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TheNite
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« Reply #600 on: May 31, 2012, 08:18:55 PM » |
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Wow, been so cought up in other stuff forgot about my mod... I'm redoing it. Just cause. No download yet but heres what I've got in the redone version so far
Enemy: Eye of Beholder: One of the many eyes of Beholder Boss: Beholder: The head command of eyes
If you didn't notice, the eye and zombie from your mod was added in the last update.  Congrats! 
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Interrupt
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« Reply #601 on: June 01, 2012, 09:09:17 AM » |
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http://www.intrrpt.com/downloads/delver/delver-alpha-6-1-12.jar* Implemented per-level music, data driven through a field in data/dungeons.dat * Wired up the rest of WhileWolf's music * Added mushrooms, and glowy mushrooms to help break areas up a bit visually [mod stuff]
If you didn't notice, the eye and zombie from your mod was added in the last update.  Congrats! I should give the eyes a cool spell, like how the zombies can poison. A beam with a chance to paralyze maybe?
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« Last Edit: June 01, 2012, 09:17:21 AM by Interrupt »
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whitewolfmusic
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« Reply #602 on: June 01, 2012, 12:37:14 PM » |
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Good news! Now that the code for per-level music is in the game, I can hunt down the weak parts of the music  and rework it, to be as good as possible.  Also, I can get a better sense of how it matches the ingame atmosphere, what really helps me to get it right. I am not satisfied with the current state, so expect some changes in the next few days. Especially the starting music needs some work and the ending track will get a better "intro". Until then: until then. 
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Joshua
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« Reply #603 on: June 01, 2012, 01:34:02 PM » |
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Mushrooms you say?  Argh. Still five more days until I can play the latest version...
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TheNite
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« Reply #604 on: June 01, 2012, 07:07:58 PM » |
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I should give the eyes a cool spell, like how the zombies can poison. A beam with a chance to paralyze maybe?
Mabye make the eye slower and not follow the player, but if the player gets close it will open it's eye and attack. Or if the player looks at the eye, it will paralyze and attack. OR mabye it is stationary and stares at the player. When it blinks the player can move until it opens it's eye again. If the player moves while it's eye is open then it will paralyze and attack. Mabye all of the above with different colored eyes. Also did you get the message I sent you a few weeks ago? It had a few tomb rooms for whenever they were added.
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Odkin
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« Reply #605 on: June 01, 2012, 08:14:41 PM » |
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Poison? Uggghhh I HATE poison... the bane of every fantasy game. As for the music, I like what's in the game, but still say my personal audio mod of substituting The Ventures "Fear" can't be beat for the perfect dungeon mood! http://www.youtube.com/watch?v=LuxYVqKftQw
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Odkin
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« Reply #607 on: June 01, 2012, 09:00:00 PM » |
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I think you're confusing scary/haunting/creepy music with melodyless/percussive/midi-esque tones. 
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Leonick
Level 1
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« Reply #608 on: June 02, 2012, 03:28:29 AM » |
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First, I love this game! I'm making some new tiles for the generator, will post them here when I have a decent bunch for everyone to use. If anything with the colours have changed since you posted back on page 15 I'd be nice to have an update (this goes for when things change to of course), like if more items are available via alpha values, though I'm guessing not since not even a torch on wood floor seem to be possible that way. http://www.intrrpt.com/downloads/delver/delver-alpha-6-1-12.jar* Implemented per-level music, data driven through a field in data/dungeons.dat * Wired up the rest of WhileWolf's music * Added mushrooms, and glowy mushrooms to help break areas up a bit visually [mod stuff]
If you didn't notice, the eye and zombie from your mod was added in the last update.  Congrats! I should give the eyes a cool spell, like how the zombies can poison. A beam with a chance to paralyze maybe? As for the latest version, what are the spawn rules for those mushrooms? I figured maybe they would be the "purple light" (6000ff) but that's just ambient light, the mushrooms seem to be spawning rather spontaneously? A note on the new music, overall it's great, though I must the percussion (or whatever the right word really is) in call of adventure (the primary tones in the ten first seconds) are a bit sharp on the ears. Maybe lower their volume or something, the percussion in descending much better. Just my opinion though. A beam would be cool for the eye, the paralyze I'm not so sure about. EDIT: Two questions regarding the generator. 1. In the pngs with tiles, I notice all the default ones are full, do they have to or is the game smart enough to notice if a tile is empty or inccorect? Could one for example have a png 54x54 pixels where the first two rows are full but the last have two empty slots? 2. I had a dungeon just now with one of the 4-way intersection, on of the exits just had a small room, 5x3 I think, with one piece of equipment centred along the long wall. I can't see this room in any of the pngs, where does that room (and other dead ends) come from? There is a room with the correct size in TileEnd but the contents doesn't match.
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« Last Edit: June 02, 2012, 06:51:48 AM by Leonick »
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whitewolfmusic
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« Reply #609 on: June 02, 2012, 05:11:39 AM » |
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Yeah, the percussion is a bit overdone, one of the things I will fix these days 
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TheNite
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« Reply #610 on: June 02, 2012, 09:45:03 AM » |
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[many many words]
I just uploaded a tutorial on adding new dungeon tiles! If you have any questions just reply to this post, send me a PM, or comment on the video. As for the mushrooms, they spawn on the "3E3E3E" color. Random objects spawn on them (skulls, rocks, mushrooms) Question 1: Each tile is 17x17. If you resize the canvas by 17 pixels on either axis, it will add room for three new tiles. Question 2: The dead ends are for ladders. One ladder is placed per level, the rest turning into items. Tutorials: Enemies: http://www.youtube.com/watch?v=KuRlwHfFMNIDungeon tiles: http://www.youtube.com/watch?v=72UUKz1WPlsHope this helped 
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casimirsblake
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« Reply #611 on: June 02, 2012, 01:55:31 PM » |
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Just managed to complete a game, with the newest beta.
