reply #482 on: May 15, 2012, 11:40:35 AM » |
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Works great. The new minimap makes the dungeons a lot easier to navigate. One thing though. It seems like the generator generates levels with walls outside of the map. It looks a bit weird.
Have a screenshot? Map could probably use a few pixels of padding.
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obsidian_golem
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« Reply #483 on: May 15, 2012, 11:57:53 AM » |
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Sorry no screenshot. I think it has to do with the level itself. The max level size needs to be decreased by one tile. It was an entire wall tile that was missing, not just a few pixels of it.
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DustyDrake
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« Reply #484 on: May 15, 2012, 02:42:50 PM » |
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Sorry no screenshot. I think it has to do with the level itself. The max level size needs to be decreased by one tile. It was an entire wall tile that was missing, not just a few pixels of it.
like this? (the water area) 
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obsidian_golem
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« Reply #485 on: May 15, 2012, 03:28:13 PM » |
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Yeah thats what I mean.
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Lulkos
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« Reply #486 on: May 15, 2012, 05:14:11 PM » |
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Hey im not sure if this is the place to do this but I experience real bad lagg when there a mob of 2 or 3. Just letting ya know :D Im using a Android Pantech breakout it has froyos 2.2 I believe. Hoping you can fix soon! Great game btw 
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« Reply #487 on: May 15, 2012, 05:20:06 PM » |
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Yeah thats what I mean.
Thanks, I get it now. The map now is exactly the size of the level, can make it a bit larger to add some padding.
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DivX
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« Reply #488 on: May 15, 2012, 07:48:55 PM » |
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Hello I'd like to open by saying that this project is going great, the 3D dungeon crawling has taken up several hours of my life since the moment I purchased it for the android. XD
I mostly logged on to address some minor bugs and ask a few questions. I'd like to see this game to run as smoothly as you yourself probably do, after all.
It's not exactly a major bug, but I figured I should point it out. You know that there had been a problem with attacking while moving a few updates ago? The problem seemed to be non-existent if the player would attack first, then while holding the attack button to charge, they could begin moving, and as long as they hold down the portion of the screen that's designated for moving, then the player can move and attack as he pleases, until the moment where he lets go of the moving screen. The process must then be repeated.
I know that bug has been fixed, but that brings up a second one. It turns out that while moving one cannot access the inventory, turn on and off the map, or switch items in the "hotkey" bar. Nor can they while looking around. but this is possible in the PC version of the game. Interestingly, I noticed that if you take and tweak the process from above, this bug could be counteracted much like the attack-while-moving bug.
What happens is
First: The player must hold the right portion of the screen (the look around portion) and then, without letting go, place a finger on the left (moving) portion. After he moves in any possible way, the player may let go of the right portion of the screen. Second: As long as the left finger remains on its side of the screen after the right finger lets go, the right finger is now, strangely, capable of switching weapons, dragging and dropping materials, and accessing the inventory and the map.
Due to this I figured the bug may exist in the same manner as the attack-while-moving bug.
I'm also not sure if this glitch had been fixed (since the last update I didn't have much time to play) but in the last dungeon, the player's position on the map is actually placed BETWEEN paths on the map, rather than on them., It makes it tricky to navigate backward through. Up until the last dungeon, the map seemed to work fine, but heading upwards after reaching the last level, even before getting the orb, the players position is always off.
I hope this helped eliminate glitches, somewhat.
Now, I have a couple of questions about the game as well. I noticed there are different kinds of wands, such as storm, fire, ice, etc. I was wondering if they have any sort of significant effect besides changing the color of the energy ball? Or is that all entirely cosmetic?
Also I was wondering if Delver may at some point feature the ability to have Local (bluetooth or local wi-fi) co-operative play? Thank you for your time.
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« Last Edit: May 15, 2012, 07:55:33 PM by DivX »
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DustyDrake
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« Reply #489 on: May 15, 2012, 08:43:35 PM » |
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Multiplayer delver would make me throw all of my savings bonds at my screen. Then, I'd have to pick them up because that was silly.
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obsidian_golem
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« Reply #490 on: May 15, 2012, 09:07:53 PM » |
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A couple of ideas. First, the left side of active items in the hotbar is not the same color as the rest. It's not really a major problem, just something I noticed. Second is an effect system. What I mean is the ability to have poisoned, burned, feared, slowed, stunned or even frozen enemies. These effects could be applied to certain weapons, or given to the delver by certain enemies. Maybe later you could even add potions to cure these conditions.
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DivX
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« Reply #491 on: May 15, 2012, 11:02:56 PM » |
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A couple of ideas. First, the left side of active items in the hotbar is not the same color as the rest. It's not really a major problem, just something I noticed. Second is an effect system. What I mean is the ability to have poisoned, burned, feared, slowed, stunned or even frozen enemies. These effects could be applied to certain weapons, or given to the delver by certain enemies. Maybe later you could even add potions to cure these conditions.
Finally a little something to put the black potion to use. Honestly, it doesn't do anything. It doesn't even actually hinder the player, since he doesn't even have to pick it up, so it makes you wonder what its use is in the first place, really.
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DustyDrake
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« Reply #492 on: May 16, 2012, 05:33:26 AM » |
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Yeah, it would be nice if the potions had random effects chosen on startup, that way you will have a reason to pickup black potions.
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« Reply #493 on: May 16, 2012, 07:20:22 AM » |
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Yeah, it would be nice if the potions had random effects chosen on startup, that way you will have a reason to pickup black potions.
That's planned actually, will need to test a potion on yourself to figure out what it does. Going to be potions like heal, poison, cure poison, speed, and teleport. Now, I have a couple of questions about the game as well. I noticed there are different kinds of wands, such as storm, fire, ice, etc. I was wondering if they have any sort of significant effect besides changing the color of the energy ball? Or is that all entirely cosmetic?
There are still some multitouch issues with the UI, it seems like the framework I'm using ignores touch events for the UI when there's another touch input active. I put in a hacky workaround for the attack button as it was the largest pain point, but I am investigating a larger fix. The different magic types are all going to have their own status effects and damage types, so some monsters could be resistent to fire attacks for example, and monsters who aren't could take ongoing fire damage for a few seconds. I also want a few different attack types than just projectiles, like short range cones (shotgun style), instant hit beams, and area of effect bursts. Multiplayer would be fun, but there's a ton of stuff I want to do first. Maybe when there's a magic system, different classes, and an overworld I can get to that  A couple of ideas. First, the left side of active items in the hotbar is not the same color as the rest. It's not really a major problem, just something I noticed. Second is an effect system. What I mean is the ability to have poisoned, burned, feared, slowed, stunned or even frozen enemies. These effects could be applied to certain weapons, or given to the delver by certain enemies. Maybe later you could even add potions to cure these conditions.
An effect system is something that should be coming shortly, still working on how the UI should look for that. I'm thinking maybe having an icon of the effect (poisoned for example) with a timer or bar under it. I bet people will love the spiders even more when they get poisoned by them.
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SoHaunted
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« Reply #494 on: May 16, 2012, 08:15:23 AM » |
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Everything you said about randomizing potions, magic types, effect systems and especially this: "Maybe when there's a magic system, different classes, and an overworld I can get to that" Just made my day  but spiders scare the hell out of me already
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