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1036675 Posts in 41855 Topics- by 33474 Members - Latest Member: yibojiang

August 27, 2014, 09:15:17 PM
TIGSource ForumsFeedbackDevLogsDelver
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Suedeash
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« Reply #2250 on: April 21, 2013, 11:55:18 AM »

Hey everyone been working on a mod which adds a bunch of stuff to the game, including new weapons, new textures, a deep storyline and new enemies!

It isn't finished yet, so if you download and play it, any feedback would be appreciated!

Download -> https://www.dropbox.com/s/pfr3je0plelr74f/Space%20Delver.zip 

Dude, I just played through that mod, and it's amazing!  Smiley
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ninja
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« Reply #2251 on: April 21, 2013, 01:06:22 PM »

Hey everyone been working on a mod which adds a bunch of stuff to the game, including new weapons, new textures, a deep storyline and new enemies!

It isn't finished yet, so if you download and play it, any feedback would be appreciated!

Download -> https://www.dropbox.com/s/pfr3je0plelr74f/Space%20Delver.zip 

Dude, I just played through that mod, and it's amazing!  Smiley
Could we have some screen shots, and a breif summery.  If you want I can add it to the mods page of the wiki.
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!!
                 Smiley
Connor
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« Reply #2252 on: April 22, 2013, 07:23:30 AM »

that mod is epic O_O
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Firearrow games
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
Interrupt
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« Reply #2253 on: April 22, 2013, 08:54:43 AM »

For everyone who sent me PMs to be on the testing list, you should have received a PM back with a link to a new version. This is going to be the next released update after you guys have had a chance to test it out. Please give it a try and post here with any issues.

Hey everyone been working on a mod which adds a bunch of stuff to the game, including new weapons, new textures, a deep storyline and new enemies!

It isn't finished yet, so if you download and play it, any feedback would be appreciated!

Download -> https://www.dropbox.com/s/pfr3je0plelr74f/Space%20Delver.zip  

Sounds awesome, looking forward to giving this a try later Smiley
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Connor
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« Reply #2254 on: April 22, 2013, 09:25:49 AM »

damnit, a new testing version??? why didnt i see that interrupt ._.;
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Firearrow games
www.firearrowgames.com

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
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« Reply #2255 on: April 22, 2013, 10:03:37 AM »

damnit, a new testing version??? why didnt i see that interrupt ._.;

You weren't on the list, rectified. You should have a PM now.
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Leonick
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« Reply #2256 on: April 22, 2013, 10:11:38 AM »

Here's the note I gathered during a play through of the new version.

  • Yay, can see meshes (like the crystals now). Still not completly sure about them though, the crystal feels kind of out of place among the sprite grass and mushroom that are 2d and turn towards the player.

  • You said flying enemies should not stay at the same height, the bats and eyes I've seen have all stayed on mostly the same height. They did go up and down a bit but we're talking a couple of pixels. Relative to how much is available? They did seem to move more in rooms with more space between floor and ceiling, still, not a lot of vertical movement. The skulls at level 7 did change levels, on in particular went and hid in a small crevice by the ceiling when it got hurt.
  • Had a couple of minor graphical glitches. Not visible from all angles. Going back to the menu clears it. While the big glitches were there I also noticed the crystals are messed up. While standing in the middle of one glitch spot and looking around it changes colours. Looking back at my screenshots I almost want to say it's more common on the sewer levels, got it on both and it covered most of it until I went back to menu. Screenshots linked at the bottom.
  • You should considering making cave areas in the dungeon levels (like 1 and 2) look more cave like as well like you did in the actual caves.
  • The dungeon tiles have some diagonal pathways that would probably benefit from diagonal walls, a notable example being one of the three-way intersections.
  • Graphical note, the ladder down has dirt around it no matter what kind of floor it is on, a minor thing but worth putting on the list of things to 'fix' at some point.
  • The key on level 7 was invisible. Only reason I found it was that I walked up the the platform where it was thinking "huh, looks like there would be something there" and then the pick up key text appeared.
  • On level 7 in the maze only the path was drawn on the map, the walls weren't.
  • Did you increase the time traps take to reset or is that just me not having played in a while and thinking they reset quicker before?

