Author Topic: Pixel Dungeon (now at v1.7.3)  (Read 513668 times)

starbork

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Re: Pixel Dungeon
« Reply #165 on: April 29, 2013, 04:59:02 PM »
Doesn't heal you?  Oh no!  What is hiding you supposed to accomplish?  Just give you time to regenerate on your own without being attacked?  If so, I think you should implement a "wait X turns" or "wait until full health" function, rather than clicking wait/search so many times in a row.

To wait until healed (or interrupted) simply long-press the wait button.

But yes, hiding seems much less useful at first blush than a restorative room... but perhaps Watabou has thought this through more fully than we have :-)
« Last Edit: April 29, 2013, 05:00:46 PM by starbork »

gravling

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Re: Pixel Dungeon
« Reply #166 on: April 29, 2013, 05:22:01 PM »

That's an interesting idea, but I've changed the Garden room already, in case of fire it restores itself and it will never turn into Embers. Also it doesn't heal you, instead it hides you from enemies' eyes.


I think the game just got harder.  :D  At any rate I am going to need more food to accomplish things.

Another small bug -- if you are starving, and eat mystery meat, and get the 'you are stuffed' result, you  only go from starving to hungry.  If you are stuffed, shouldn't you go all the way back down to 'not hungry at all?'.

Thank you very much for so many hours of fun.

chocolatechip

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Re: Pixel Dungeon
« Reply #167 on: April 29, 2013, 05:56:14 PM »
"Can you add a forum where people will suggest what you should add in the game? or is there already something like that? I would love to somehow play this multiplayer, would maybe be fun to be able to mine, cook or something. Maybe create a clock, and on a specific time, the dungeons monster spawn rate increases really high. Maybe have an own room where you store stuff, and also if you add multiplayer, so you could visit others room and have a friend-list for joining. You could perhaps add a storyline, to choose wether you want to play freeroom, or go with a story line. Would be great. <--- these are just suggestions. Willing to pay if the game adds multiplayer features. Anyways, good game, love it!"

Taken from the pixel dungeon fan page at http://www.facebook.com/pages/Pixel-Dungeon/440156436054062.

I too support this idéa even though it might be difficult to actully play multiplayer, but maybe a friendslist?

Also i would suggest that you add more info in the higescore such as charater aspects (hp,str,gold and such) and what items were in the inventory. And even maybe statics like mobs killed or potions drank :)

Daxmarko

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Re: Pixel Dungeon
« Reply #168 on: April 30, 2013, 08:27:39 AM »
Quote
Willing to pay if the game adds multiplayer features. Anyways, good game, love it!"

Dude,I was also thinking about that and I'm not sure how the time in the game will work?You know,Its really complicated...  ???

Septa

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Re: Pixel Dungeon
« Reply #169 on: April 30, 2013, 04:17:12 PM »
The best multiplayer implementation in a roguelike was in shiren on ds.
When you dire you can ne rescue bu another player who must find you the same dungeon.
It was a simple system using key tout exchange on text. But it was a brillant idea.

Daxmarko

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Re: Pixel Dungeon
« Reply #170 on: April 30, 2013, 09:24:28 PM »
Quote
The best multiplayer implementation in a roguelike was in shiren on ds.
When you dire you can ne rescue bu another player who must find you the same dungeon.
It was a simple system using key tout exchange on text. But it was a brillant idea.

Dude,type slowly and steady,your grammar is very bad!  ;D
But I didn't understand you.If you think that you have a brilliant idea,then ok,tell me the details.
I have a idea that a players can move by their choice,ofc.But,if they are in same room,one player can cause to other creatures move and that.If they aren't in same room,they have OWN time,and events will continue after they move in that room.Example:First player moves in one room and causes to event continue.Meanwhile in other room event won't continue because second player isn't moving.If first player enters the room where second player is,first player can cause event to move(creature will move,buff time will continue and that).Rooms can share time when doors are open.

