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Seiseki
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« Reply #1365 on: August 20, 2012, 11:33:45 AM » |
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Mouse is still slow for me.. It also seems like my starting weapon is invisible and the keyboard keys are sluggish as well now.. I can barely select things from the tool bar using 1-6, bringing up the map requires spamming of the button, I can't bring up the inventory at all, tried both buttons.
I'm wondering if it's not creating the folder in my games/delver because I don't run it from my C: drive. (tried running it from C: but no difference)
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« Reply #1366 on: August 20, 2012, 11:35:54 AM » |
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Now that I'm thinking about it, is there a sprite for the player? I mean, you wouldn't see it in-game, so is one there, or is he just invisible?
EDIT: [pic] So this happened. Running the latest .jar on ubuntu, I saw this at the beginning of the level. I can't go through here, but whatever seems to be blocking me from going forward isn't rendering.
Also, I should note: crystal meshes /are/ rendering for me now.
There's no player sprite right now, but I probably will end up making class specific ones to use at least on the character selection / inventory screens. That empty area should be a waterfall, just tested and they are broken right now in the fallback renderer. At least meshes display now, fix one bug and another pops up. Mouse is still slow for me.. It also seems like my starting weapon is invisible and the keyboard keys are sluggish as well now.. I can barely select things from the tool bar using 1-6, bringing up the map requires spamming of the button, I can't bring up the inventory at all, tried both buttons.
No better with the mouse? I can rollback those changes then.
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AfterburnerMadman
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« Reply #1367 on: August 20, 2012, 11:39:59 AM » |
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Now that I'm thinking about it, is there a sprite for the player? I mean, you wouldn't see it in-game, so is one there, or is he just invisible?
EDIT: [pic] So this happened. Running the latest .jar on ubuntu, I saw this at the beginning of the level. I can't go through here, but whatever seems to be blocking me from going forward isn't rendering.
Also, I should note: crystal meshes /are/ rendering for me now.
There's no player sprite right now, but I probably will end up making class specific ones to use at least on the character selection / inventory screens. That empty area should be a waterfall, just tested and they are broken right now in the fallback renderer. At least meshes display now, fix one bug and another pops up. Mouse is still slow for me.. It also seems like my starting weapon is invisible and the keyboard keys are sluggish as well now.. I can barely select things from the tool bar using 1-6, bringing up the map requires spamming of the button, I can't bring up the inventory at all, tried both buttons.
No better with the mouse? I can rollback those changes then. the mouse works fine and meshes work and all is well on my computer! and i have work done on the overworld!
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Zylinski
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« Reply #1368 on: August 20, 2012, 12:02:00 PM » |
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I liked this a lot! Haven't played ultima underworld though, but I'm a big RPG-fan. Smooth grahpics, looking forward to the character sheet.
Very inspiring, immediately wanted to start on some 3D project! :D
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ImHereForDelver
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« Reply #1369 on: August 20, 2012, 05:56:58 PM » |
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^ Delvercraft? http://www.intrrpt.com/downloads/delver/delver-alpha-08-20-12.jar* Possible fix for jerky mouse movement * Performance improvement: frustrum culling for rendered meshes, based off their calculated bounding box * Meshes now use the same shader as the level geometry * Crosshair when charging an attack for a ranged weapon (junk, bows, wands) * Charging animation for bows * Attempting to draw a character not in the font no longer crashes the game, will instead display '?' My meshes still don't load...
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Odkin
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« Reply #1370 on: August 20, 2012, 06:43:54 PM » |
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Still no mesh rendering for me either.
But... the ranged crosshair DOES make the Bow useable finally, even though I can't see the arrow.
Are the mesh objects considered solid (i.e. are they an obstacle)? Does it help diagnose the mesh issue at all to know that places where crystal probably are (glowing areas) don't impede my movement in any way?
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joanx
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« Reply #1371 on: August 20, 2012, 07:29:59 PM » |
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Awesome game, and awesome ideas i must say. i love how much this game has improved recently. I was testing the latest build at this time (08/20/2012)and i feel a little sluggish the access into the inventory and the map, i have to press 2 or 3 times the keys  to open them, i dunno if anyone had this issue. the mouse issue and the mesh rendering is ok to me. I have a couple of ideas for delver, i'd love to share it with you * We had recently the inclusion of bows into the game (Nice animation on the last build btw), so... why not including axes, maces and spears into the game? * Is there a way to use shields in a near future? it will be a great addition if you are going to make character classes * I think that is useful a little descriptive tooltip when you are going to grab something, like " E: excellent steel dagger [+1 str 21 to 23 DMG]" i suggest to put it on the lower left corner with a small size of font Well thanks for this awesome game and the pleasure of testing it on early stages of development, looking forward for more of your ideas. 