Balance is a little better, tougher, but not "hard". There are a lot of drops, and it doesn't feel like I have to scavenge until last-minute on the way back up.
Small bug: When completing the game, a new piece of music plays. This does not stop when entering a new game immediately. The level 1 music plays "on top" of the completion music.
This is a stunning little game. Looking forward to see where it goes from here!
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SoHaunted
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« Reply #612 on: June 02, 2012, 06:19:20 PM » |
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I've got to say that I am very pleased with the latest additions to the game and can't wait for them to hit the play store.
Priority just a heads up I am still unable to drag items into my bag from the hotbar, I have to drop them then manually pick them up and drop them in my bag. This is on Android btw.
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Interrupt
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« Reply #613 on: June 02, 2012, 07:46:56 PM » |
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[many many words]
Question 2: The dead ends are for ladders. One ladder is placed per level, the rest turning into items. Yep, dead ends that aren't used for ladders spawn loot, so at least it's not a useless dead end. This loot is also a level above the current loot in the dungeon, so it has a chance of being a bit better than the norm. May switch this up to use a different algorithm so that it only spawns gear and not stuff like food. Dungeon tiles do need to be full, and 17x17. Adding more tiles is just a matter of expanding the file by 17 in either direction, blank tiles would result in incompleteable dungeons as those empty tiles would not be traversable. Priority just a heads up I am still unable to drag items into my bag from the hotbar, I have to drop them then manually pick them up and drop them in my bag. This is on Android btw.
Known about this for awhile, keep forgetting to fix it. I'll make a note to fix it in the next version. Small bug: When completing the game, a new piece of music plays. This does not stop when entering a new game immediately. The level 1 music plays "on top" of the completion music.
Whoops! Good catch, need to add in a fix to the jukebox to stop the previous music before playing something new.
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leotheleo
Manbaby
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« Reply #614 on: June 02, 2012, 11:54:30 PM » |
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Can we download the music of the game from somewhere? I really like it :D Also, I'd like to have a minimap instead of an icon for the map (someone suggested this on the Google Play store) and also Xperia Play controls which I think you are going to add anyway?
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whitewolfmusic
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« Reply #615 on: June 03, 2012, 02:00:09 AM » |
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Can we download the music of the game from somewhere? I really like it :D Also, I'd like to have a minimap instead of an icon for the map (someone suggested this on the Google Play store) and also Xperia Play controls which I think you are going to add anyway?
Hi  The music will be available for download (for free!), when the soundtrack is complete and final. I have to fix some problems with the tracks in the current state, maybe make them a little longer and get the final touch on the overall quality. Also, as the game grows, it might need more tracks. But you can already listen to all of the tracks at: http://soundcloud.com/whitewolfmusic/sets/delver-ost/Feel free to leave comments and feedback, of what you like or dislike about it - it'll help.  Because there were some questions about it: You can use the current music for Delver-related videos, because it is part of the game anyway. For NON-Delver stuff, please be patient and wait until the soundtrack is officially available for download. Then, it will be Creative Commons (currently all rights reserved).
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Leonick
Level 1
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« Reply #616 on: June 03, 2012, 02:27:26 AM » |
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Yep, dead ends that aren't used for ladders spawn loot, so at least it's not a useless dead end. This loot is also a level above the current loot in the dungeon, so it has a chance of being a bit better than the norm. May switch this up to use a different algorithm so that it only spawns gear and not stuff like food.
Dungeon tiles do need to be full, and 17x17. Adding more tiles is just a matter of expanding the file by 17 in either direction, blank tiles would result in incompleteable dungeons as those empty tiles would not be traversable.
Ah, was a bit unsure since it didn't seem to quite match the layout, that explains it all then, thanks. Making them only spawn gear and not food seems like a good idea. Suspected they needed to be full and I did figure out how to expand them, not exactly complicated.
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ImHereForDelver
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« Reply #617 on: June 03, 2012, 03:21:16 AM » |
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I should give the eyes a cool spell, like how the zombies can poison. A beam with a chance to paralyze maybe?
That would be good. Soon (Maybe) I'll be releasing a new version of my mod again.
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ImHereForDelver
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« Reply #618 on: June 03, 2012, 03:24:46 AM » |
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I'm not good at making quotes XD
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ImHereForDelver
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« Reply #619 on: June 03, 2012, 04:20:30 AM » |
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Hi  The music will be available for download (for free!), when the soundtrack is complete and final. I have to fix some problems with the tracks in the current state, maybe make them a little longer and get the final touch on the overall quality. Also, as the game grows, it might need more tracks. But you can already listen to all of the tracks at: http://soundcloud.com/whitewolfmusic/sets/delver-ost/Feel free to leave comments and feedback, of what you like or dislike about it - it'll help.  Because there were some questions about it: You can use the current music for Delver-related videos, because it is part of the game anyway. For NON-Delver stuff, please be patient and wait until the soundtrack is officially available for download. Then, it will be Creative Commons (currently all rights reserved). Nice music can't wait to hear most of it in game.
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