Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 12:06:33 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 5 6 [7] 8 9 ... 27
121  Community / DevLogs / Re: Delver on: August 14, 2013, 10:40:46 AM
Has anyone been able to install Delver from the Humble Android App and get it running. Every time I load it on my Nexus 4 or my Nexus 7 it says "Unfortunately, Delver has stopped." and bombs out. Tried to uninstall and install with no luck. Deleted any delver related files and tried to install again but no joy. Same error appears running on either Android 4.2.2 or 4.3. I am sure I had a similar issue before and it was due to some associated files that needed to be deleted but this time I am not having any luck.

On a side note would love to see this come to Ouya. I side loaded Delver to see what it would look like on a 50" plasma and it was pretty awesome.

Cheers for any assistance

That current build for Humble has been exploding for a bunch of people, which is weird since it's basically the same as the Google Play version which works - I can send you that version to download for now if you want it.

I'm not totally sure my new dev machine is ready to cut new Android builds or I would have uploaded one already, computer I was making those builds on died, but I could give it a shot and send you a newly minted build if you want to help test it out Smiley
122  Community / DevLogs / Re: Delver on: August 12, 2013, 12:58:00 PM
I've been working on a little game for the 7 day FPS challenge, it uses the delver engine for a fast past Doom-like game. I'm two days in right now and so far the monsters and shooting are pretty solid, there just needs to be more of them.





More Screenshots
Try the WIP build
123  Community / DevLogs / Re: Delver on: July 31, 2013, 09:22:21 AM
Sorry if I missed this somewhere, but any plans for OUYA support?

I have an OUYA, I'm just not totally sure it's a good platform to develop for after seeing the sales figures for TowerFall and hearing that 70% of owners don't even buy anything.

I've been slowly working on controller support so there's no reason it couldn't run there, but it's probably not the best use of time right now though.
124  Community / DevLogs / Re: Delver on: July 30, 2013, 08:41:48 AM


I've been working through a polish pass lately, here's what's going on:

* Entity collision boxes no longer need to be square, main fix is that the collision for doors is much more accurate now (http://i.imgur.com/LgbAK2e.png)
* Traps no longer activate instantly, there's now a noise and a short delay
* Adding more dungeon tiles, like the one above
* More decorative items spawning besides just skulls
* Talking to an artist (Joshua!) about officially upgrading the art
* Planning out a prettier title and main menu screen
* Character graveyard with stats?

Generally just shaving out more of the harsh edges. When ingame it feels pretty good, need to get all the menus up to the same quality.
125  Community / DevLogs / Re: Delver on: July 26, 2013, 12:38:06 PM
I somehow was lucky enough to burn out the motherboard in my dev laptop, so for the past few days I've been getting my build environment back up to speed. Back to the point now where I can do actual work, yay!

The latest humble bundle android version crashes when run. I have an HTC one X.

If I sent you an APK of a new cut of the Humble Bundle build, would you be able to test it out for me?
126  Community / DevLogs / Re: Delver on: July 17, 2013, 04:28:05 PM
Cut a new build of the Delver Editor today, grab it here: http://www.intrrpt.com/downloads/delver/DelvEdit/delvedit-7-17-13.jar
127  Community / DevLogs / Re: Delver on: July 05, 2013, 10:42:58 AM
Today i downloaded the latest version of delver on my Xperia Play, through the humble bundle app. Unfortunately, upon launching, the game instantly force closes. I use cyanogenmod 9 and am overclocked at 1.6 GHz. All previous versions run smoothly on my device.

I pushed out a new version of the Humble Android build today, could you download that and give it a try?
128  Community / DevLogs / Re: Delver on: June 26, 2013, 07:39:26 AM
I made some final fixes for the Android build and pushed it live, thanks for helping test everyone!

I was wondering if there is going to be any Moga controller support for Delver.

I have a Moga sitting on my coffee table right now, I'm working on some universal gamepad integration that should have it working with everything.
129  Community / DevLogs / Re: Delver on: June 25, 2013, 09:32:23 AM
Sent out a new Android testing build, the new spatial collision hashing system was creating a ton of Strings that ended up being garbage collected often which really hurt performance. Switched that to a simpler string-less system, seeing lots of improvement afterwards.

Before


After
130  Community / DevLogs / Re: Delver on: June 24, 2013, 02:13:09 PM
Thanks Interrupt, that will help a lot. Also do you know why arrows won't hurt the player?

