Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

891590 Posts in 33552 Topics- by 24788 Members - Latest Member: DonnieHill

June 20, 2013, 04:05:35 AM
TIGSource ForumsDeveloperFeedbackDevLogsDelver
Pages: 1 ... 39 40 [41] 42 43 ... 173
Print
Author Topic: Delver  (Read 252497 times)
blva888
Level 0
*


View Profile
« Reply #600 on: May 31, 2012, 12:36:53 PM »

This game still doesn't work for win 7 32
Have you installed Java?

Runs fine for me, and there is no reason why it shouldn't for you, unless Java is not installed. Or are there other things occurring too? 'Doesn't Work' is not a very helpful description of your problem.

I posted about this earlier with more than "doesn't work" Plus this is a known issue but other people seem to get it working. I have java. I have updated java. I have put delver into different folders. I've tried running it in windows xp mode.

Yes it does run. escape crashes it as well as going to lvl 2.
Logged
ImHereForDelver
Level 0
***


View Profile
« Reply #601 on: May 31, 2012, 06:20:41 PM »

Wow, been so cought up in other stuff forgot about my mod... I'm redoing it.
Just cause. No download yet but heres what I've got in the redone version so far

  Enemy:
 Eye of Beholder: One of the many eyes of Beholder
  Boss:
 Beholder: The head command of eyes
Logged
TheNite
Level 0
***


View Profile
« Reply #602 on: May 31, 2012, 08:18:55 PM »

Wow, been so cought up in other stuff forgot about my mod... I'm redoing it.
Just cause. No download yet but heres what I've got in the redone version so far

  Enemy:
 Eye of Beholder: One of the many eyes of Beholder
  Boss:
 Beholder: The head command of eyes
If you didn't notice, the eye and zombie from your mod was added in the last update. Grin Congrats!

Logged

I make Delver mods and modding tutorials! Feel free to send me a PM if you have a Delver related modding question!
Interrupt
Level 3
***



View Profile WWW
« Reply #603 on: June 01, 2012, 09:09:17 AM »

http://www.intrrpt.com/downloads/delver/delver-alpha-6-1-12.jar
* Implemented per-level music, data driven through a field in data/dungeons.dat
* Wired up the rest of WhileWolf's music
* Added mushrooms, and glowy mushrooms to help break areas up a bit visually

[mod stuff]
If you didn't notice, the eye and zombie from your mod was added in the last update. Grin Congrats!

I should give the eyes a cool spell, like how the zombies can poison. A beam with a chance to paralyze maybe?
« Last Edit: June 01, 2012, 09:17:21 AM by Interrupt » Logged
whitewolfmusic
Level 0
***



View Profile WWW Email
« Reply #604 on: June 01, 2012, 12:37:14 PM »

Good news!

Now that the code for per-level music is in the game, I can hunt down the weak parts of the music Blink and rework it, to be as good as possible. Smiley

Also, I can get a better sense of how it matches the ingame atmosphere, what really helps me to get it right.

I am not satisfied with the current state, so expect some changes in the next few days.
Especially the starting music needs some work and the ending track will get a better "intro".

Until then: until then.  Gentleman
Logged
Joshua
Level 4
****


Pixel Steak!


View Profile WWW Email
« Reply #605 on: June 01, 2012, 01:34:02 PM »

Mushrooms you say?  Wink

Argh. Still five more days until I can play the latest version...
Logged

TheNite
Level 0
***


View Profile
« Reply #606 on: June 01, 2012, 07:07:58 PM »

I should give the eyes a cool spell, like how the zombies can poison. A beam with a chance to paralyze maybe?
Mabye make the eye slower and not follow the player, but if the player gets close it will open it's eye and attack. Or if the player looks at the eye, it will paralyze and attack. OR mabye it is stationary and stares at the player. When it blinks the player can move until it opens it's eye again. If the player moves while it's eye is open then it will paralyze and attack. Mabye all of the above with different colored eyes.  Blink 

Also did you get the message I sent you a few weeks ago? It had a few tomb rooms for whenever they were added.
Logged

I make Delver mods and modding tutorials! Feel free to send me a PM if you have a Delver related modding question!
Odkin
Level 0
**


View Profile
« Reply #607 on: June 01, 2012, 08:14:41 PM »

Poison?  Uggghhh I HATE poison... the bane of every fantasy game.

As for the music, I like what's in the game, but still say my personal audio mod of substituting The Ventures "Fear" can't be beat for the perfect dungeon mood!
http://www.youtube.com/watch?v=LuxYVqKftQw
Logged
Arbitror
Level 0
**


View Profile
« Reply #608 on: June 01, 2012, 08:28:35 PM »

The Ventures "Fear" can't be beat for the perfect dungeon mood!

