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879670 Posts in 32995 Topics- by 24375 Members - Latest Member: Leumas

May 24, 2013, 04:01:46 PM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
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DivX
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« Reply #495 on: May 16, 2012, 10:14:08 AM »

Perhaps in addition to effects in combat, there could be practical ones, too.
Swords and wands with fire elements for example could, so long as they're equipped, illuminate dark corridors far further than the "player lantern" does. Ice would allow one to walk on water and as such not be held back by the current when walking. And so forth.
Additionally, storm wands would deal greater damage to all entities within a body of water if fired directly at them or the water they stand in, and holding such a weapon could ham the player attempting to cross the water.

In regards to the overworld, I think  that if you implant that feature, it should be an additional game mode, with te classic Delver as a bouns option. After all, its greatest appeal is in the portability and simple drop-in-drop-out gameplay. Just my two cents.
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SoHaunted
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« Reply #496 on: May 16, 2012, 10:44:06 AM »

Divx, I like the idea of being able to light up darker areas with the help of items. I was thinking from a realist standpoint that the delvers lamp should be a torch he is carrying with him, and as soon as he begins to fight he drops the torch and you must continue the fight around your source of light or you can flee then grab a torch off of the wall and continue. The idea is you can take any of the torches hanging from the walls but you can only hold 1 torch at a time. You can also throw the torch so in the event a dark corridor is coming up ahead and you cannot see well or you're expecting a mob you can throw it ahead revealing the area and exposing hidden enemies.

Some of you might be reminded of this idea as it was a mod for the pc version of TES: Oblivion, it was awesome and added some realism to the game.  
« Last Edit: May 16, 2012, 11:23:52 AM by SoHaunted » Logged
MrDaaark
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« Reply #497 on: May 16, 2012, 10:45:16 AM »

Interrupt, have you had a chance to look over the stuff I sent you the other night? Should you choose to make use of them, I'm ready, willing, and able to modify them to suit your needs. Also, should you use them, I consider them donations and expect nothing in return.

And congrats on moving up the ranks in the Google market. You were #44 (on my device) on the new paid list across all apps, not just games.
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SoHaunted
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« Reply #498 on: May 16, 2012, 10:50:07 AM »


And congrats on moving up the ranks in the Google market. You were #44 (on my device) on the new paid list across all apps, not just games.

He's also moved up from no. 13 to no. 9 in games from the last time I checked, and surpassed 1,000 downloads as well, congrats interrupt!
« Last Edit: May 16, 2012, 11:41:06 AM by SoHaunted » Logged
MrDaaark
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« Reply #499 on: May 16, 2012, 11:40:04 AM »

He's moved up from no. 13 to no. 9 in games from the last time I checked. He's also surpassed 1,000 downloads as well, congrats interrupt!
For me he's #35 in games.

Everyone sees the market different. Apps have requirements embedded in them so that the market can only show you the apps that will run on your device. GameLoft won't support my hardware, so none of their stuff is listed. So I suspect that would push him back much further.

Reagrdless, wherever he is on the list, it's good to see something of substance in there. I'm tired of the market being flooded with crapware, or freemium titles.

-edit--

I've noticed the screen flashes red now when I'm hit. In the new PC build it flashes red even when I didn't get hurt. There is a bad attacking me, but the ceiling is lower where I am so he isn't making contact. Same with the wizards in this one room full of stairs. 3 of them are firing at me and just hitting walls, but my screen is flashing like I'm at the Delver Disco.
« Last Edit: May 16, 2012, 02:05:28 PM by MrDaaark » Logged

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paulsoaresjr
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« Reply #500 on: May 17, 2012, 01:18:21 PM »

Finally made a Test Drive video!

http://www.youtube.com/watch?v=FlF6v9iZf6c
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Interrupt
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« Reply #501 on: May 17, 2012, 03:12:02 PM »

Finally made a Test Drive video!

http://www.youtube.com/watch?v=FlF6v9iZf6c

Thanks for making a video! Had fun reading through the comments Smiley
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Joshua
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« Reply #502 on: May 17, 2012, 03:13:57 PM »

Good job on the video. Spread the Delver love!  Kiss
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davebat521
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« Reply #503 on: May 17, 2012, 06:43:40 PM »

idk if im playing the game wrong or not but whenever i go down a level it crashed windows 7 java newist
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Interrupt
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« Reply #504 on: May 18, 2012, 06:50:24 AM »

idk if im playing the game wrong or not but whenever i go down a level it crashed windows 7 java newist

You may want to try running the game from somewhere else than where you downloaded it, that's popped up before due to not being able to find a place to put the save folder.
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Joshua
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« Reply #505 on: May 18, 2012, 08:12:30 AM »

Perhaps the save data/config files should be placed in the user's AppData/Home directory?
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Interrupt
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« Reply #506 on: May 18, 2012, 08:35:43 AM »

Perhaps the save data/config files should be placed in the user's AppData/Home directory?

I had it working like that once. Re-enabling it for Windows would be a good idea, seems to be mainly Windows 7 related.
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RabidWolf27752
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« Reply #507 on: May 18, 2012, 09:08:46 AM »

I would pay money for this, great job. I think the idea of an overworld and NPCs is great. maybe you could sell your treasures, or have an NPC identify your potions for you. As for the leveling system, I think you should make Level ups happen less often, and have the first dungeon be short and fairly easy. Then every dungeon you do gets progressively harder and longer.
 
   Some other things I have noticed is that delver's footsteps sound the same on all surfaces. It would be small, but cool if every texture he walks on has a different sound. Also, by holding both W and either A or D, I was able to move much faster. I don't know if that is supposed to be like that, but it allowed me to escape very quickly and easily.

    Keep up the nice work!
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« Reply #508 on: May 18, 2012, 09:41:06 AM »

I like the idea of identifing potions. Potions could be from Minor to Powerful. Minor potions could posion or heal you a little bit while Powerful potions could add extra hearts or kill you in an instant. Minor would be cheaper than Powerful to indentify. Something like that, I'm just throwing out ideas.  Smiley
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« Reply #509 on: May 18, 2012, 02:22:53 PM »

I like the way you think Nite, although the risk of instadeath would discourage you from trying potions methinks
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