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876956 Posts in 32841 Topics- by 24282 Members - Latest Member: serioussam909

May 18, 2013, 07:38:12 AM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
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Author Topic: Delver  (Read 222929 times)
TheNite
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« Reply #360 on: May 08, 2012, 12:03:17 AM »

I made a tutorial on how to make a basic Delver dugeon. It uses an old version that didn't have the randomly generated rooms so look back a few pages to find a download for an older version. I'll make a tutorial for adding rooms to the generator soon.  Smiley
 
http://www.youtube.com/watch?v=aFpx9sYM_f4
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I make Delver mods and modding tutorials! Feel free to send me a PM if you have a Delver related modding question!
Interrupt
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« Reply #361 on: May 08, 2012, 07:34:47 AM »

http://dl.dropbox.com/u/84007/Delver/delver-alpha-5-8-12.jar

* Super basic mod support
* Support for any size textures, not just 16x16 anymore
* Balance tweaks, monsters on lower levels hit a bit harder and have an accuracy boost due to armor having more of a role now
* Hitting escape brings you back to the main menu, instead of just quitting altogether



Testing image from me trying adding support for arbitrarily sized textures. Those textures were also loaded from an external assets folder instead of inside the Jar itself - mod support!

What this does is have Delver look for an 'assets' folder wherever the game was run from, and will look in there for any resources (images, sounds, data files) and load those if found, and load the internal ones if not.
« Last Edit: May 08, 2012, 10:33:52 AM by Interrupt » Logged
pmuschi
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« Reply #362 on: May 08, 2012, 07:53:19 AM »

* Balance tweaks, monsters on lower levels hit a bit harder and have an accuracy boost due to armor having more of a role now

Good, it seemed a bit too easy lately. I was able to get to the Orb on my first run and getting back out wasn't near as hard as it has been.

As always, keep up the good work!
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tikii
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« Reply #363 on: May 08, 2012, 08:03:17 AM »

I wanted to say that the version 5/8/12, i can't seem to be able to use the keyboard keys, except for wasd movements and the escape key. The interact Z doesn't work and the numbers don't work either. It is fine on 5/7/12.
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Interrupt
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« Reply #364 on: May 08, 2012, 08:10:11 AM »

I wanted to say that the version 5/8/12, i can't seem to be able to use the keyboard keys, except for wasd movements and the escape key. The interact Z doesn't work and the numbers don't work either. It is fine on 5/7/12.

Good catch, uploaded a new 5/8/12 version with a fix.
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Joshua
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« Reply #365 on: May 08, 2012, 10:20:54 AM »

Why are the graphics so noisy? I think your original minimalist sprites looked better.

I am totally stoked that you added support for higher resolution images. I'm going to try it out when I get home this evening.  Well, hello there!
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« Reply #366 on: May 08, 2012, 10:32:51 AM »

Why are the graphics so noisy? I think your original minimalist sprites looked better.

I am totally stoked that you added support for higher resolution images. I'm going to try it out when I get home this evening.  Well, hello there!

Ha. That's just a proof of concept from when I was testing the higher res images and external loading, just upscaled what I had and added a noise filter to it.
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pmuschi
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« Reply #367 on: May 08, 2012, 11:26:06 AM »

I'm having some trouble with the controls on my Droid RAZR and the latest version (0.57). It seems that whenever I look around with my right thumb, then lift it and immediately touch the left side with my left thumb (to start moving again), the game seems to see that as my right thumb quickly moving across the screen and my view swivels around unintentionally.
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Hempuli‽
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« Reply #368 on: May 08, 2012, 11:31:16 AM »

I just played a relatively recent build, and while there was a lot of amazing stuff going on, there was one thing that annoyed me quite a bit. At the moment it's very hard (for me, at least) to efficiently use any of the melee weapons, because there's no visual feedback for the player to tell whether his next hit is going to connect and how much damage it'll do. The enemies bleeding when at low health is pretty neat and helps determining when to be more aggressive, but if one hit doesn't kill them, it's very easy to get hit a couple times merely because it's hard to tell if they're in melee range or not.

