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Messages - galehar

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: August 19, 2013, 01:05:46 PM »
I experienced a nasty upgrade bug. When I loaded my game in the new 0.5 version, I was next to a gnoll brute which was beating me up quickly while I couldn't do anything. The only thing that worked was bringing up the menu, so I tried to save and exit. But when I reloaded, the same thing happened and the gnoll repeatedly beat me to death while I was trying to unfreeze the interface.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 19, 2013, 11:28:37 AM »
I need to think it over. Perhaps the shopkeeper will sell a "seed bag".
How about just a bag in which you can put anything? For a moderate price (scroll of id?), you get a bag which gives you 12 more slots. No manual putting things inside and outside of the bag, just more slots. Tap the bag to access the additional slots, things there can be used right away. If you buy a second one, they stack together and tapping them opens a full 24 slots inventory.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 14, 2013, 01:18:01 PM »
Yeah, icons for ided scrolls and potions would be great!
How about reducing clouds' duration? Especially paralytic. They trivialize boss fights, paralytic gas traps can be insanely deadly and it can be very annoying to have to wait for the clouds to dissipate to cross a room.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 12, 2013, 10:01:35 AM »
aaah ooook!! Thank you so much, galehar!  ;D
There's a new hunger page on the wiki with all the nutrition values. Ethaniel has been busy decompiling the game :)

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 12, 2013, 08:05:16 AM »
Bug: if you drop (not throw) an item on a well, it's not transformed. You need to drop it twice.

Also, I noticed something weird. If your travel is interrupted by a monster, you kill it without moving, then after the fight you move to pickup an item, then the travel destination is not overridden. It would be nice if it happened whenever you move to a cell in LOS and not just when picking up an item.

How about a "call" button for unidentified items, like in brogue. With shops, you can guess what unidentified items might be, would be useful to be able to call them.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 11, 2013, 03:56:03 PM »
i don't understand... both Pasty and ration feeds you from starving to 'good'... ?¿??¿?¿
Let's say the nutrition is on a scale of 10. At 10 your full, at 4 you're hungry and at 0 you're starving. Ration gives 5 and pasty gives 9. They both take you from starving to good, but you don't have to be starving to fully enjoy the benefit of a ration. You can eat it when you get hungry and it takes you from 4 to 9. However, eating a pasty when you just got hungry takes you from 4 to 10 and wastes 3 points of nutrition. At least, that's what I understand.

Note that those numbers are not the exact nutrition values, I don't know them. It's just to illustrate.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 10, 2013, 09:24:55 PM »
You don't waste nutrition if you eat a ration of food, but you do waste if you eat a pasty.
Oh, so pasty provide more nutrition? Didn't notice that. So, to optimize a pasty, then you need to wait for being starving then, right?

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 09, 2013, 07:42:08 PM »
bug report:
Sometimes (always?), when moving over an item with an enemy on sight, the item is autopicked up and a turn is wasted.
I'm pretty sure that you are wrong, just don't try to get closer to an enemy tapping on a tile with an item. I know that sometimes it's not very convinient but still...
It seems to me that you're both saying that I am right and wrong, so I guess you may have misunderstand me. What I'm saying is that you shouldn't autopickup when moving over an item when there's an enemy on sight. Some other events already prevent it, don't they?

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I think that if you can see an enemy then you can hit it with a wand (I'm not 100% sure, because I use completely different algorithms for LoS and trajectory calculating). But you need to select a correct tile as a target and it's not always the tile where the enemy stands...
Oh, but then there's actual aiming, that changes everything. Sounds fun, I'll have to try it :)

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Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.
I understand it, but I can't imagine an interface that could solve this problem (without adding one more quickslot). How would you set those items in a single quickslot (quiver)? How would you know which items have been  set there already?
My idea is that when you quiver an item by long tapping, it pushes the previous one in a LIFO stack. Graphically, the previous item moves up creating a vertical bar at the right of the inventory. Limit it to 5 slots. You can tap an item in the stack to immediately quiver it. Or long tap to remove it. When you close the inventory, only the quivered item is visible but you can cycle through them with a vertical swipe. That's the general idea.

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I'm planning to open source it after finishing it.
cool :)

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 09, 2013, 01:00:58 PM »
The thing is, when I restarted, my level 1 warrior had a tome of mastery.  Was that intended, or is that a bug?
It's a kind of experiment. Probably I will remove it in the future.
Well, I have to say that starting with a battlemage is much more fun and interesting. I really enjoyed alternating between zapping and hitting. The start is much stronger than with a warlock, but I might consider switching after Tengu if it's possible. I suppose wacking with a wand isn't going to be very useful by then. Or does the melee damage scale well with the enchantment?

There's a nice forum over there on the wiki. How about we lock the thread and all move there? It's a small community, we can't afford to be divided! Watabou, would you read the posts there?

To prevent farming, I suggest that you can't heal when starving. To compensate, dewdrops should also give some nutrition (and by consequence heal you even when starving). That way, when you find them at full health you can choose between nutrition now or health later (but with the nutrition cost of having to backtrack to them). Seems more interesting than the current situation when you never touch them if at or close to full HP. Maybe also raise the nutrition value of overpriced food. Vampirism probably shouldn't provide nutrition.
Btw, do you waste nutrition if you eat a ration when you just get hungry? I hope not, it would be annoying to have to wait for being starving to optimize your food.

Can the duration of clouds be reduced? It's annoying to have to wait for the poison to disperse, it takes forever.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 08, 2013, 10:15:12 PM »


Is this a bug? I blasted the goo with my wand of lightning and it also killed me. I was in melee range but it doesn't hurt me usually. Or does it?

edit: ok, not a bug. I found another lightning wand, read the desc and paid more attention. It damages anyone adjacent to the target, including you.
btw, the bonus damage to monsters in water is noticeable too if you pay attention to it.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 08, 2013, 01:38:46 PM »
hey,how to backup saves? i just wanna keep it,where all classes finished the whole game for now.
If your phone (or tablet) is rooted, then check this game folder, there are files with names like warrior.dat, warrior1.dat etc.
Where is the game folder? I can't find it.

another bug: the last game played always get 5th place in ranking, even if it gets a lower score than the previous 5th game.
Also, sometimes when I drop a scroll or potion on a well of transformation, it's not changed, I have to drop it a second time. It happened in earlier versions, I'm not sure if I've tested in on the latest one.

How about giving apportation to the wand of telekinesis (pull items to you)?
About showing the wand range, maybe you could use the sharper fog of war style you experimented earlier. But with a different colour to further differentiate it from the standard LOS fog.

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 06, 2013, 11:11:19 PM »
This game is really awesome. Congrats watabou!

bug report:
Sometimes (always?), when moving over an item with an enemy on sight, the item is autopicked up and a turn is wasted.

Ideas:
Would be nice to show the items on the map, especially dewdrops.
How about a shortcut to reset the zoom to default? Double tap in the center maybe.
Sometimes, it's hard to tell if you can zap an enemy around a corner. And it's infuriating when you end up setting yourself on fire. How about showing the range in the targeting interface?
Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.

Do you plan to open source it? Are you looking for contributers?

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 06, 2013, 11:29:58 AM »
My last wizard died on level 19. I upgraded to 0.4.5a then started a new wizard game. And now, I have a tome of mastery in my inventory, right on D1!

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