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TheNite
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« Reply #620 on: June 03, 2012, 05:07:42 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. I guess nobody liked my ideas for the eye on the last page?  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.  How would I add a new hex code for a certain enemy to spawn on? Like the boss spawns on the "DEFF00" code with the orb, I wanted to make a specific enemy spawn on another tile.
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Leonick
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« Reply #621 on: June 03, 2012, 10:40:42 AM » |
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How would I add a new hex code for a certain enemy to spawn on? Like the boss spawns on the "DEFF00" code with the orb, I wanted to make a specific enemy spawn on another tile.
Pretty certain you'd need to add it to the actual code of the level generator since there are no dat files or anything containing this information.
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DustyDrake
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« Reply #622 on: June 03, 2012, 10:59:27 AM » |
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Hey, ImHereForDelver, if you scroll down when making a post, in the topic summary section you can click the "Insert Quote" link, and it will add that person's message as a quote automatically, so you don't have to triple post.
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TheNite
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« Reply #623 on: June 03, 2012, 11:18:26 AM » |
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How would I add a new hex code for a certain enemy to spawn on? Like the boss spawns on the "DEFF00" code with the orb, I wanted to make a specific enemy spawn on another tile.
Pretty certain you'd need to add it to the actual code of the level generator since there are no dat files or anything containing this information. I have modded everything but adding new tiles. I can't find where the tile info is kept in the class files. Also I found a bug. If you charge a weapon then push Q to throw it out while still charging, you will walk slowly like it is still charging.
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ImHereForDelver
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« Reply #624 on: June 03, 2012, 03:37:43 PM » |
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Hey, ImHereForDelver, if you scroll down when making a post, in the topic summary section you can click the "Insert Quote" link, and it will add that person's message as a quote automatically, so you don't have to triple post.
Oh thanks XD
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ImHereForDelver
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« Reply #625 on: June 03, 2012, 03:50:24 PM » |
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Once again I made a new mod version (Finally). I remade it becuase of all the new enemies and items added to new version  . So here ya go: Enemies: Dwarf: A short enemy that has a shortsword(Retextured unused short enemy) Dwarven Mage: A Dwarf that knows magic Electrified Zombie: Probably a zombie that got hit with Liches lightning spell Eye of Beholder: One of many eyes of Beholder they shoot magic at you Boss: Beholder: The head command of eyes DOWNLOAD:http://dl.dropbox.com/u/48721152/DelverMod.zip EDIT:I hopefully made the Dwarven people have better walkiing animation, But I haven't tested the new animation so I don't realy know if I got it right so just message me if there are problems with that.
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« Last Edit: June 04, 2012, 05:10:02 AM by ImHereForDelver »
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ImHereForDelver
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« Reply #626 on: June 03, 2012, 04:08:25 PM » |
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Interrupt, I think you should make boss music for when you enter the boss room and it stops once you beat the boss, Dose that sound good?
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ImHereForDelver
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« Reply #627 on: June 03, 2012, 04:11:54 PM » |
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This is very random but I'm gunna make a texture pack.
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DustyDrake
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« Reply #628 on: June 03, 2012, 05:53:16 PM » |
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One other thing:  Press either of those buttons to edit your post, people don't usually like it when you post multiple times in a row (with the exception of a bump of your own thread or something similar) Don't worry, the topic will re-appear as unread to any one who hasn't read the latest edit you've made.
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ImHereForDelver
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« Reply #629 on: June 03, 2012, 06:06:35 PM » |
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One other thing:  Press either of those buttons to edit your post, people don't usually like it when you post multiple times in a row (with the exception of a bump of your own thread or something similar) Don't worry, the topic will re-appear as unread to any one who hasn't read the latest edit you've made. Thanks for the advice.
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whitewolfmusic
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« Reply #631 on: June 04, 2012, 03:41:04 AM » |
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Interrupt, I think you should make boss music for when you enter the boss room and it stops once you beat the boss, Dose that sound good?
Hmm... I guess I am the one you should tell that.  I think it's a good idea, but the game's code has to handle smooth transitions then, which is not in there yet. Maybe in future versions? Chad? *g* 
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ImHereForDelver
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« Reply #632 on: June 05, 2012, 01:37:35 PM » |
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Wow... No posting for almost the whole day... Eh
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whitewolfmusic
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« Reply #633 on: June 06, 2012, 04:03:32 AM » |
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Creepy silence. I think they're all playing Diablo 3! 
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TheNite
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« Reply #634 on: June 06, 2012, 05:33:02 AM » |
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Creepy silence. I think they're all playing Diablo 3!  Am I the only one NOT playing Diablo 3? I just got started with the Mass Effect series. I feel so alone... 
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ImHereForDelver
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« Reply #635 on: June 06, 2012, 08:29:00 AM » |
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Creepy silence. I think they're all playing Diablo 3!  Am I the only one NOT playing Diablo 3? I just got started with the Mass Effect series. I feel so alone...  I'm not playing Diablo 3... So your not alone.
