Author Topic: Pixel Dungeon (now at v1.7.3)  (Read 367271 times)

mrrstark

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Re: Pixel Dungeon 0.1.2 released
« Reply #30 on: December 19, 2012, 03:20:32 PM »
Can you think of a way to reduce the chance of this:
...
That is the problem indeed. I like the idea of dedicated attack button but mobile screens are so small... :-\ I'll try to squeeze it in somewhere.

Also the click-to-move doesn't abort when you get hit, so a rat can surprise you on your way and you just continue on getting beaten up by him until you reach your destination.
Click-to-move doesn't abort when you get hit but it does abort when there is a new enemy in your field of view, so it can't really surprise you.

Pinch-to-zoom fixes the mis-click problem imo because it's now so fast and easy to zoom in to attack accurately. Pinch to zoom is great, split second to zoom in for accuracy, split-second to zoom out to see the whole map. Good stuff.

Also glad to see the click-to-move interruption on hit.

radad

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Re: Pixel Dungeon
« Reply #31 on: December 20, 2012, 02:46:46 AM »
  • The bug that could cause lighting glitches on some HTC devices is fixed (hopefully)
Fixed on my HTC Desire. Much more enjoyable to play now.

Daigoro

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Re: Pixel Dungeon
« Reply #32 on: January 15, 2013, 09:52:31 AM »
just tried this out for the first time yesterday. so far i like it a lot.

i havent encountered any bugs yet, but im starving a lot and not lasting too long. not much time to search for hidden doors with the lack of food in the dungeon.

actually, im playing a game now and i may have found a bug. sometimes when i enter a square with an item on it, i dont automatically pick it up and have to enter the square again to pick it up.

so far so good though. touch controls are really solid so far. i think it has the potential to be a really great game. the only real issue i have so far is how quick you starve versus the lack of findable food items in the dungeon. either i need to play more, or that needs some balance.

watabou

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Re: Pixel Dungeon
« Reply #33 on: January 16, 2013, 12:42:37 PM »
just tried this out for the first time yesterday. so far i like it a lot.

i havent encountered any bugs yet, but im starving a lot and not lasting too long. not much time to search for hidden doors with the lack of food in the dungeon.

actually, im playing a game now and i may have found a bug. sometimes when i enter a square with an item on it, i dont automatically pick it up and have to enter the square again to pick it up.

so far so good though. touch controls are really solid so far. i think it has the potential to be a really great game. the only real issue i have so far is how quick you starve versus the lack of findable food items in the dungeon. either i need to play more, or that needs some balance.
Thank you!
With hunger I try to discourage players from staying on the same level for too long. Usually one piece of basic food ("ration of food") is enough to explore a level and collect all items.
Searching for hidden doors may indeed be time-consuming. You should do it only when there is a reason for that. Try to zoom out and look for black areas within square bounds of the level.

Daigoro

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Re: Pixel Dungeon
« Reply #34 on: January 17, 2013, 11:14:18 AM »
thanks for the advice. just had my best game so far, DLV 4 and i was at LV3. i died in combat. my health was low because i was starving and didnt have time to rest up to heal.

after about 25-30 games i have found a lot more items and food does seem less scarce than it did at first. it took me like 10-15 games to find my first wand and to see some other armor drops.

maybe i am spending too much time on each level? usually i want to make sure i dont miss any food items!

watabou

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Re: Pixel Dungeon
« Reply #35 on: January 17, 2013, 11:50:08 AM »
maybe i am spending too much time on each level? usually i want to make sure i dont miss any food items!
Yes, in my opinion it's better to move fast :) And I think it's more important not to miss Potions of Strength and Scrolls of Enhancement because you can substitute Potions of Healing for food to some extent, but it's hard to kill a boss without good weapon.

watabou

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Pixel Dungeon 0.2.1
« Reply #36 on: January 17, 2013, 11:52:56 AM »
Pixel Dungeon 0.2.1 released. This is bug-fixing release so all I can say about it is that several bugs are fixed (including major ones) :)

Rynn

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Re: Pixel Dungeon
« Reply #37 on: January 18, 2013, 08:44:55 PM »
This is very impressive! It's already my favorite roguelike on Android! It's the first one I've found with simple controls that make sense, and don't make me want to rip my hair out.
The pixel art is very nice too. :3

There was a bug I encountered the first time I played. I died for the first time, and immediately tapped the skull that dropped. That made my guy reappear and take a few steps. After that, he was frozen in place, while gnoll scouts zoomed around at super speed. I thought I'd broken the game at first, and it took me a minute to realize I was dead and that I had to tap the gear button to bring up the menu to start a new game. Aside from the weird coming-back-from-the-dead thing, perhaps it should automatically bring up the menu asking if you'd like to start a new game, or maybe show your score/stats from that round, like in Nethack.

Also, I leveled up a few times, but my Strength never went up. I'm not certain if that's part of the game or a bug.

A few ideas I had:
- Triggering a poison dart trap with an item should cause it to drop poison darts that you can pick up and use
- When you drink a fire potion and catch on fire, you should be able to run into enemies and barricades to set them on fire, instead of just wasting a potion
- Enemies should drop corpses that you can eat (with a chance to poison) or throw

Keep up the excellent work!