Probably to keep them from hurting the player when fired - otherwise you could bank them off of a wall and back into your face. Actually, maybe that's a good thing Smiley

[testing stuff]

Thanks for the notes, sounds like I need to make a few more performance tweaks to get things back to where the previous version was.
131  Community / DevLogs / Re: Delver on: June 23, 2013, 12:13:59 PM
I just sent out a PM with a testing version of the Android build to everyone who wanted to be included in the testing of that, if you didn't get a PM let me know.

Hey Interrupt, do you know how the angles work? When I go to Game.camera.direction.x it looks like it is in Radians, but I can not seem to make it go higher than 1 and it flip flops between positive and negative. Can you explain why this is?(I need to do some sin and cos calculations)

It's actually a direction vector, not an angle in Radians. There's some funky math involved if you want to convert between yaw / pitch angles into a direction vector, and vice versa. Generally I set the direction to an initial direction like (1,0,0) and use the rotate methods on the Vector class to rotate on a specific axis and angle.

More info here: http://en.wikipedia.org/wiki/Unit_vector
132  Community / DevLogs / Re: Delver on: June 21, 2013, 12:21:06 PM
I've been knocking down some performance bugs in the Android build, decals and the new collision partition system were doing much more work than they needed to. I also added some caching on the light calculations that are done during level load to speed that up, it was taking far too long on my Nexus 7.

Anyone want to help test out this new Android version? I'd like to have a few people try it out before uploading the new build.

I see you have increased the compilation to 70%.  Is that just for the Alpha progress or the total progress?

Alpha progress. It's actually probably more like a Beta now, it's pretty stable and playable at the moment.
133  Community / DevLogs / Re: Delver on: June 17, 2013, 08:23:13 AM
I've been testing the new version on Android devices and I haven't been too impressed with the performance so I've been tracking down places that thrash the Java garbage collector and fixing some places where more CPU work was being done than is actually needed.

There are a bunch of places that use Vector math, and they all create new Vector objects for small calculations and then throw them away. From watching memory useage in a JVM analyzer I could see enough of those build up where it was causing garbage collection to kick in often - that's bad because rendering pauses for a bit when the GC runs. To help that thrashing I've started to keep stacks of commonly used objects like Vectors around and if a calculation needs a Vector it asks the stack for one, and then on every game tick the stack is reset recycling those objects back up to be used again.

The map texture grew 4x in this update to support drawing angled wall tiles and not just solid ones, I noticed a decent hit on Android whenever that map was redrawn. Even worse was that the map redraw was making the map from scratch every time. Now I store a list of newly seen tiles since the last time the map was drawn and only those changed tiles get drawn onto the map, the rest stays the same.

Another heavy hitter was the AI pathing that was being updated on every tick. In reality this only ever needs to change when the player's tile changes, so now that's only done whenever the player moves enough. The call to check which tiles the player can see to draw on the map was also being done on a timer, now that's tied to the same player tile changed event.

I've also been debating enabling VSync on the desktop since I noticed I was getting around 700fps on my Macbook now, which probably kills battery life since it's thrashing the CPU and video card which try to go as fast as possible instead of limiting down to a sane 60 fps. Does anyone have a good counter argument why 60fps is not enough for them? Smiley
134  Community / DevLogs / Re: Delver on: June 16, 2013, 12:07:22 PM
Hey Intrrpt, when you go into the player.dat, and there's the part with equipped items, and for example, it says ''{PANTS:{class:com.interrupt.dungeoneer.entities.items.Armor,name:"USELESS PANTS",tex:41,equipLoc:PANTS}''
How would you alter that to change the pants to a Yithidian Orb?

Quick Delver Item Modding Guide!

Everything in the .DAT files is a json representation of a Java object. The object itself is defined via the "class" definition, everything else is the properties of that class. If you try to set a property on a class that doesn't have that property it'll explode trying to load, so watch what you're setting.

