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Messages - Mateusz P-G

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16
Ideas / Re: Traps
« on: May 31, 2014, 03:21:03 PM »
That is a bunch of very solid ideas, which unfortunately get completely squashed with the current "Dweller Reality".
First of all, no matter how dangerous the trap (including being surrounded by monsters), if it doesn't kill you outright, then you can always simply Recall/Teleport/Mass Teleport out of trouble.
Secondly, there's a couple items which grant Levitation -  completely negating all floor-based traps (If it was me, I'd get rid of those, or make them charges-based and only triggering a short buff, not pernament Levitation).
Then, there's this thing about monsters not being overly dangerous in general, and generated quite sparsly, so that the player very rarely gets stressed out at all. That defeats the idea of having locked doors as well - they're just a useless nuisance.
Finally, there's no real incentive to grab inconveniently placed treasure chests, as the loot distribution is very random, tending to give you a lot of "tier 1" crap, not even worth wasting your time on. Oh and don't forget about the players quickly learning to "wait/search" when they see a bunch of chests together, as the rest of the room will be filled with traps for sure.

Sorry to bomb your thread with such whining, but maybe this way Bjorn will get a hint.
 ;)

17
Bugs and Feedback / 1.24.25 [J2ME] Feedback
« on: April 12, 2014, 09:51:55 PM »
Hiya, let's get straight to the point. This is what I've found so far (like 3 minutes of gameplay):
;)

The BAD:
- The game seems a tad slower, again. There's a lot of blinking when moving, as if the screen was being redrawn too much.
- The new walls don't work too good with the "shadow" mask when out of FOV. The mask merges with those single "sprayed on" pixels and looks like inkspots on the walls.
- At the intro, the first picture shows up at the top of the screen and is then immidiately moved to center, lookes like the object is placed at default coordinates and already rendered, and then redrawn again after calculating where the center is. Haven't noticed anything like this with next slides.
- Last text panel of the intro requires superfast reading, because it shows up for like 2 seconds (whic is the same as the rest, only it's 3 times more text to read!).
- The new menu bars (at the top of some screen), have this useless X for touchscreens.
- The text in those new menu bars is clipped a bit at the top and bottom.
- Immidiately after shopping or toggling any of the options in any menu (that includes actions with items from inventory, so I see how that's linked to shopping too), neither the key "left" nor "right" work. After taking one step into any other direction, it will work, just can't take the first step to the left or right. In other words, it's locking these keys for 1 step (left&right because those can be used as confirmation/cancell in menus I guess).
- Healthbars are misplaced to the right by about half a tile and empty (dark grey inside, with no color indicator). The positioning might be because they have the X coordinate rounded up to full multiplier of 16 (or whatever was the tile width).
- Looks like the screen doesn't get refreshed properly when shopping. Or maybe it's the inventory not getting refreshed? I seem to have bought 4 quivers in a row, while the shopkeeper always had 1. Interestingly, my Gold was showing properly when looking at the "item info" screen but was back to the initial value over and over, when looking at the shopkeeper's inventory.
- Missing some translations (the base text got altered here and there), need to get a new way of working on translation files.

The GOOD:
- I do have polish fonts unlike Makiki (or should I say - unlike Android version?)
- It's a new version of Dweller!
 ;D

18
Dweller Discussion / Re: New Dweller beta - Android test help needed
« on: March 30, 2014, 10:19:46 PM »
Hi Bjorn!

Long time no erm... read?
 ;)

Anyways, since my Android phone is currently busted (flex replacement gone bad), any chance on having J2ME version updated too?

19
Hello again. I have uploaded a new beta that fixes the bugs with the keyconfiguration. I'll work on the other reported bugs during the week. Thanks.

There is still bug with the handset-specific keys, instead of "Key_0" in the last beta now it is the up key in D-pad

This bug is still appear in the new beta Bjorn

Key mapping bug still there, unfortunately.
Why did it go wrong when it worked ok in the last official release?
 :-\

20
J2ME:

Same as for Zadezl. Instead of showing me the right keys, it lists some nonsense
letters (j, u, etc.) and those characters that you usually see when lacking proper
font. Also, all the handset-specific keys (SoftKey1, SoftKey2, Cancel, Center/OK,
Call and Hang up) are now treated as one - showing up as "Key_0".

The game is a bit slower with the new "granular" walls' shading, or maybe it's the
UIs fault.

While pretty, the UI is largely useless for non-touch J2ME, which is kinda obvious.
The new top-bar in info screens (Equiement, Inventory, Quets) can't fit the texts
properly  - longer texts are split into 2 lines which are centered vertically so one
can only see the bottom half of the top line of text and top half of the second line.
The "X" at the top to quit those screens is useless here, again.

There is no Character screen (not available thru the Menu at least, which is the
only way to get there for non-touch handsets).

