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461
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Community / DevLogs / Re: Delver
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on: April 26, 2012, 11:07:22 AM
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I can take the sounds from Delver?
You can use the crappy sound effects I made, would have to ask whitewolf about the music.
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463
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Community / DevLogs / Re: Delver
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on: April 25, 2012, 02:34:43 PM
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Hey when I look around with my mouse, its a bit jumpy and fiiddly. Is it meant to be like this in it's current version?
Nope, it should be smooth. Does that change if you lower your mouse sensitivity? Thanks for the feedback, can implement those UI fixes. You're supposed to be able to equip stuff when it's in the inventory, might be a bug there.
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464
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Community / DevLogs / Re: Delver
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on: April 25, 2012, 11:54:41 AM
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I'm curious on how you are generating levels. It appears from the posted screens that you are generating rooms randomly and then connecting them? What are your plans for this feature? Great work, I'm a fan.  If you've ever played Carcassone before, the map generator is basically that. It lays down tiles of hallways, corners, intersections, and rooms and then chooses from one of many available handmade layouts for that tile type. To guide the size and shape of the dungeon I add constraints on when a tile can be drawn - for example the first version was putting way too many intersections down making super confusing layouts, so now I'm only letting it place one or two intersections. Plans are to make tilesets and rules for different dungeon types, so that a 'cavern' floor feels different than a 'dungeon floor, and to add a lock and key analyzer on top of this system so that it can place keys and switches away from locked doors.
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465
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Community / DevLogs / Re: Delver
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on: April 25, 2012, 08:59:04 AM
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I just ran through four or five dungeons that were really short. There were only a few enemies and they had LONG hallways leading to dead ends (I know ladders aren't generated yet) with bad loot. I think the loot is determined by the level you are on, so there could be a color code for level 2 loot, level 3 loot, etc. that generates rarely or something so you don't get stuck finding leather armor.  It also crashed three times after I started the game. But minus the bad loot and long hallways I really like the dungeons! If you would like, I could build a few rooms that could be generated or something.  Thanks for testing! I do need to add in special markers to generate things like keys when a locked door is around, could also use those to have a chance of making better items or spawning mini boss monsters one or two levels above you - which would also drop better loot. When you say short, was it only one or two rooms? You could play with the generator if you want, it uses the same format as the levels do. If you look in the generator folder you'll see the tile files, each one holds a number of 17x17 tiles, and to add more tiles just make the image bigger.
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466
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Community / DevLogs / Re: Delver
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on: April 25, 2012, 07:47:38 AM
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Generated dungeons are now in game! (Run from a different folder or delete your saves to generate a new dungeon) http://dl.dropbox.com/u/84007/Delver/delver-alpha-4-25-12.jarI'm not placing ladders yet so there's no way to progress beyond level 1, but the bulk of the generator is in game now. Still tweaking it to not make dungeons as twisty and confusing as Daggerfall, which it has a tendency to lean towards right now. Would like to get some feedback on how they feel to run through, and if / how lost you got.
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467
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Community / DevLogs / Re: Delver
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on: April 25, 2012, 05:24:39 AM
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...eh, I give up on Delvedit, my editor. It only works in Chrome because HTML5 Canvas's ImageData seems to work differently in Firefox, and DOM Mouse input is retarded. I might try again some time.
If it works in Chrome, I don't see the problem 
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468
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Community / DevLogs / Re: Delver
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on: April 24, 2012, 02:47:34 PM
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Well that definitely didn't work... hm I guess I'll just keep trying!
If I make the jar a zip and then make it a jar again, it'll run... but if i make the jar a zip, open it, then make that folder a zip, and make it a jar... won't run.
Try this: don't make the folder a zip, make all the stuff in the folder into a zip. If you reopen it once it's a Jar again you want to see the same directory structure. That is too hard though, once there's a main menu I can add a campaign selection to the new game screen to read external level files.
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469
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Community / DevLogs / Re: Delver
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on: April 24, 2012, 02:25:34 PM
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I don't know a thing about Java, but I really wanted to try my hand at a Delver level. The only thing I'm missing is how to recompile... jar cfm app.jar delver/META-INF/MANIFEST.MF Am I at least on the right track? You're making it too hard actually, if all you are changing is the level files you can just add all the files /dirs back into a zip file and rename it to .jar  What's 4f3819?
I'm not sure it's anything, which level did you see that on?