 Gentleman Oh, but it can: http://www.youtube.com/watch?v=qaKdoerRsSc
Logged
Odkin
Level 0
**


View Profile
« Reply #609 on: June 01, 2012, 09:00:00 PM »

The Ventures "Fear" can't be beat for the perfect dungeon mood!

 Gentleman Oh, but it can: http://www.youtube.com/watch?v=qaKdoerRsSc

I think you're confusing scary/haunting/creepy music with melodyless/percussive/midi-esque tones.  Smiley
Logged
Leonick
Level 0
***


View Profile
« Reply #610 on: June 02, 2012, 03:28:29 AM »

First, I love this game!

I'm making some new tiles for the generator, will post them here when I have a decent bunch for everyone to use. If anything with the colours have changed since you posted back on page 15 I'd be nice to have an update (this goes for when things change to of course), like if more items are available via alpha values, though I'm guessing not since not even a torch on wood floor seem to be possible that way.
http://www.intrrpt.com/downloads/delver/delver-alpha-6-1-12.jar
* Implemented per-level music, data driven through a field in data/dungeons.dat
* Wired up the rest of WhileWolf's music
* Added mushrooms, and glowy mushrooms to help break areas up a bit visually

[mod stuff]
If you didn't notice, the eye and zombie from your mod was added in the last update. Grin Congrats!

I should give the eyes a cool spell, like how the zombies can poison. A beam with a chance to paralyze maybe?
As for the latest version, what are the spawn rules for those mushrooms? I figured maybe they would be the "purple light" (6000ff) but that's just ambient light, the mushrooms seem to be spawning rather spontaneously?

A note on the new music, overall it's great, though I must the percussion (or whatever the right word really is) in call of adventure (the primary tones in the ten first seconds) are a bit sharp on the ears. Maybe lower their volume or something, the percussion in descending much better. Just my opinion though.

A beam would be cool for the eye, the paralyze I'm not so sure about.

EDIT:
Two questions regarding the generator.
1. In the pngs with tiles, I notice all the default ones are full, do they have to or is the game smart enough to notice if a tile is empty or inccorect? Could one for example have a png 54x54 pixels where the first two rows are full but the last have two empty slots?
2. I had a dungeon just now with one of the 4-way intersection, on of the exits just had a small room, 5x3 I think, with one piece of equipment centred along the long wall. I can't see this room in any of the pngs, where does that room (and other dead ends) come from? There is a room with the correct size in TileEnd but the contents doesn't match.
« Last Edit: June 02, 2012, 06:51:48 AM by Leonick » Logged
whitewolfmusic
Level 0
***



View Profile WWW Email
« Reply #611 on: June 02, 2012, 05:11:39 AM »

Yeah, the percussion is a bit overdone, one of the things I will fix these days Smiley
Logged
TheNite
Level 0
***


View Profile
« Reply #612 on: June 02, 2012, 09:45:03 AM »

[many many words]

I just uploaded a tutorial on adding new dungeon tiles! If you have any questions just reply to this post, send me a PM, or comment on the video. As for the mushrooms, they spawn on the "3E3E3E" color. Random objects spawn on them (skulls, rocks, mushrooms)
 
Question 1: Each tile is 17x17. If you resize the canvas by 17 pixels on either axis, it will add room for three new tiles.

Question 2: The dead ends are for ladders. One ladder is placed per level, the rest turning into items.

Tutorials:

Enemies: http://www.youtube.com/watch?v=KuRlwHfFMNI

Dungeon tiles: http://www.youtube.com/watch?v=72UUKz1WPls

Hope this helped  Gentleman
Logged

I make Delver mods and modding tutorials! Feel free to send me a PM if you have a Delver related modding question!
casimirsblake
Level 0
*


View Profile Email
« Reply #613 on: June 02, 2012, 01:55:31 PM »

Just managed to complete a game, with the newest beta.

Balance is a little better, tougher, but not "hard".  There are a lot of drops, and it doesn't feel like I have to scavenge until last-minute on the way back up.

Small bug: When completing the game, a new piece of music plays.  This does not stop when entering a new game immediately.  The level 1 music plays "on top" of the completion music.

This is a stunning little game.  Looking forward to see where it goes from here!
Logged
SoHaunted
Level 0
**


View Profile
« Reply #614 on: June 02, 2012, 06:19:20 PM »

I've got to say that I am very pleased with the latest additions to the game and can't wait for them to hit the play store.

Priority just a heads up I am still unable to drag items into my bag from the hotbar, I have to drop them then manually pick them up and drop them in my bag. This is on Android btw.
Logged
Pages: 1 ... 39 40 [41] 42 43 ... 173
Print
Jump to:  

Theme orange-lt created by panic