Mindtravelling

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Re: Pixel Dungeon
« Reply #38 on: January 19, 2013, 03:09:16 PM »
Still very much enjoying this game :) Always excited when my phone sais "Available update for Pixel Dungeon".
Any word on when gold will have a use, ie vendors?

mrrstark

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Re: Pixel Dungeon
« Reply #39 on: January 19, 2013, 03:50:58 PM »
- When you drink a fire potion and catch on fire, you should be able to run into enemies and barricades to set them on fire, instead of just wasting a potion

This already happens for barricades I noticed one game.

Mindtravelling

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Re: Pixel Dungeon
« Reply #40 on: January 20, 2013, 09:31:14 AM »
- When you drink a fire potion and catch on fire, you should be able to run into enemies and barricades to set them on fire, instead of just wasting a potion

This already happens for barricades I noticed one game.

Yeah, I noticed you can set doors on fire this way, and enemies who follow through the door will catch fire too, IIRC. I may remember wrong though.. ^^

Daigoro

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Re: Pixel Dungeon
« Reply #41 on: January 21, 2013, 07:10:00 AM »
im also noticing my strentgh not going up after leveling. i just leveld up to lvl 2 and my STR is at 10. not sure if its a bug or intentional. just leveled to lvl 3 and still at STR 10.

also, a question:


2) Use Scrolls of Enhancement to increase quality level of your item and decrease its Strength requirement.
The problem is that strength requirement of the item is not shown until it's identified that way or another, because I don't want to reveal it's quality level before that. Maybe I should display "typical strength requirement". In your case that will be "11" for leather armor and "16" for longsword.

Thanks for your comments!

i just used a scroll of enhancement on a 12(?) Quaterstaff, but the description says that it still requires 12 STR to equip. is the description supposed to change when enhanced? or maybe since it is still unidentified, it cant tell me how much STR i really need to use it efectively?
« Last Edit: January 21, 2013, 07:24:31 AM by Daigoro »

watabou

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Re: Pixel Dungeon
« Reply #42 on: January 21, 2013, 11:59:30 AM »
This is very impressive! It's already my favorite roguelike on Android! It's the first one I've found with simple controls that make sense, and don't make me want to rip my hair out.
The pixel art is very nice too. :3
Thank you!  :)
Quote from: Rynn
There was a bug I encountered the first time I played. I died for the first time, and immediately tapped the skull that dropped. That made my guy reappear and take a few steps. After that, he was frozen in place, while gnoll scouts zoomed around at super speed. I thought I'd broken the game at first, and it took me a minute to realize I was dead and that I had to tap the gear button to bring up the menu to start a new game...
That's the third report about this bug, but I still can't reproduce it  :( Ok, I'll keep trying...
Quote from: Rynn
Also, I leveled up a few times, but my Strength never went up. I'm not certain if that's part of the game or a bug.
This is correct, you can only raise your character's strength by Potions of Strength.
Quote from: Rynn
Triggering a poison dart trap with an item should cause it to drop poison darts that you can pick up and use
It seems logical but for that I need to add poison darts into the games... I need to consider it
Quote from: Rynn
Enemies should drop corpses that you can eat (with a chance to poison) or throw
Some monsters (actually only crabs in the current version) drop Mystery Meat. You can eat it but sometimes it gives debuffs - poison, burning etc.

watabou

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Re: Pixel Dungeon
« Reply #43 on: January 21, 2013, 12:09:07 PM »
Still very much enjoying this game :) Always excited when my phone sais "Available update for Pixel Dungeon".
Any word on when gold will have a use, ie vendors?
The next update (0.2.2) will be dedicated to items (new items will be added, inventory window will be slightly changed etc). I'm planning to release it at the end of this week.
After that I'll start to work on shops.

watabou

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Re: Pixel Dungeon
« Reply #44 on: January 21, 2013, 12:20:58 PM »
im also noticing my strentgh not going up after leveling. i just leveld up to lvl 2 and my STR is at 10. not sure if its a bug or intentional. just leveled to lvl 3 and still at STR 10.

also, a question:


2) Use Scrolls of Enhancement to increase quality level of your item and decrease its Strength requirement.
The problem is that strength requirement of the item is not shown until it's identified that way or another, because I don't want to reveal it's quality level before that. Maybe I should display "typical strength requirement". In your case that will be "11" for leather armor and "16" for longsword.

Thanks for your comments!

i just used a scroll of enhancement on a 12(?) Quaterstaff, but the description says that it still requires 12 STR to equip. is the description supposed to change when enhanced? or maybe since it is still unidentified, it cant tell me how much STR i really need to use it efectively?
This staff is labeled "12(?)" because it is not identified, 12 is the strength requirement of "+0" quarterstaff. In reality it can be +3 (with str.req.=9) or -2( with str.req.=14) for example. And after enhancing its strength requirement lowered, but it's still unindentified and its exact strength requirement remains unknown.