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879799 Posts in 33006 Topics- by 24379 Members - Latest Member: alisiahl87

May 25, 2013, 01:21:10 AM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
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Author Topic: Delver  (Read 231125 times)
Joshua
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« Reply #345 on: May 06, 2012, 09:48:37 PM »

I had taken a quick stab at making textures a while back. Any chance you'll support higher res images? It appears that the texture coords are absolute values and not relative.

As always, keep up the great work!  Gentleman
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Toadsoup
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« Reply #346 on: May 06, 2012, 10:22:04 PM »

I was on Google play and noticed your game in the top new paid releases

That sounds like something to take a screenshot of! 

I don't have an Android device at the ready, or I'd grab one
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surt
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« Reply #347 on: May 07, 2012, 01:12:07 AM »

That sounds like something to take a screenshot of! 
Just on the first page for me:
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imnumberfour
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« Reply #348 on: May 07, 2012, 01:42:04 AM »








things I dont like:
  • Grass
  • Wood
  • Carpets(?)
  • the "gravel" textures could probably be different, and they need to tile better
  • can water be slightly transparent?
  • Maybe have moss instead of patterns on mossy brick(?)


« Last Edit: May 07, 2012, 02:56:14 AM by imnumberfour » Logged
jayjech
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« Reply #349 on: May 07, 2012, 07:00:20 AM »

Simple suggestion for Android: tap right side of screen to attack, tap left side to pick up items. The buttons are tedious and unnecessary.
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Interrupt
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« Reply #350 on: May 07, 2012, 08:15:46 AM »

I had taken a quick stab at making textures a while back. Any chance you'll support higher res images? It appears that the texture coords are absolute values and not relative.

As always, keep up the great work!  Gentleman

Sure, if I know how many textures wide an atlas should be I can work out the width from that instead of assuming they're always 16x16.
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Joshua
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« Reply #351 on: May 07, 2012, 08:27:20 AM »

You could require the tiles to be always 4 x 8. Or perhaps define tiles in a separate xml file? That might be a more future proof solution.
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Interrupt
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« Reply #352 on: May 07, 2012, 09:28:44 AM »

http://dl.dropbox.com/u/84007/Delver/delver-alpha-5-7-12.jar

Messing with the combat system today to make armor play more of a role:

* Initial chance to dodge is 50%, if the enemy you're fighting is the same level
* The spread between your level and the monsters makes that chance increase or decrease, a monster 5 levels above you will almost always hit, one 5 below you will mostly miss
* When hit, armor does a straight-up damage reduction for physical attacks (not magic)
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whitewolfmusic
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« Reply #353 on: May 07, 2012, 02:22:01 PM »

 Beer! Hello everyone,

I am the guy behind the music for Delver and although you haven't heard much of it yet, there are already some pieces being made behind the scenes. I thought it is a good time to introduce myself and give you a small insight of my ideas for the game's soundtrack.

What you currently hear ingame is the theme for the first few floors of the dungeon, right after you have entered it. The track is named "Descending towards the challenge" and continues a theme of some music that *should* appear before you enter the dungeon in future versions, maybe. At least, that's my idea - but I'll just adapt to Chad's plans. Wink

So, yesterday I made a nice little track to match the atmosphere of the new cave levels ingame. And there is much more done already, if you're curious - feel free to listen to all tracks at: http://soundcloud.com/whitewolfmusic/sets/delver-ost

.. and I'll be happy if you leave a comment about what you like or not, and what you think should be changed to match the game's atmosphere. Please note, that these tracks are all work in progress and will be polished, once there is more of the game itself done.

If you want to download the music, please be patient until the soundtrack is final. Then, you'll get them all for free!

I live in germany, so expect news about the soundtrack being posted at unusal times, if you're living in america. And forgive me, if I use a wrong word now and then. Wink

You can follow me on twitter, if you like - I use this channel to post both news about my music and random bullshit either in german or english  WTF
https://twitter.com/#!/whitewolfmusic

...and of course, feel free to check out the rest of my stuff and follow me on soundcloud:
http://soundcloud.com/whitewolfmusic

So: have a nice day!  Gentleman
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Joshua
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« Reply #354 on: May 07, 2012, 04:02:32 PM »

I finally managed to snag the Yithidrian Orb!

Here are my thoughts:
  • The map is super helpful. Makes exploring less tedious.
  • Show the locked door(once found) on the map?
  • Show the entrance on the map?
  • I really dig the unidentified potions, a nice nod to Delver's roguelike influences.
  • Perhaps each time you drink a potion there is a small chance to identify it?
  • The mini-map and inventory icons should probably show their hotkeys.
  • Maybe some other challenge after getting the orb?
    • The dungeon is crumbling and you have to make it out in a certain time.
    • In order to carry the orb, you have to wield it.
    • The orb constantly drains your life.

Great progress!
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Interrupt
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« Reply #355 on: May 07, 2012, 04:27:48 PM »

I finally managed to snag the Yithidrian Orb!

Was that with the latest version with the combat changes? If so answer the following quiz:

#1 How easy of a run was it?
#2 How much damage were you taking by the end?
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Wizard_^_
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« Reply #356 on: May 07, 2012, 06:07:11 PM »

hey man.  I am really interested in the selling/distributing of indie games.  might I ask, how is business going selling on the android market?  what do u think of free games with ads and a pay for no ads version?  don't you think it would increase you downloads immensely!!!???  then it is just about finding advertisers, it could be a more financially wise thing to do.

What do you think?  I would love to know

Thanks! Wizard
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RexVault
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« Reply #357 on: May 07, 2012, 07:20:25 PM »

Here is another Delver video if you are interested!

http://www.youtube.com/watch?v=qaGQ2N_7uCo


- Rex
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Interrupt
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« Reply #358 on: May 07, 2012, 07:35:44 PM »

hey man.  I am really interested in the selling/distributing of indie games.  might I ask, how is business going selling on the android market?  what do u think of free games with ads and a pay for no ads version?  don't you think it would increase you downloads immensely!!!???  then it is just about finding advertisers, it could be a more financially wise thing to do.

What do you think?  I would love to know

Thanks! Wizard

I've done another Android game before, Tilt Arena, and found that unless you're one of the big dogs ad sales are abysmal. I think I made at most $10 one month with ads. I released a 99 cent premium version to remove the ads, and that version actually does better.

Delver does better in a day that Tilt Arena did in a month, but I think it's because I'm doing something new and stumbled into an open niche.
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Joshua
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« Reply #359 on: May 07, 2012, 08:44:21 PM »

@Interrupt
I was playing delver-alpha-5-7-12.

1) It wasn't too hard. I finished it in a single sitting, maybe 20 - 30 minutes.
2) I really didn't take too much damage on the way up. Once I got caught by a bunch of skeleton mages and my health was down to 3 hearts.

My basic strategy was to stockpile wands and blast my way out once I have the orb. I think my final AC was 12 and I had about 8 wands of various types. The rest of my inventory was potions.
« Last Edit: May 07, 2012, 09:13:32 PM by Joshua » Logged

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