Trying to bring up the QuickSlots produces a non fatal error. I would expect it was
supposed to enable a cursor in the new quickslots.


Android:

On Android, I got trouble mapping the keys - while some work, the physical D-pad
refuses to move the character ingame, while it works in the menus. I can't move
by touching the floor tiles either, so that effectively killed the game for me.

21
Dweller Discussion / Re: No direct Android download?
« on: January 13, 2014, 11:15:10 PM »
I have an Android phone, but I don't use Google Play.
How about an apk to download directly?

The newest version (sometimes Beta-of-a-Beta, which isn't yet available
on Google Play, like the one with new UI added recently) is always at:
http://files.dwellergame.com/beta/
Just look for the file called: DwellerAndroidApplication-release.apk,
download it to your phone and install (might need to get a file browser
and change some options on the handset, just ask Google how to run
APK file on your phone).

22
Ideas / Re: Quests
« on: January 07, 2014, 09:33:48 PM »
Yep, the Hero Member status is simply based on the number of posts and has nothing
to do with any admin/moderation rights. And as for the ideas themselves, Jesusgeorg,
I like where this is going. Since there ain't many aspects in which Dweller could hope to
outshine modern games, I guess humour is a good direction.

 ;)

23
Translation Discussions / Re: Latvian translation
« on: October 14, 2013, 08:00:20 PM »
This is not the place for language like that, Sliko.
???

24
Frequently Asked Questions / Re: Speed slowed down
« on: October 08, 2013, 11:35:21 PM »
Yes, screen resolution might be the culprit here. (You can easily look it up
by googling "[your phone model here] screen resolution", btw.) Thing is,
Dweller is basicly a pretty simple Java app and lacks libraries that would
enable hardware support for rendering. Meaning that the phone has to
draw everything in software, no matter how powerfull the GPU might be.

Some people have reported unbearable framerate on tablets (with high
screen resolution). Dweller is not a secluded example, many games that
started as J2ME projects and were ported to Android will show the same
behaviour, for example: Gurk. Same reason there - lack of support for the
hardware acceleration.

From what I remember, Bjorn was working on this, but we'll have to wait
till he has some more time on his hands, before we can get any anwsers.

Might be just as well, that the pathfinding algorithm has gone bonkers
with one of the updates, or it's tied to the addition of sound to the game.
Just considering the options at hand. Haven't really played it on Android
for more than a couple minutes, cause I find it quite poorly optimised for
touchscreen controls when compared to games like Pixel Dungeon, Hoplite
or said Gurk saga. Love it on my older Nokia C5 tho, sometimes I steal it
back from my wife just to get some Dwellerin'.
 8)

25
Frequently Asked Questions / Re: Speed slowed down
« on: October 06, 2013, 05:15:21 AM »
What platform is this on? J2ME or Android? Have you changed the phone
to one with bigger resolution in the meantime?

26
Frequently Asked Questions / Re: Dweller Cheated
« on: October 06, 2013, 05:08:59 AM »
Tool on Google? If it's on Google, then how on earth could Bjorn remove it?
 :o

Seriously tho:
Everything can be hacked, cheated and tweaked. It's just a matter of having
the will to do it. If it bothers you, that's your problem with not withstanding
the temptation and ruining the experience for yourself.

 ;)

27
Google Play -> Search for "Dweller"...

You lazy bum!
 :P

https://play.google.com/store/search?q=dweller

28
Ideas / Re: new user interface
« on: September 15, 2013, 01:39:41 AM »
I can't wait to try out the new menu on a touchscreen device.
The old one wasn't very user-friendly and played much better
on a regular numeric keyboard+Dpad phones.

29
This is most unfortunate.

You could still make the files shared (with edit rights)
on Google Drive (replaced old Google Docs), it would
just be much less convenient to use.

30
Frequently Asked Questions / Re: Ranger gudie for newbies
« on: July 31, 2013, 02:49:26 AM »
Yeah, to be honest, Attack doesn't mean all that much to a Ranger.
Every point in it increases the damage by 1%, so with 10 points in
attack your damage output goes up by 10%, while investing the
same 10 points into Speed would mean something between half or
1 extra action (depends on the enemy Speed) inbetween enemy
moves, so that's a dramatic increase.

Only thing that Attacks is good for is lowering the chance of being
disarmed by the Orcs, but since that only makes you drop the melee
weapon, again - not worth it for a Ranger.

And just like makiki mentioned, going above 40-50 HP is useless as
well, because the chance that enemies will be able to dish out that
much damage inbetween your moves is pretty much negligible. Not
only does the Ranger move too fast for this to happen, but should
you somehow find yourself surrounded by powerfull creatures,  then
there's always Scrolls and Wands of Teleport or Mass Teleport, the
Dog to help you out in melee and if nothing else works, you could
simply Recall.
;)

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