Dementor561
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« Reply #3480 on: October 10, 2014, 11:19:52 AM » |
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Whenever I shoot a magic bolt in the same direction on a moving platform my character is using my character takes damage.
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Boreal
Level 6
Reinventing the wheel
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« Reply #3481 on: November 17, 2014, 06:08:15 AM » |
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I really like the simple mechanics the game has got. Everything is really satisfying.
But now, after playing for a few hours I feel like even though the dungeons are technically different every time I've seen everything. A lot more variety is needed, especially in enemies past the first couple of floors, floor types, and dungeon "building blocks" (it was quite obvious what the handcrafted parts were).
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ImHereForDelver
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« Reply #3483 on: November 18, 2014, 07:07:37 PM » |
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So I found out that if you throw a weapon into the corner of a wall it sometimes gets stuck in the wall and causes the clanging sound to happen continuously throughout most of the level, this also causes most of the sound in the level to not play. I was able to recreate this quite easily as well.
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Boreal
Level 6
Reinventing the wheel
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« Reply #3484 on: November 18, 2014, 10:18:00 PM » |
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So I found out that if you throw a weapon into the corner of a wall it sometimes gets stuck in the wall and causes the clanging sound to happen continuously throughout most of the level, this also causes most of the sound in the level to not play. I was able to recreate this quite easily as well.
This happens quite often to me as well. Happens sometimes when I hit a wall with an arrow. I'm running at 96Hz if it makes any difference when it comes to physics.
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Linkshot
Level 1
Tricky Tricky
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« Reply #3485 on: November 18, 2014, 10:22:44 PM » |
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Well, I know what I'm doing tomorrow, now :D
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Boreal
Level 6
Reinventing the wheel
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« Reply #3486 on: November 18, 2014, 11:07:43 PM » |
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Also, it kills me that the Ruins level is the same every time. It should be longer and different every time, although I don't think the game should spawn as many skeletons once you have the orb.
And if you hit someone while they're charging magic they shouldn't just shoot it as soon as they recover. There's no way for a melee character to counter the huge influx of skeleton wizards.
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SpyingFuzzball
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« Reply #3487 on: November 29, 2014, 12:07:22 AM » |
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Are you guys still considering suggestions, or is it too late into development...?
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Flolle
TIGBaby
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« Reply #3488 on: December 07, 2014, 09:07:34 AM » |
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I bought this game on amazon for my android device. Now I see that my version is really, really old. A lot of older than the version available on the Google Play Store. Is there any chance for me to update it to the latest version available for Android?
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ShadowTigerZC
Level 0
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« Reply #3489 on: December 27, 2014, 07:54:30 PM » |
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So I suppose there's been no news since September? Or is there some other source of news that is now more updated than this thread that hapless followers are missing out on? :-/
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PoyoSan
TIGBaby
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« Reply #3492 on: January 10, 2015, 01:20:33 PM » |
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Procedural landscapes are coming together, can use the same texturing and populating systems that the dungeons use to add details. I got the UI down, but the input is completely non functional. The main menu items work. But I can't seem to back out of it. The game is ignoring my back button presses. There is no input response in game, and it updates about once every 30 seconds graphically. I managed to level up somehow though. What model of phone is that? I was just wandering.... since the game has already been released and it's obviously nothing like the screenshot above, do you still plan on implementing an overworld? Just throwing that idea around...... I've been wandering around looking for mods on delver and I cam across this post, which is entirely new to me.
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Reise92
Guest
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« Reply #3493 on: January 13, 2015, 07:44:48 AM » |
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I was just wandering.... since the game has already been released and it's obviously nothing like the screenshot above, do you still plan on implementing an overworld? Just throwing that idea around...... I've been wandering around looking for mods on delver and I cam across this post, which is entirely new to me.
I'll probably end up using that infinite world tech for what comes next after Delver, the starting town will be a small limited area. Making an infinite world worth exploring will be a ton of work, may as well be a whole new game.
Source: http://forums.tigsource.com/index.php?topic=24764.msg943186;topicseen#msg943186Technically the Outdoor camp area you start the game in IS the overworld. It is rather confined, but that can be adjusted with clever use of the DelvEdit program (the game's level editor). Edit: So I suppose there's been no news since September? Or is there some other source of news that is now more updated than this thread that hapless followers are missing out on? :-/
The developers have been pretty silent on the Steam forums as of late. Although there have been a few more recent posts on Twitter, with teasers of what is to come in the next update. 7Soul has helpfully linked some of those posts which are relevant to us on the Delver subreddit ( http://www.reddit.com/r/Delver/) for all to find easily. A few more links I've already shared on the Steam forums, should anyone be interested in checking these out: [spoiler] https://twitter.com/cuddigan/status/535604637521289216https://twitter.com/cuddigan/status/539843345753710592[/spoiler] http://www.reddit.com/r/Delver/comments/2fj4o1/controllers_and_delver/It's there now in a basic form, but it has a bunch of issues like no helper prompts, not being able to change the mappings, and it stops working when you switch back and forth between fullscreen for some reason. One of our next updates will probably be all about making gamepad support better all over the place.
Anyways, hope everyone is having a great day so far. Edit 2: Ninja'd
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« Last Edit: January 13, 2015, 09:15:05 AM by Reise92 »
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Interrupt
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« Reply #3494 on: January 13, 2015, 09:10:05 AM » |
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I've been teasing this on Twitter lately, but now it's far enough along where I can properly show off what I've been working on over the holidays. There were a couple of big technical improvements that were sitting on my todo list for awhile because of the amount of refactoring involved in implementing them, but I had a couple of weeks off over the holidays and used them to rip apart some pretty core areas of the codebase. Using this time I rebuilt the editor to get rid of the crappy Java based UI stuff, split apart the tile texturing to be per face instead of one overall texture per tile, and added support for multiple world texture atlases to make modding easier. In action shots: New Editor UI New texture picker in editor, another texture atlas Multiple texture atlases used in game Different textures used per face The main technical change for a lot of this stuff is that there is a new data/textureatlases.dat file that lists out the wall texture files, like so: [ { "columns": 4, "filename": "textures.png", "scale": 1, "name": "texture" }, { "columns": 4, "filename": "textures1.png", "scale": 1, "name": "texture1" } ]
In the game the textures are looked up by the name of the atlas so when mod merging support is in someone could implement a new dungeon theme just by adding a new texture, not replacing files that are already there - sort of like how DOOM Wads work. I'd like a world where a bunch of mods could all be used in conjunction with eachother, this is a big step towards that.
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Reise92
Guest
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« Reply #3495 on: January 13, 2015, 09:26:54 AM » |
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Sounds pretty amazing, looking forward to the update.
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makerimages
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« Reply #3496 on: January 14, 2015, 05:29:04 AM » |
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Is taht a GUI library of some sort, or custom? Really like it! Seems like html?
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« Last Edit: January 14, 2015, 10:22:45 AM by makerimages »
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Makerimages-Its in the pixel
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Connor
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« Reply #3497 on: January 14, 2015, 09:47:47 AM » |
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New Editor UI that looks SO MUCH better. seriously, i might end up using the editor now haha
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eigenbom
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« Reply #3498 on: January 21, 2015, 11:03:21 PM » |
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Looking sweet dudes
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curiousepic
Level 0
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« Reply #3499 on: January 30, 2015, 03:40:45 PM » |
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Odd bug resulting in death: Floor 5 or so, caverns. Had 20 health, and was at full. Standing on a hanging platform that moves laterally across a chasm, but it was stationary. Charged a 1-3 dmg ice wand to hit a bat on the other side. Let it loose and died instantly
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