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877152 Posts in 32848 Topics- by 24287 Members - Latest Member: huntingbird3.0

May 18, 2013, 04:00:28 PM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
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Author Topic: Delver  (Read 223650 times)
4aiman
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« Reply #315 on: May 03, 2012, 11:55:03 PM »

Hi everyone!
I've downloaded delver-alpha-5-2-12 yesterday and it was great (tried under ubuntu 12.04 + openjdk7)!

Today I'm tryin' to run delver-alpha-5-3-12 under win xp sp3 (oracle java 7) and it crashes whel building a world.
Here's cmd ouput:

Code:
C:\Documents and Settings\Follower>java -jar H:\delver-alpha-5-3-12.jar
DelverLifeCycle: LibGdx Create
DelverLifeCycle: Created GL1.0 Renderer
DelverSplashScreen: LibGdx Resize
DelverLifeCycle: Resized!
DelverSplashScreen: LibGdx Resize
DelverLifeCycle: Getting savegames from save
DelverMainMenuScreen: LibGdx Resize
DelverLifeCycle: Resized!
DelverGameScreen: Show
DelverLifeCycle: READY PLAYER ONE
DelverGenerator: Making level
DelverGenerator: Bad level. Trying again
DelverGenerator: Making level
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeExcepti
on: Texture width and height must be powers of two: 68x68
        at com.badlogic.gdx.graphics.Texture.uploadImageData(Texture.java:197)
        at com.badlogic.gdx.graphics.Texture.load(Texture.java:179)
        at com.badlogic.gdx.graphics.Texture.create(Texture.java:159)
        at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:154)
        at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:138)
        at com.interrupt.dungeoneer.gfx.GlRenderer.makeMapTextureForLevel(GlRenderer.java:1147)
        at com.interrupt.dungeoneer.game.Level.load(Level.java:565)
        at com.interrupt.dungeoneer.game.Game.Start(Game.java:165)
        at com.interrupt.dungeoneer.game.Game.<init>(Game.java:81)
        at com.interrupt.dungeoneer.GameManager.startGame(GameManager.java:35)
        at com.interrupt.dungeoneer.screens.GameScreen.show(GameScreen.java:109)
        at com.badlogic.gdx.Game.setScreen(Game.java:59)
        at com.interrupt.dungeoneer.GameApplication.ShowMainScreen(GameApplication.java:50)
        at com.interrupt.dungeoneer.screens.MainMenuScreen.tick(MainMenuScreen.java:220)
        at com.interrupt.dungeoneer.screens.MainMenuScreen.render(MainMenuScreen.java:130)
        at com.badlogic.gdx.Game.render(Game.java:46)
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:201)
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:131)
AL lib: ReleaseALC: 1 device not closed
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« Reply #316 on: May 04, 2012, 08:21:56 AM »

http://dl.dropbox.com/u/84007/Delver/delver-alpha-5-4-12.jar
* Fix for some configurations complaining about a non power of 2 texture for the map
* ? ? ?

I probably should have started on the options screen today, but it's Friday and I wanted to do something fun instead.
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Haberdasher
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« Reply #317 on: May 04, 2012, 08:44:31 AM »

Just thought I'd show my support, this game looks fantastic, I was just wondering if/when you were thinking of implementing an auto-updater function for it?
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« Reply #318 on: May 04, 2012, 11:02:50 AM »

Just thought I'd show my support, this game looks fantastic, I was just wondering if/when you were thinking of implementing an auto-updater function for it?

Hopefully soonish, blocked by not having any decent hosting space at the moment.
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TheNite
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« Reply #319 on: May 04, 2012, 11:30:13 AM »

NOT ENOUGH DELVING IS RELEASED!

It includes -
*9 new items
*5 new dungeon tiles
*1 new enemy
*1 old bat

There is a jar in the zip file and a manual setup ( so you can play on the latest Delver version! )

Download : http://www.mediafire.com/?d8vmxxlc3hk3am1

It will be updated with twice as much stuff next Friday! Grin
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« Last Edit: May 04, 2012, 05:16:09 PM by TheNite » Logged

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« Reply #320 on: May 04, 2012, 05:40:37 PM »

Just thought I'd show my support, this game looks fantastic, I was just wondering if/when you were thinking of implementing an auto-updater function for it?

Hopefully soonish, blocked by not having any decent hosting space at the moment.

Would you be setting up a Delver website too once that happens?  Epileptic
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wademcgillis
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« Reply #321 on: May 04, 2012, 07:07:22 PM »

Would you be setting up a Delver website too once that happens?  Epileptic

www.delver.com is taken... BUT
www.delvergame.com is not.
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« Reply #322 on: May 04, 2012, 07:38:16 PM »

I do have a super simple website setup at the moment: http://www.intrrpt.com/delver/

www.delver.com is taken... BUT
www.delvergame.com is not.

