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103
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Community / DevLogs / Re: Delver
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on: September 01, 2012, 05:36:05 PM
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Whenever I fight bats, attacking them while looking straight ahead seems to work well.
As for the rare occasion an enemy will be on a lower plane than me, there's always vertical autoaim. You haven't been playing enough.
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104
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Community / DevLogs / Re: Delver
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on: September 01, 2012, 10:32:07 AM
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I can't really tell any difference between swords and daggers (apart from that daggers tend to do less damage), Longer swords have longer reach.
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105
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Community / DevLogs / Re: Delver
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on: September 01, 2012, 08:07:25 AM
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There's already poison. There is? Yeah what posin?! Zombies and traps. I meant as opposed to burn damage. It doesn't make sense to have two statuses that do the same thing.
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108
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Community / DevLogs / Re: Delver
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on: September 01, 2012, 07:33:28 AM
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I also think that the wands should have special effectt like how the storm wand can go through enemys! The ice wand should freaz the enemy,, the missal wand should hone in on the enemy, and the fire wand should continue to burn the enemy.
This is actually a pretty solid idea. Maybe not for all of them, but it does seem weird that the Storm wand's just better in that respect than the others. I would make the Fire wand do AoE damage, though. There's already poison.
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109
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Community / DevLogs / Re: Delver
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on: August 24, 2012, 01:54:52 AM
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so what has been added thanks
Read the thread and you'll find out.
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110
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Community / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - 8/15/12 Devlog Video
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on: August 22, 2012, 09:07:07 PM
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Yeah, it already does. I chose the buttons because the project started off being heavily inspired by the GBC Zelda games, and so that's what the buttons were supposed to evoke memories of. I guess I could change it to keys, though.
-----
As a sidenote, I now use actual sorting variables rather than just using the name like before, which is good.
Oh my god those were my favorite games for the game boy
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111
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Community / DevLogs / Re: Delver
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on: August 22, 2012, 12:36:13 PM
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Minimap works fine over here. Also, it is wonderful. I love you for putting it in.
EDIT: Potions seem to have random effects. Like, two green potions I used within the last game had two different effects. One healed me and the other gave me poison. I might be wrong, but I'm pretty sure that's not supposed to happen.
Also. Are you supposed to be able to climb up single-block waterfalls? Because I can. And as far as I've seen, none of them have anything special behind them. Which is kind of a shame, because it would be cool if some of them did.
POST-EDIT EDIT: I've noticed that, when I'm playing on Linux, the light that the player normally gives off isn't there. Honestly, I like it a lot better that way. It may just be me, but I find that the glow that the player gives off is distracting and kind of ruins the experience. Just putting my two cents in there.
also christ almighty why do I keep screwing up the modify and quote-reply buttons
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114
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Community / DevLogs / Re: Delver
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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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115
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Community / DevLogs / Re: Delver
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on: August 20, 2012, 10:06:38 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: 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.
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116
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Community / DevLogs / Re: Delver
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on: August 13, 2012, 06:13:58 AM
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Decided to give it a whirl on Ubuntu Linux, seeing as I'm running it and I'm bored. I downloaded the stable build from the site; it's got some kinks, but it's working. The blue crystals don't show in game; I see the light, but not the source. Poison status seems glitched; I seemed to be getting it, but the hearts would never change color from red to green. I'd just lose them and not know why. Items are also funny; they're not showing their stats (damage, AC, charges), just their names. It's relatively minor bug, but it's there.
I'm really kind of new to using Ubuntu. I can post some specs and text dumps if you need, but you're going to have to be specific.
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117
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Community / DevLogs / Re: Delver
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on: August 13, 2012, 05:45:58 AM
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nm. old java install...
there's gotta be a check you can do for that.
edit: err... I guess you'd use the exe....
edit2: Make the mouse-wheel cycle quick inventory.
edit3: crashes when I go to floor 2. doesn't load. can't be the java this time. will exe be better?
I'd just blame vista The .exe is better, yes. It's the stable build, after all. I had the exact same problem.
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118
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Community / DevLogs / Re: Delver
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on: August 10, 2012, 05:07:58 PM
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First of all. I love this game, and I love you for working on it. One suggestion, though: an aiming reticle. Just, like, a dot in the middle of the screen would be really useful. Maybe I'm just bad at shooting/aiming-type games, but I suck at aiming the staffs, and a big part of it is because I don't know where they're going to hit. Also, is there any way to disarm the traps, or is the idea to just suck it up and push through them? Yeah. I don't understand the hype over that thing. Just because you have a few well known people and a nice controller doesn't mean it's worth throwing your money at. How many Android games support a gamepad anyway?
I dunno man. I mean, how many Android /devices/ support a gamepad? Besides, it's the first thing of its kind; I really have to hope it'll be successful. It's off to a good enough start.
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119
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Community / DevLogs / Re: Delver
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on: August 09, 2012, 11:49:20 AM
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(snip) Just a rough WIP for experimenting with 3D architecture geometry. Trying to find modular, resuable pieces to decorate up the dungeon. I'm certainly up for suggestions.  I just creamed. What about hieroglyphs? Or just made up glyphs. Stamp them on the walls, boom, ancient ruins.
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120
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Player / Games / Re: Ouya - New Game Console?
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on: August 07, 2012, 04:20:22 PM
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Would be cure for the soul to have a console that only allows competent games. I would be the first on board. Most developers are incompetent when it comes to game-mechanics, they shouldn't make games. Bethesda is one of them.
What do you mean? I always thought Bethesda's games were pretty good.
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