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Seiseki
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« Reply #1372 on: August 20, 2012, 07:39:48 PM » |
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I think arrows would look better as flat sprites. That way it's easier to include throwing knives, axes and spears as joanx mentioned above.
Also, while on the topic of shields, what about dual wielding, skyrim style? Would be great to have throwing axes in one hand and a sword in the other, or the classic shield + sword.
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Swaggermuffin
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« Reply #1373 on: August 20, 2012, 09:16:11 PM » |
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I was testing the latest build at this time (08/20/2012)and i feel a little sluggish the access into the inventory and the map, i have to press 2 or 3 times the keys  to open them, i dunno if anyone had this issue. I thought it was my keyboard being crap, but now that you mention it, I've been having the same problem today. Definitely experiencing this. The menu keys are really unresponsive all of a sudden. I've died a couple of times now because I was busy futzing around with them. EDIT: I thought I should mention, the mesh rendering issues are completely gone when I play it on Windows 7. Also, the control issues are gone when I play on Linux.
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« Last Edit: August 21, 2012, 12:52:56 PM by Swaggermuffin »
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LittleBigAlex
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« Reply #1374 on: August 21, 2012, 09:10:55 AM » |
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I still cant see either arrows or the crystals, in any of the versions that you have released with them in. My Graphics card is a HD 6950
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Skizomeuh
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« Reply #1375 on: August 21, 2012, 10:54:53 AM » |
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As always I'm salivating when reading what'll come in the next Android update...
Do you think about bringing secret rooms, and some kind of simple enigmas/puzzles to unlock them?
Talking about android version, could you share some tips about the controls you achieved? They're the most effective, precise and natural I've ever experienced on my smartphone, even Dead Trigger's isn't that good.
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teh_mad_guy
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« Reply #1376 on: August 21, 2012, 11:33:01 AM » |
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for some reason the waterfall animation does not work, this also goes the same with poison.
I think it might be something with my windows 32-bit computer...
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« Reply #1377 on: August 21, 2012, 03:35:44 PM » |
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As always I'm salivating when reading what'll come in the next Android update...
Do you think about bringing secret rooms, and some kind of simple enigmas/puzzles to unlock them?
Talking about android version, could you share some tips about the controls you achieved? They're the most effective, precise and natural I've ever experienced on my smartphone, even Dead Trigger's isn't that good.
Spelunky has a neat level generation trick where it takes rooms that it generates and adds challenges to them sometimes. I've been thinking about doing something similar to have there sometimes be locked or hidden doors with a key or lever hidden nearby - stuff like that. I stumbled onto the controls, the first versions weren't that good but I kept iterating. Right now when you look it's not manipulating the camera directly but modifying a look velocity that slowly decays over time - basically mouse smoothing. for some reason the waterfall animation does not work, this also goes the same with poison.
I think it might be something with my windows 32-bit computer...
Actually it's your GPU, there's two rendering paths that I need to keep in sync - one that handles fancy stuff like dynamic lighting and a fallback renderer for people with older GPUs. I broke the waterfalls for that fallback renderer in the last build. I think arrows would look better as flat sprites. That way it's easier to include throwing knives, axes and spears as joanx mentioned above.
Also, while on the topic of shields, what about dual wielding, skyrim style? Would be great to have throwing axes in one hand and a sword in the other, or the classic shield + sword.
I tried having arrows be flat sprites, but they were almost invisible when fired due to not having any width when end on. Could probably offset them some to alleviate that. I'm planning on revamping the equip system for amor to have a more traditional paper doll style system. When I'm doing that I could also add in offhand items, with the caveat that not all weapons are one handed.
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« Last Edit: August 21, 2012, 03:43:30 PM by Interrupt »
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Lord Belial
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« Reply #1379 on: August 22, 2012, 11:54:16 AM » |
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minimap not appearing on my webpc. should be pixel shader fallback like when the map was not drawned on slower machine. Everything else is groovy!
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« Last Edit: August 22, 2012, 12:00:51 PM by Lord Belial »
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