What I'd like to suggest would be adding three things:
a) Some kind of an indicator as to if hitting an enemy is possible (a small outline, perhaps? Or maybe a target appearing on them?)
b) Any kind of animation for the melee weapons. Currently it looks like the player is trying to push the enemies with the weapons, because there's no sense of motion.
c) a number or something indicating the damage you dealt to an enemy. This'd help greatly with determining how much damage you're doing and how long you should expect the combat to last. I know the damage can be read from the weapon tooltip, but you can't see that during combat.

Anyway, good luck with the project! As I said, there's a lot of wonderful stuff going on; I especially love the little skulls and grass/moss formations.
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« Reply #369 on: May 08, 2012, 01:56:26 PM »

Just bought this on Android after finding it at random this morning, and then reading this thread. It's one of the rare android games that I actually like and I look forward to any new updates. 4$ well spent.

I have a bit of constructive criticism when it comes to usability.

  • I have a large tablet. It's awesome, but like a lot of larger (> 7") tablets, it has a very wide bezel. It's about 2 inches, and it makes a lot of games hard to control. It would be nice to have a little cross pad that lets me move like doom (forward, back, turn left, turn right). Because it's hard to hold my tablet and get my thumbs in there comfortably, or for any length of time. It can be really hard to move straight, or turn corners. Trying to walk, turn, and hit the attack button at once in this situation doesn't work out too well.
  • I do not have physical buttons. They exist as a black bar on the bottom of the screen. And with the wide bezel making it hard to get my thumbs deep into the screen, it's way too easy to slide into the back button and instantly quit the app! Already happened once. A confirmation prompt would be preferable.
  • It's hard to change floors. Because as soon as I load a new one, the screen is covered with a prompt to use the ladder. Anywhere I touch the screen causes me to use the ladder and go back up to the previous floor. It takes me a few tries to finally get lucky and move into the new level. This would go away if I actually had to touch the use button.
  • The game doesn't respect my chosen screen orientation. I often have my screen upside down because it's sitting on my stand with the plug in the bottom so it can charge. I have to unplug it and take it off to play.

The game itself runs great. Like others, I have some opinions on it, but I want to see where it goes.
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« Reply #370 on: May 08, 2012, 03:16:32 PM »

I found it 10x easier to beat this new version than the one with only 5 levels. Maybe it was just how things were randomly spawned for me, I had an entire inventory of health potions, barely any enemies would gang up on me. Would prefer an Softcore/Hardcore switch?

- Achievements? ( I beat the new version without using the map)
- Pause button?

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DustyDrake
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« Reply #371 on: May 08, 2012, 04:26:26 PM »

* Super basic mod support
I nearly died with happiness, until I realized you meant texture mods.
also, i'm guessing dungeon levels can be different widths and heights?


And just one last nit-pick:
The cursor for the map looks to be about one pixel too far to the left and one too far up.
It's confusing in the cave maze.
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Mortchek
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« Reply #372 on: May 08, 2012, 05:06:54 PM »

I looked but couldn't find anything – Is the source for this available? I would be interested in examining and learning from it.
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RynnZ
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« Reply #373 on: May 08, 2012, 05:13:06 PM »

A lot easier now. Maybe a little too easy. At least on the PC...



I beat it with an excellent jeweled shortsword and fine jeweled armor. I got to the end and thought it was a bit too easy, so I went back down to the bottom and came back up again.

Skeletons were doing anywhere from 0 to 3 hearts of damage. One must have gotten in a lucky shot and took off 5 hearts, but that was only once.

Might actually be a good difficulty for Android, since the controls make it harder. I will play it on my tablet right now and see if I can beat it for once...
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casimirsblake
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« Reply #374 on: May 09, 2012, 02:40:39 AM »

I just registered to say that not only is a game like this something I've waited most of my life for (one can only play Ultima Underworld so many times before ruining it), I've also bought the hell out of it for my Android phone.

Please keep developing this fantastic game.  I have tried to work on something similar, though more like King's Field, in Unity but I keep hitting roadblocks.  Damn, I hate coding. Sad

Indie devs: more first person immersive sims, PLEASE!
« Last Edit: May 09, 2012, 02:58:31 AM by casimirsblake » Logged
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