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SoHaunted
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« Reply #636 on: June 06, 2012, 08:29:44 AM » |
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Creepy silence. I think they're all playing Diablo 3!  Am I the only one NOT playing Diablo 3? I just got started with the Mass Effect series. I feel so alone...  you're not the only one. Some people like to spend their days in hermit mode balls deep in games, others like myself, do it in moderation  . I only play android games XD
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Screekins
Level 0
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« Reply #637 on: June 06, 2012, 02:23:21 PM » |
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Thanks for the great game. Since the game is being actively developed I thought I'd pop in here to say thanks and leave some feedback and suggestions. I'm playing the android version exclusively, so all comments pertain to that version. Take them or leave them, I'm just excited about seeing where this game goes from here. - The background of your equipped armor slot is red. I found this confusing on my first few games because I thought red meant there was something wrong. I actually kept two sets of armor in my action bar, the one I started with and the better one, because I thought that the red indicated that I could not equip it (I figured my level was too low), not realizing that it was actually equipped the whole time. Maybe green or light gray like the weapon box would be clearer?
- Footsteps make the same sound on all terrain. Its a minor thing, but having it change when you step onto wood, for example, would help with immersion in the game world.
- When you pick up armor or a weapon to look at its stats, the stats themselves are too close to your finger, making them to hard to read. Moving the text further to the side or keeping it in a static location would be preferable.
- The sound you make when you attack is the same sound that is made when enemies attack. When I am spamming the attack button I don't always realize that there is an enemy attacking me from behind as well since we are making the same sound. A difference between the two would be great.
- It would be nice if potions of the same type stacked, but not because of inventory space. After my armor and weapon I only have three spots left in my action bar, which I fill with potions. On my way back up, I use them a lot and its clunky to have to constantly re-open by bag and drag them over especially when I get ninja-attacked by a skeleton while I am doing this.
- If you want to preserve the inventory space restrictions, an alternative to stacking potions would be an quick-potion type option that would automatically choose the weakest potion from your inventory and use it. Activating it with a double tap of the left (movement) thumb would be cool. It might make the game too easy, but in response I would actually pick up wands and use them since I could hold them in my action bar instead of my inventory.
- Magic items (ex: "of storms" +3 lightning damage) are more fun than regular items, but they seem to be extremely rare. When I do see them, they tend to be on "broken" quality weapons and aren't worth upgrading to. If the general damage of weapons were decreased slightly across the board but magical properties became much more common to compensate, collecting loot would be way more fun. This is doubly true if certain magical properties changed the color of the blade or added audio or visual cues like the different wands do.
- I know that permadeath is an important part of this game, but having at least some kind of perk that lasts more than one game long would help with replayability. When I die I get so frustrated that I tend to put the game down for a little while rather than start a new one right away. One thought might be to hide a player corpse somewhere on the level where you previously died that holds your best weapon or piece of armor you had at the time. The new dungeon would still be randomly generated which makes the corpse make a bit less sense, but it would give me at least some incentive to keep playing.
That's all I can think of for now... Thanks!
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casimirsblake
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« Reply #638 on: June 07, 2012, 06:54:25 AM » |
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I'd encourage Interrupt to take the game in the direction he wishes, but Screekins makes some interesting suggestions I'd like to add to... The background of your equipped armor slot is red.
I would suggest green background mean they are equipped and in good condition. A red background suggests that the item is almost broken. * Footsteps make the same sound on all terrain. Its a minor thing, but having it change when you step onto wood, for example, would help with immersion in the game world. The game is already 20MB but footsteps are generally rather short effects so various ones shouldn't add too much to that 20MB... When you pick up armor or a weapon to look at its stats... My issue with stats at the moment is that one must hover the mouse over currently equipped items to see current stats. It might be nice to have the current weapon and armour, and their stats, visible on the left / right side when the inventory is visible? * I would like to see a weapon / armour degredation mechanic in Delver. Then it would make the current number of weapon / armour drops more appropriate, and add a little extra depth to the gameplay: weaker weapons and armour would be less effective than their "stronger" counterparts, so attacks would be weaker, and the player would take slightly more damage from enemies. Just some thoughts. 
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SoHaunted
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« Reply #639 on: June 07, 2012, 08:11:50 AM » |
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The game is already 20MB but footsteps are generally rather short effects so various ones shouldn't add too much to that 20MB... When you pick up armor or a weapon to look at its stats... My issue with stats at the moment is that one must hover the mouse over currently equipped items to see current stats. It might be nice to have the current weapon and armour, and their stats, visible on the left / right side when the inventory is visible? * I would like to see a weapon / armour degredation mechanic in Delver. Then it would make the current number of weapon / armour drops more appropriate, and add a little extra depth to the gameplay: weaker weapons and armour would be less effective than their "stronger" counterparts, so attacks would be weaker, and the player would take slightly more damage from enemies. Just some thoughts.  When I first started playing Delver I would always look at my armor and weapon to check it's condition, did that for a while, then finally realized there is no weapon/armor degradation lol. I'm sure PI will implement it sometime since the weapons have conditions when you find them. As for checking the weapon specs, PI lists a character sheet in the future features so I imagine that will take care of that problem.
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