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Messages - Veldrin

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31
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 23, 2013, 05:53:58 PM »
Quote
People mention farming Health Potions ... how do you do that?

Killing swarms of flies.

32
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 22, 2013, 10:23:39 AM »
Well, I think you're quite unlucky. It is not common, but sometimes the skeletons leave any weapons +1 or so ...

Oh, another idea I do not know if you look good, maybe it is more difficult to implement:
Toxic gas and paralyzing gas are the color of the potion that plays in that game. So a smart player who steps toxic gas trap and red skulls appear, it may mean that your red potion gas is toxic, and the same with the paralyzing gas white and ivory potion is unidentified .

Another thing he said a partner and which I subscribe: poison traps in the first levels are too deadly. When you have no healing potions or do not know which one is, a trap of those kills you with half of the points, and you can not heal or do anything, it's frustrating and unfair (Hard not a problem, unfair yes XD)

33
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 22, 2013, 08:16:19 AM »
Thanks for the update, Watabou. I would like to ask you a couple of suggestions...

Yesterday, fighting the Dwarf King, I was surrounded by four or five skeletons, and when I attacked, had just filling over 3/4 of the screen with text such as "failure skeleton, skeleton fail" and so on. It is a detail that should fix, because it's very annoying.

And another detail less important, as you have designed the various rooms of treasure, you could do that when you step into a treasure room type library, appears a text "You find a hidden library!" and the same with the other rooms of treasure.

The best of this update has been "catalogus" Thanks!

34
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 16, 2013, 10:33:10 AM »
Another clue: Indeed, when a roadblock is a potion of flame at the same level, but if no is because it is inside a secret door or ... Because there is a fire wand! Be sure to search good!

35
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 16, 2013, 10:29:49 AM »
trap rooms are no problem: Throw objects such as darts, shuriken or even scrolls, not to use armor, to traps, first the closest to the object and then closest to you (the closest to you, which is diagonally.
Then go, close the door and wait for the gas to disperse to enter.

36
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 16, 2013, 09:22:35 AM »
I've never found a scroll of Upgrade killing a Shaman...

But the skeletons sometimes drop enhanced weapons, even powerful weapons like War hammers and Glaives.

If shamans could leave Upgrade Scrolls, the game would be too easy with a little farming, enhancing weapons and armors to +7 or so

37
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 16, 2013, 09:06:04 AM »
Gnoll shamans never drop upgrade scrolls

http://pixeldungeon.wikia.com/wiki/Main_Page

38
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 15, 2013, 04:08:37 PM »
I lost the enchantment 'paralize' and 'venom' in two longswords, when upgrade from +3 to +4
I think "Enchantment+3" is the max bonus with enchantment

39
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 14, 2013, 04:30:25 PM »
Yes, i'm worried too about the last depth sign...  :'(

Why does not a landslide return you back for different levels with the same tilesets? (To save work creating them).

For example, collapses the entrance to the artifact room, and you have to go out for a cave tileset, and up confronting a clan of gnolls (gnoll king boss), then a couple of tilesets of 'dungeon' with vampire bosses or so and finally a cave tileset with a boss dragon. You kill dragon, and out of the cave, with the amulet.

Maybe making a few monsters, or just bosses could stretch a few levels representing the "flight of Pixel Dungeon"

Just an idea, but ... And what would be cool? XDDDDDDDDDDD

40
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: May 13, 2013, 05:44:50 PM »
Hello everyone! I am a Spanish fan of the game and I have a few ideas that I think you would look good (Some more than others).

First, sorry for my poor English (I sometimes use a translator and can you read something strange: P)

-Tileset dwarven city: Diagonal floor and water brown is very rare.
-Aquatic Creature: In some stages, some creature that only boxes to move through water.
-Water + Electricity = Damage: When you use an electric wand against someone in the water should do more damage.
-Columns: In large rooms could have columns to hide from view or just to annoy
-Jammed Doors: They are not locked, but you have to hit them several times to be open (Making noise and alerting the enemies of the room you are going to open)
-Potion Blast: Damage, fire, smoke, destruction, and collapse of some boxes, use with caution.
-Collapses: Use the object 'Shovel' to clear a corridor of rubble and get going. Can give access to a lounge with Skeleton (undead) of some adventurer and an object.
-Shops: More variety would be better, and include rings and wands, even better.
-Shops: The merchant can identify objects without having to buy scrolls of identify, but paying of course
-Prisoner: A locked room in which an intelligent creature has an unfortunate adventurer prisoner. Protect him to a shop or the stairs from level 1 to win quite a lot of experience.
-Prisoner: A locked room in which an intelligent creature has an unfortunate adventurer prisoner. Protect him to a shop or the stairs from level 1 to win quite a lot of experience.
-List of potions and scrolls identified: Sometimes you play a lot, or leave the game for a while, and when you find a potion without identifying you doubt if the liquid fire, toxic gas or paralysis were known. A place where you tell the potions and scrolls left to know so you know what to expect would be fine for those who play for short periods of time or have little memory
-Intuition: A 50% unidentified potions or scrolls have an annotation indicating what could be. This fails 50% of the time anyway so it's not entirely reliable.
-An entry in green or red at the end of the description of weapons and armor bonus or malus indicating having more or less strenght than necessary


Brainstorm!!! I hope you like some ideas

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