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Skizomeuh
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« Reply #3480 on: October 01, 2014, 12:59:51 AM »

Quote
The September update of Delver is here, just in the nick of time. This is a fun update for us, since we had the chance to work with the awesome character artist Hunter Russel to redo all of our monster animations and the results shine.

We also updated to the latest version of the libGdx engine, fixed some collision issues that were causing people to get stuck in the mines, and got in some decent performance fixes that should stop the hitching some people have been experiencing. There's also a super fancy new menu background, to replace the boring image that was there before.

Features

Redid ALL monster animations
Monsters leave corpses now
Some new NPC animations
Bats have a lunge attack now
The druid and worm monsters have jumping attacks
Mages now have a windup before their magic attacks to give themselves away
Fancy in engine menu background
Player starts with some gold now, instead of 0
Player and mobs can no longer stand on eachother
Overlay text is now smaller by default


Bug Fixes

Redid the stepping up physics code, should no longer get stuck in small spaces or step up onto columns
Showing a win message instead of 'Dead' after finishing the game on the main menu now
Fixed dragging and dropping items from the inventory not throwing them as expected always

YOU ROCK!  Gomez
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Towercap
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« Reply #3481 on: October 04, 2014, 04:24:04 PM »

Loving the new animations. Archery appears to be broken though. Arrows seem to just bounce off enemies without dealing any damage now.
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Skizomeuh
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« Reply #3482 on: October 06, 2014, 01:32:55 AM »

Loving the new animations. Archery appears to be broken though. Arrows seem to just bounce off enemies without dealing any damage now.
Delver has updated on Steam today, apparently a quick fix for the arrow bug. Also: FOV SLIDER!!!!  Tears of Joy
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michelmohr
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« Reply #3483 on: October 10, 2014, 11:15:48 AM »

I just got my Shield Tablet with the controller, and I'd just like to report that the automatic controller mapping has my analog sticks 90 degrees turned counterclockwise.
left = up, up = right, right = down, down = left
For both sticks, using the latest build from google play from last year.
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Dementor561
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« Reply #3484 on: October 10, 2014, 11:19:52 AM »

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
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« Reply #3485 on: November 17, 2014, 06:08:15 AM »

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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"In software, the only numbers of significance are 0, 1, and N." - Josh Barczak

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reverenddak
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« Reply #3486 on: November 17, 2014, 11:54:21 AM »

I'm playing this on Android, and I'm impressed. 5-stars!

I found Delver mentioned here: http://www.androidauthority.com/best-android-sandbox-games-566145/
And I want to play with it using this: http://www.androidauthority.com/25-off-nes30-bluetooth-526028/ on my phone and on my Android TV. Android Controllers are starting to get more standardized, and I feel like it won't take much to get Android TV certified:

http://developer.android.com/training/tv/start/index.html#tv-activity

and:

https://support.google.com/googleplay/android-developer/answer/1078870

To publish an Android TV-enabled app, a banner asset is required. When you're creating a banner asset, think of it like your app’s icon on Android TV.

Note: Your app's banner asset will only be displayed on Android TV devices.

Requirements

JPEG or 24-bit PNG (no alpha)
Dimensions: 320px by 180px
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ImHereForDelver
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« Reply #3487 on: November 18, 2014, 07:07:37 PM »

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
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« Reply #3488 on: November 18, 2014, 10:18:00 PM »

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
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« Reply #3489 on: November 18, 2014, 10:22:44 PM »

Well, I know what I'm doing tomorrow, now :D
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Boreal
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« Reply #3490 on: November 18, 2014, 11:07:43 PM »

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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"In software, the only numbers of significance are 0, 1, and N." - Josh Barczak

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SpyingFuzzball
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« Reply #3491 on: November 29, 2014, 12:07:22 AM »

Are you guys still considering suggestions, or is it too late into development...? 
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Flolle
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« Reply #3492 on: December 07, 2014, 09:07:34 AM »

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
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« Reply #3493 on: December 27, 2014, 07:54:30 PM »

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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michelmohr
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« Reply #3494 on: December 28, 2014, 05:42:59 AM »

You could check out the forum on steam: http://steamcommunity.com/app/249630/discussions/

I suppose that only applied to the PC version and not android. (which I presume dead)
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Connor
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« Reply #3495 on: January 01, 2015, 10:56:06 PM »

http://www.rockpapershotgun.com/2015/01/01/best-pc-games-of-2015/10/

youve been nominated by rps for being maybe quite good. i dont know if thats good or bad. .3.
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blitzkampfer:
https://forums.tigsource.com/index.php?topic=52009.msg1280646#msg1280646

too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
PoyoSan
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« Reply #3496 on: January 10, 2015, 01:20:33 PM »



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. Smiley  Cheesy

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
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« Reply #3497 on: January 13, 2015, 07:44:48 AM »

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#msg943186

Technically 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/535604637521289216
https://twitter.com/cuddigan/status/539843345753710592
[/spoiler]

http://www.reddit.com/r/Delver/comments/2fj4o1/controllers_and_delver/
Quote from: Interrupt on controller support
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
« Last Edit: January 13, 2015, 09:15:05 AM by Reise92 » Logged
Interrupt
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« Reply #3498 on: January 13, 2015, 09:10:05 AM »

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:

Code:
[
    {
        "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
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« Reply #3499 on: January 13, 2015, 09:26:54 AM »

Sounds pretty amazing, looking forward to the update.
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