Author Topic: 1.21.11 Feedback  (Read 2015 times)

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Mateusz P-G

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1.21.11 Feedback
« on: August 22, 2012, 09:15:58 AM »
Something went wrong with the Sewers level.
It seems like doors other than Gates and also chests are
not enabled in there. When making the rooms, I prepared
a couple "storage rooms" with traps and treasure chests.
Now they're just empty squarish pieces of floor with no
doors and no chests, only traps left in there. No doors in
those "mold-breaker" map pieces either.

Also, spiders are getting poisoned by the sewage even tho
they were supposed to be immune to poison, hehe.

To think of it, now all the creatures that roam the sewers
can be poisoned, especially slimes and rats with their low
defence score. That's a lot of dying!

How about changing this "poison" into "sickness" that
reduces combat stats, instead of dropping hp regularily?


In J2ME version, I've noticed a massive slowdown in all
the actions recquiring targeting box. After bringing it up
(target/look command) it takes substantially much longer
to switch targets (either automaticly after defeating one
or manually using "next target" key) and to move the
targeting box around.

There also seems to be a problem with targeting getting
like stuck on the player sometimes. When trying to fire an
arrow afterwards, the player gets selected first, instead
of the targeting box automaticly moving to the valid target.
And after killing the enemies, the targeting mode won't
abort but resets to player position again. Also, when in
it's "stuck" like this, using "look" and aborting it, will cause
next "target command" to say "examine" on the targeting
box even tho the game says "Select target for [arows]".
The symptoms lift after selecting the enemy manually and
killing it or pressing cancell and trying the targeting mode
again(?). EDIT: Just noticed that only seems to happen in
the forest. Maybe its because rats are neutral(?).

« Last Edit: August 23, 2012, 12:08:12 AM by Mateusz P-G »
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ZiZNaK

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Re: 1.21.11 Feedback
« Reply #1 on: August 22, 2012, 04:32:50 PM »
I'm still forced to toggle fullscreen to kill my status bar but thats no biggie... haven't gotten down to the sewers yet
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Mateusz P-G

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Re: 1.21.11 Feedback
« Reply #2 on: August 22, 2012, 10:57:11 PM »
Dungeon Atlas still sometimes works, sometimes doesn't.

I really like the new Halls of the Goblin King! Great job on
that. One thing I don't understand tho is why aren't these
floortiles which double as pressure plates called "tiled floor",
even tho they normally do in other rooms (when no dart
traps around).

Oh and just one tiny little thing I always keep forgetting:
Horned Helmet's gfx are off by 1 pixel to the left in the file
(items.png), resulting in 2 black pixels leaking to regular
helmet.
Wonder if anyone noticed that, hehehe.

The message after winning is no more. Only a caption
reading "You win!" and a line of empty space below it
(followed by after-win options). Sure, I don't mind the
useless exp and gold messages gone, but something in
their place might be nice, like:
"After fullfilling your quest, and having nothing to return
to, you head towards the Traning Grounds to join the
ranks of instructors for next generations of adventurers."
 ;)
« Last Edit: August 22, 2012, 11:53:36 PM by Mateusz P-G »
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Re: 1.21.11 Feedback
« Reply #3 on: August 23, 2012, 11:57:52 AM »
Something went wrong with the Sewers level.
It seems like doors other than Gates and also chests are
not enabled in there. When making the rooms, I prepared
a couple "storage rooms" with traps and treasure chests.
Now they're just empty squarish pieces of floor with no
doors and no chests, only traps left in there. No doors in
those "mold-breaker" map pieces either.

Also, spiders are getting poisoned by the sewage even tho
they were supposed to be immune to poison, hehe.

To think of it, now all the creatures that roam the sewers
can be poisoned, especially slimes and rats with their low
defence score. That's a lot of dying!

How about changing this "poison" into "sickness" that
reduces combat stats, instead of dropping hp regularily?


In J2ME version, I've noticed a massive slowdown in all
the actions recquiring targeting box. After bringing it up
(target/look command) it takes substantially much longer
to switch targets (either automaticly after defeating one
or manually using "next target" key) and to move the
targeting box around.

There also seems to be a problem with targeting getting
like stuck on the player sometimes. When trying to fire an
arrow afterwards, the player gets selected first, instead
of the targeting box automaticly moving to the valid target.
And after killing the enemies, the targeting mode won't
abort but resets to player position again. Also, when in
it's "stuck" like this, using "look" and aborting it, will cause
next "target command" to say "examine" on the targeting
box even tho the game says "Select target for [arows]".
The symptoms lift after selecting the enemy manually and
killing it or pressing cancell and trying the targeting mode
again(?). EDIT: Just noticed that only seems to happen in
the forest. Maybe its because rats are neutral(?).

No doors and chests: I forgot to define what door and chest types that should be available in the sewers...

J2ME slowdown while targeting: I accidentally added some debug output that dumps the entire map every time you move the cursor

Immunity to poison: Yes, there's a few problems with poison immunity in the current version. I'll fix this.

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Re: 1.21.11 Feedback
« Reply #4 on: August 23, 2012, 02:25:31 PM »
Dungeon Atlas still sometimes works, sometimes doesn't.

I really like the new Halls of the Goblin King! Great job on
that. One thing I don't understand tho is why aren't these
floortiles which double as pressure plates called "tiled floor",
even tho they normally do in other rooms (when no dart
traps around).

Oh and just one tiny little thing I always keep forgetting:
Horned Helmet's gfx are off by 1 pixel to the left in the file
(items.png), resulting in 2 black pixels leaking to regular
helmet.
Wonder if anyone noticed that, hehehe.

The message after winning is no more. Only a caption
reading "You win!" and a line of empty space below it
(followed by after-win options). Sure, I don't mind the
useless exp and gold messages gone, but something in
their place might be nice, like:
"After fullfilling your quest, and having nothing to return
to, you head towards the Traning Grounds to join the
ranks of instructors for next generations of adventurers."
 ;)

Halls of the Goblin King: I did a few minor changes. I'd welcome the now famous Mateusz touch on the Halls though :-)

Horned Helmet: Thanks!

Win/death message: Yeah, I should probably add a "quest completed" message to each of the quests. For now I'll just make sure to either put the "You died" or "Quest completed" message on the game over screen as well. I'd like to get some fancy graphics going there as well.

Dungeon Atlas: Ah, yes, that's a bug for sure. It will only work if there's monsters nearby, and if there is it will map more than what was intended. Will fix!