Can't understand?Here,lemme make it simple:

-First and second player aren't in same room.
                       Player is moving?     Events in room?
First player                 Yes                    Continues
Second player             No                     Stays still

-Now first player enters the second player room.
                       Player is moving?     Events in room?
First player                 Yes                    Continues
Second player             No                     Continues

So,as you can see,first player is causing that in second player room events continue,even second player isn't moving.So this can cause problems with strategy,means when first player enters the second players room,and he/she fight the monster(in my mind is sewer crab),it can cause to crab attack second player,but it can be scripted that crab turns and attacks the first player.
But,I won't go futher in multiplayer.I'm already giving ideas for another game where everyone wants a multiplayer "mod"
Why not singleplayer for now?   :)

Nymphaea

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Re: Pixel Dungeon
« Reply #171 on: May 01, 2013, 02:02:04 AM »
Quote
The best multiplayer implementation in a roguelike was in shiren on ds.
When you dire you can ne rescue bu another player who must find you the same dungeon.
It was a simple system using key tout exchange on text. But it was a brillant idea.

Dude,type slowly and steady,your grammar is very bad!  ;D
But I didn't understand you.If you think that you have a brilliant idea,then ok,tell me the details.

Basically, games in the Mystery Dungeon series allow you to go on rescue missions if a player has died. They give you a code which gives the mission, and you have to get to the player and revive them. Not actual multiplayer, but fun if playing with friends and you need some help.

Daxmarko

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Re: Pixel Dungeon
« Reply #172 on: May 01, 2013, 08:44:44 AM »
Oh.....Okay...

Septa

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Re: Pixel Dungeon
« Reply #173 on: May 01, 2013, 07:32:38 PM »
Sorry for my post.
It was a bad idea to post in english with my phone's autocorrect setting set to french.

But yeah. I juste wanted to say that the rescue system seen in Shiren and Co is probably the best way to add a form of multiplayer to a roguelike.


I'm curious to see the new Garden. I've got a coworker who use the current one to grind his way into the dungeon. It's quite boring to do, but he don't want to play another way. He is going to be disappointed.
 ;D

Daxmarko

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Re: Pixel Dungeon
« Reply #174 on: May 01, 2013, 07:47:51 PM »
new Garden?Dude,we're are going in draft town!We defeated the DM-300,which is the town defense machine.There will be a lot of cool stuff like burning souls and powerful monks! :D
Hell yeah!

irajacobs

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Re: Pixel Dungeon
« Reply #175 on: May 01, 2013, 07:56:56 PM »
On Apr 29, Watabou posted on the blog that "Hopefully [the update] will be released at the end of this week."!  So excited :)

Daxmarko

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Re: Pixel Dungeon
« Reply #176 on: May 02, 2013, 07:32:47 PM »
Damn my skills are worsen and its gonna be the big update!
On Apr 29, Watabou posted on the blog that "Hopefully [the update] will be released at the end of this week."!  So excited :)

Me too,I do...I can't wait,for the big updaaate!End of this week,its a good treat...Because we can't waaait,for the big up-daaate!
Man I'm bad at songs.....  ???

gravling

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Re: Pixel Dungeon
« Reply #177 on: May 02, 2013, 10:10:58 PM »
Got killed by a Gnoll Shaman Lightning Bolt.

On the ranking screen it says:
Killed by a com.watabou.pixeldungeon.actors. (something else that doesn't fit)

Also the rankings are not the top rankings, but rather 'my 5 most recent deaths' or something like that.

Aron0621

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Re: Pixel Dungeon
« Reply #178 on: May 03, 2013, 02:04:32 PM »
We need a way to cancel 'wand zap'. Unless you choose another wand to zap, or do another action, you can`t.
I nearly always get backfired by choosing the direction of a wall.

Would be appreciated if the game warns the player when the player tries to do something dangerous-zapping the wand at wall close to them, firing a lightning bolt to close enemy, etc.

irajacobs

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Re: Pixel Dungeon
« Reply #179 on: May 03, 2013, 02:17:22 PM »
We need a way to cancel 'wand zap'.
The back button does that. 

Would be appreciated if the game warns the player when the player tries to do something dangerous-zapping the wand at wall close to them, firing a lightning bolt to close enemy, etc.
I agree, also shooting a fire wand while you're standing in something that will ignite, but wand-zapping warning should only happen after you've hit yourself once, or identified the wand.