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470
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Community / DevLogs / Re: Delver
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on: April 24, 2012, 12:24:22 PM
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Color codes are in hex: 4c1111 - Null red A0A0A0 - Brick wall 6a6a6a - Dungeon start door A0AAA0 - Mossy wall 503A1B - Wood floor / ceiling 842e1b - Wood ceiling / Red Carpet 0094FF - Water tile 7F6A00 - Cave wall b96c00 - Wood wall 943f00 - Bookshelf
625200 - Locked door d67fff - Ladder down ff7fed - Ladder up ff0000 - Enemy spawn FF00DC - Player start ffb800 - Torch 52ff4e - Green light 6000ff - Purple light ffe97f - Key 00ff24 - Loot
deff00 - The boss & Orb
Anything else - empty tile with default floor & ceiling textures
Alpha values can spawn entities as well - this will eventually replace all entity spawns so that they don't affect the floor / ceiling textures: 99 - Torch 150 - Hanging moss 151 - Floor rocks 152 - Random decoration (skulls!) 153 - Grass 154 - Random decoration pile (more skulls!)
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471
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Community / DevLogs / Re: Delver
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on: April 24, 2012, 10:52:34 AM
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Heh, I just thought it might be a fun little project. Probably won't support height editing yet though...
Height isn't too bad, in the height file the green channel is used for the floor and the blue channel for the ceiling. Defaults are 128 and 144 for a perfectly cubed tile at 16 units. Magic number is 16 so that it matches with the 16 x 16 wall textures. Thanks!  The map format isn't that bad. I kinda like it because all you need is paint.net and a note of what each color does. By the way do you think delver will get an official forum any time soon? I don't want to spam this topic when I update the mod/map. No forum yet, this is the best place for now.
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472
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Community / DevLogs / Re: Delver
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on: April 24, 2012, 08:07:20 AM
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Hey Interrupt, I just made a mod/dungeon for Delver. I was sick for a few weeks so I needed something to do or else I would die of boredom. I found Delver and now I have a new hobby. Dungeon-engineering!  This took about a week to make because I had to learn something that didn't have any tutorials. But I think the sleepless nights paid off. I made a five floor dungeon with one secretish room. Floor four and five are...meh. I will remake them when I have more time. Just download it and copy the images in the zip file into the delver jar's level folder. It also has a readme with more instuctions and a link to the OP. The next version will have new 4th and 5th floors and mabye a new weapon. Keep up the great work on Delver. http://www.mediafire.com/?ovaod2v40rk6ryqhttp://www.flickr.com/photos/77550464@N03/6960951218/in/photostream Images never work when I post them so I have to post links. EDIT:I fixed a bug that would crash the game at the third and fourth floor. The download link is now for the new version. Oh wow, you even figured out how to set height levels. Will give it a run through later today. ( Sorry about the weird format!  ) So Awesome. Something not as cool as either of those, but it's almost ready to use - just need to place monsters, items, and stairs: 
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473
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Community / DevLogs / Re: Delver
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on: April 23, 2012, 08:42:06 AM
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So, just to make sure, right now, this game considered pre-alpha ATM for both the Android and Windows builds?
And people who pay for the Android version will continue to get updates, correct?
Correct! The Android version will update at the same pace as the Desktop version. Part of the reason why I'm developing this for Android and not for iOS is that I could put out a new version for Android every day if I wanted to, instead of having to wait two weeks just to put out an update for iPhone.
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475
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Community / DevLogs / Re: Delver
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on: April 21, 2012, 09:28:37 AM
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I'm worried it won't work too well... my phone has an unusually fast processor (800MHz) for a budget Android phone, but it probably isn't too good graphics-wise.
My target phones were the Droid 1 and Droid 2, can compare your specs to those to get a feeling of how it will run.
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477
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Community / DevLogs / Re: Delver
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on: April 20, 2012, 09:40:57 AM
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What you should do is add all the mechanics, then add an easy way to make, share, and play levels. I would absolutely love to craft my own Delver Dungeon, and play a few more  I've been starting to think this as well. The levels are in a ridiculously simple format right now (my level editor is photoshop) and are so tiny that sharing them would be almost trivial. The rest of the data (monsters / items) are stored in a readable Json format so it would be easy to edit that as well. What would be super awesome would be level editing in-engine, where you could fly around and carve out tiles, and place monster and item markers.
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478
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Community / DevLogs / Re: Delver
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on: April 20, 2012, 08:35:47 AM
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Did some polishing work before in advance of the Android release, now I just need to make an icon! * Added level change screen to hide loading on mobile devices * Bunch of mobile control tweaks * Blood color can be set per monster now (no more bleeding skeletons!) * Tweaked torch lighting to waver a bit more http://dl.dropbox.com/u/84007/Delver/delver-alpha-4-20-12.jar
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479
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Community / DevLogs / Re: Delver
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on: April 18, 2012, 02:28:04 PM
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Will it cost money initially?
Yeah, I'm thinking it will be something like $3.99.
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480
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Community / DevLogs / Re: Delver
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on: April 18, 2012, 01:48:27 PM
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Why put it on the store so soon? It's an alpha version, why not just put the APK here?
Mainly I need to justify turning down freelance work to keep spending a few hours every morning working on this. I've been testing on phones that I can track down and I've ironed out all the big crash bugs I can find and the game is winnable so I think it's ready to release as a fully playable, but still very early, alpha.
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