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ajf
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« Reply #180 on: April 18, 2012, 11:06:11 PM » |
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Will it cost money initially?
Yeah, I'm thinking it will be something like $3.99. Damn, I'll have to wait a while then. I'm skint :/
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pmuschi
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« Reply #181 on: April 19, 2012, 05:45:46 AM » |
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Will it cost money initially?
Yeah, I'm thinking it will be something like $3.99. Great! I'd be happy to support you and your game. Let us know when it becomes available.
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thatredant
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« Reply #182 on: April 19, 2012, 03:49:29 PM » |
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Wow! Nice work, I wish I had the OpenGL skills required to pull this off. The graphics look very Minecraft-inspired. Will definitely keep an eye on this. :D
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Working on a resource-gathering realtime roguelike!

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shpoonj
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« Reply #183 on: April 19, 2012, 05:38:24 PM » |
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Ahem... I don't know how far you plan to take this, but $4 sounds very reasonable.
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architech7
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« Reply #184 on: April 19, 2012, 05:51:28 PM » |
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Ahem... I don't know how far you plan to take this, but $4 sounds very reasonable.
Count me in 
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thatredant
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« Reply #185 on: April 19, 2012, 07:25:58 PM » |
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I'd pay $4 for this...
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johncl
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« Reply #186 on: April 19, 2012, 11:56:24 PM » |
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Wow! Nice work, I wish I had the OpenGL skills required to pull this off. The graphics look very Minecraft-inspired. Will definitely keep an eye on this. :D
Isn't Delver a raycaster engine made from the ground up? If so you dont need any OpenGL to do a game like this, you only need to get a bitmap buffer and a frame to show it up and running. If you wanted to do something this in Java you could create a simple BufferedImage and repaint a surface with it for every frame refresh.
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johncl
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« Reply #187 on: April 20, 2012, 12:01:04 AM » |
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Ah I had misread an earlier post, I see its using OpenGL (you ditched the custom raycaster in favour of OpenGL).
If you want to play with OpenGL you can also try out jMonkeyEngine which is a very easy way to get into some 3d programming. You should be able to make a Delver like game in that too, and its very fast.
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« Reply #188 on: April 20, 2012, 08:35:47 AM » |
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Did some polishing work before in advance of the Android release, now I just need to make an icon! * Added level change screen to hide loading on mobile devices * Bunch of mobile control tweaks * Blood color can be set per monster now (no more bleeding skeletons!) * Tweaked torch lighting to waver a bit more http://dl.dropbox.com/u/84007/Delver/delver-alpha-4-20-12.jar
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poe
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« Reply #189 on: April 20, 2012, 09:30:38 AM » |
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What you should do is add all the mechanics, then add an easy way to make, share, and play levels. I would absolutely love to craft my own Delver Dungeon, and play a few more 
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« Reply #190 on: April 20, 2012, 09:40:57 AM » |
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What you should do is add all the mechanics, then add an easy way to make, share, and play levels. I would absolutely love to craft my own Delver Dungeon, and play a few more  I've been starting to think this as well. The levels are in a ridiculously simple format right now (my level editor is photoshop) and are so tiny that sharing them would be almost trivial. The rest of the data (monsters / items) are stored in a readable Json format so it would be easy to edit that as well. What would be super awesome would be level editing in-engine, where you could fly around and carve out tiles, and place monster and item markers.
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whateverg
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« Reply #193 on: April 21, 2012, 06:31:14 AM » |
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Finally an android app that I can play for hours, lag free on my s2. For this to be perfect please add an over world, merchants, and quests. Keep up the awesome job.
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ajf
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« Reply #194 on: April 21, 2012, 07:37:02 AM » |
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Well, I don't have the money, but I can't wait to buy it.
I'm worried it won't work too well... my phone has an unusually fast processor (800MHz) for a budget Android phone, but it probably isn't too good graphics-wise.
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