Graphical glitches:
First I encountered
https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch.png
Second one, just a small one and pretty much only visible from that angle. Coloured differently than the rest though.
https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch2.png
https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch3.png
The two below shows just how bad the glitch can get.
https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch4.png
https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch5.png
Here with the glitched crystals.
https://dl.dropboxusercontent.com/u/732993/delver-graphic-glitch6.png
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a6n0rma1
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« Reply #2257 on: April 23, 2013, 04:08:39 AM »

Am i too late to join in on the beta testing?
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Joshua
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« Reply #2258 on: April 23, 2013, 07:43:22 AM »

I played a little bit last night, and managed to get stuck climbing out of water. It was such that I couldn't go back into the water, nor could I get up on the land.
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Interrupt
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« Reply #2259 on: April 23, 2013, 08:11:08 AM »

I played a little bit last night, and managed to get stuck climbing out of water. It was such that I couldn't go back into the water, nor could I get up on the land.

Thanks, confirms a bug that someone else saw. On my bug list.

Am i too late to join in on the beta testing?

Nope, I can add you to the list.

Did you increase the time traps take to reset or is that just me not having played in a while and thinking they reset quicker before?

I did up the reset time, attempting to make traps less annoying.
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Leonick
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« Reply #2260 on: April 23, 2013, 08:18:57 AM »

Did you increase the time traps take to reset or is that just me not having played in a while and thinking they reset quicker before?

I did up the reset time, attempting to make traps less annoying.
Well, missions successful. Really like that change because they were kind of annoying before.
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jemblem13
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« Reply #2261 on: April 23, 2013, 09:05:47 AM »

Can I be added to open beta?  Tongue
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Suedeash
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« Reply #2262 on: April 23, 2013, 09:11:06 AM »

I played a little bit last night, and managed to get stuck climbing out of water. It was such that I couldn't go back into the water, nor could I get up on the land.

Thanks, confirms a bug that someone else saw. On my bug list.

Am i too late to join in on the beta testing?

Nope, I can add you to the list.

Did you increase the time traps take to reset or is that just me not having played in a while and thinking they reset quicker before?

I did up the reset time, attempting to make traps less annoying.


Hey Chad, I sent you a PM. Smiley
Can't wait to see all the new features you've implemented. Keep it up. Smiley
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ninja
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« Reply #2263 on: April 23, 2013, 12:59:31 PM »

Oh yeah I will be putting up announcements on the wiki.  And like I said, I did add forums to the wiki so I will be putting up announcement there.
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!!
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KamaKama
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« Reply #2264 on: April 23, 2013, 11:49:28 PM »

Hi,

I'm not sure how recent the version I played was and if this particular bug I encountered is fixed. I downloaded the 'current test version' in the OP and played through it.
That is, I would have if it was not for a bug that makes the game impossible to complete.

I didn't know that Level 7 was the final level and that there was a gate you have to find a key for. I used the Teleport Scroll that I had found along the way and got warped right into the last room. After fighting the skeletons and retrieving the Orb I was kind of happy I'd beat the game (because I actually thought it was one of these endless 'last as long as you can' dungeon crawlers).
Wanting to leave the room I encountered gates that were just simply 'locked', with no means to open from my side. Kind of upset me that I was unable to finish :v

If this is not yet fixed (which I sorta doubt seeing as the version I played was from last year), these are possible solutions I'd consider:

- Disable teleporting for the last level or atleast make it put you outside of the gate, still giving you the opportunity to find the key and open it.
- Unlock/Open the gate on teleport  (and make the key disappear from the dungeon to prevent people being thrown-off by finding a key that they don't need)

Hope this is any helpful at all. I should probably pay for the game to play more recent versions. From what I've seen, you and your game are certainly worthy of being supported.

EDIT: In case those beta testing slots are free however, I'd gladly be added to the list Smiley
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