Oh no! delvergame.com is taken!

because I just grabbed it...
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« Reply #323 on: May 04, 2012, 08:43:03 PM »

I do have a super simple website setup at the moment: http://www.intrrpt.com/delver/

www.delver.com is taken... BUT
www.delvergame.com is not.

Oh no! delvergame.com is taken!

because I just grabbed it...

Woop woop! Can't wait!
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« Reply #324 on: May 05, 2012, 03:08:42 AM »

Is it possible to adjust the turn sensitivity on android? Since a few updates ago its near unplayable for me, turning 180 degrees when sliding just half the width of a thumb-tip.
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« Reply #325 on: May 05, 2012, 09:04:05 AM »

Is it possible to adjust the turn sensitivity on android? Since a few updates ago its near unplayable for me, turning 180 degrees when sliding just half the width of a thumb-tip.

Not right now, I really need to make that options screen.

What device are you running on? I'm supposed to have some math that looks at the width of the screen when determining how fast to turn.
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« Reply #326 on: May 05, 2012, 09:28:18 AM »

Great game! The lighting and textures looked really smooth. Do you think you could add an FOV option? I got insanely motion-sick when I played it.
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« Reply #327 on: May 05, 2012, 12:38:53 PM »

What device are you running on? I'm supposed to have some math that looks at the width of the screen when determining how fast to turn.
Galaxy Note. 1280x800 screen. It was working cool before I-don't-remember-which-update ago.
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« Reply #328 on: May 05, 2012, 12:47:51 PM »

Thanks, will add those to the buglist. Nice avatar btw, is that a blue mouse? If it is it's good timing, just added these non-hostile critters back in today:
[mousepicture]

Haha, no, it's a blue lizardman. I guess it does look somewhat mousish, my pixel skills aren't the best. The mice are cute. They need some kind of animation though, so they don't look like very fast slugs.

I love the map and the caves! The buttons on the Android version help a lot too. No more wasted wand charges!

(Not Quite) Bugs:
- "NO ROOM" still flashes too fast to read.
- Red, Blue and Green potions make you feel "Better", while Purple and Gold potions make you feel "Healthier". Is there a difference?
- I feel like armor doesn't work very well. Whilst wearing Excelled Jeweled Platemail, bats still do 2.5 hearts of damage and can kick my butt. I have no exact stats yet, but I'll go back and do an armor comparison. Or maybe bats just need to be nerfed.
- Looking around on Android is still very touchy. Sometimes it will whip me around, while other times I'll have to drag my finger across the screen several times just to turn. Not sure how to fix this. :x
- I discovered through curiosity (read: stupidity) that you can throw the Orb in the water. This makes the game unwinnable, since you can't pick up items in the water.

Also, I'm 90% 2% sure that the crash a lot of people are experiencing when changing floors is caused by Java 7. I had that problem when I first started playing. It worked fine on Linux (which has Java 6 installed), but would always crash for me on Windows. I got fed up with Java 7 when I couldn't play most of the Ludum Dare games. I downgraded to Java 6 and no longer had that problem. Ask the people experiencing this what version of Java they're using.

Suggestions:
- Change the name of the "Use" button on Android. When you look at an object, it says "Use: Get Thing". It may confuse people as to whether they are using or getting the thing. Also, the button is not actually used to "use" anything.
- Let me drink potions off the ground. Not entirely hygienic, but handy when running from baddies with a full inventory.
- Minimap! The full map's great, but blinds me.
- Map Marker for the starting room.
- Put things in Libraries.

Libraries are cool. But there's absolutely no reason to explore them. They are easily avoided, as seen above. Unless this is a subliminal message to get people to read less. You monster. And why does one room have a pool?
- Secret doors! Cuz... that'd be really cool. And make it more roguelike-like.

Keep up the awesome work! :D
« Last Edit: May 06, 2012, 11:56:00 AM by RynnZ » Logged
Savick
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« Reply #329 on: May 05, 2012, 01:51:16 PM »

Didn't read the whole thread but played the most recent version you have. So, I played it and had a small bit of fun for about 7 minutes before losing interest. If I compare it to Minecraft in terms of graphics then you probably already have a reason for it looking similar, so I won't go into it.

The setting for the game of "this old dungeon" is what made me lose interest in the game in general. I know it's classic and people love dungeons and dungeon-esque games, but I've played games with the same dungeon look to them for what feels like forever. What would I suggest to make this aspect different? Keep the engine and gameplay you have, but make the thing that the player is exploring more interesting.

What about a small planet made entirely of machines and the player must explore pathways between huge gears and pistons as they find what they need to survive in a harsh metal environment? It could be like a metal/machine dungeon of sorts. Or keep things the way you have them, it's up to you in the end.
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