Code:
com.interrupt.dungeoneer.entities.Item
    name: String
    itemCondition: enum {broken, worn, normal, fine, excellent}
    tex: Integer (image displayed on ground, in inventory)
    heldTex: Integer (image displayed when held)
    equipLoc: enum { HAT, ARMOR, PANTS, OFFHAND, RING, AMULET } (used for equippable items, selects which item slot to use)

Code:
com.interrupt.dungeoneer.entities.Item subclasses:
    Armor
        armor: Integer (AC of armor)
    Decoration (throwable items, like skulls)
    Key
    Potion
        potionType: enum { health, magic, maxhealth, poison, food, booze }
    QuestItem (Orb!)
    Scroll
        Spell: (spell object attached to scroll)
    Weapon
        damageType: enum { PHYSICAL, MAGIC, FIRE, ICE, LIGHTNING, POISON }
        baseDamage: Integer
        randDamage: Integer
        knockback: Float (How much energy in the impact)
        reach: Float (Range of weapon)
        speed: Float (How long this takes to use)
        chargespeed: Float (How long this takes to charge)

Code:
com.interrupt.dungeoneer.entities.Item.Weapon subclasses:
    Sword
        wallHitSound: String (audio file to play on wall hit eg: "clang.ogg")
        swingSound: String (audio file to play when swung)
        hitDecal: ProjectedDecal entity spawned on walls
            tex: Integer
            decalWidth: Float
            decalHeight: Float
    Wand
        charges: Int (number of shots)
        spell: Spell object fired when used
    Gun
        automatic: Boolean
        ammo: Integer (Ammo on pickup)
        magazineCapacity: Integer
        cycleTime: Float (time between shots)
        reloadTime: Float
    Bow
        fireSound: String (audio file to play when fired)

Code:
Spells:
    com.interrupt.dungeoneer.entities.spells.Spell
        baseDamge: Integer
        randDamage: Integer
        damageType: enum
        mpCost: Integer
        spellColor: Color
        castSound: String (audio file played when cast)

    Spell subclasses:    
        com.interrupt.dungeoneer.entities.spells.Beam
        com.interrupt.dungeoneer.entities.spells.Heal
            heal: Integer (amount to heal)
        com.interrupt.dungeoneer.entities.spells.MagicMissile
        com.interrupt.dungeoneer.entities.spells.SplashExplosion
            radius: Float (range of eplosion)
        com.interrupt.dungeoneer.entities.spells.Teleport

To make a Yithidian Orb:
Code:
{class:com.interrupt.dungeoneer.entities.items.QuestItem,name:"YITHIDIAN ORB",tex:59}
135  Community / DevLogs / Re: Delver on: June 14, 2013, 01:03:03 PM
Pushed out a new build to the Humble guys, 06-13-13 - Has a fix for the double spawning doors.
136  Community / DevLogs / Re: Delver on: June 13, 2013, 08:53:02 PM
I would love to try to make a fan made trailer with your approval. Then we could go from there my YouTube channel is.  www.youtube.com/user/GameTopicTV

Sure, give it a shot.
137  Player / Games / Re: Calling all people with running devlogs on: June 12, 2013, 01:32:42 PM
This could be interesting, here's my devlog if you're still looking for people:

http://forums.tigsource.com/index.php?topic=24764.0
138  Community / DevLogs / Re: Delver on: June 12, 2013, 10:21:01 AM
The Android version in the Humble Store is 0.65. The version in the Google Play store shows 0.66. Do i need to buy it again for my Phone to have a newer version?

I haven't updated the Android version yet, going to test it on a few more devices today first to make sure it's stable.
139  Community / DevLogs / Re: Delver on: June 12, 2013, 09:12:02 AM
I believe I've tracked down the double doors issue now, entities created from dungeon layouts that didn't pass a sanity check after being generated were still sticking around instead of being discarded. Will push out a new build once I can make packaged versions for OSX and Windows.

I should start looking into an auto-updater... Smiley

Firstly though, I need to work on some marketing stuff. The only real trailer is from way back at the start of development, a ton has changed since then. Anyone know someone that can help with video editing?

EXCELLENT update!  Crystals and lighting look beautiful, I love the gently wavy floors, the doors, the pacing and balance - it plays beautifully!

Two questions:

Since every color potion remains consistent through each game, once the player discovers what a color does, can that potion display a name from that point on?

Any chance that Whitewolf could whip up a few few tunes so there aren't repeats on adjacent levels?

1) After playing a fair bit of Brogue, I think I will have unidentified potions identify themselves after being used once.
2) I would like to get a few more tracks for exploring and then one specifically for the end chase sequence, need to get back in touch with him.
140  Community / DevLogs / Re: Delver on: June 10, 2013, 12:40:24 PM
It looks like the new update is live, you can log into the Humble Bundle site (https://www.humblebundle.com/home) and download it from your library. The version should show as 6-10-13 or 6-09-13
Pages: 1 ... 5 6 [7] 8 9 ... 27
Theme orange-lt created by panic