Search found 27 matches

Saturday, 12th January 2013, 14:26

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 215407

Re: Official android port

Hello everyone; here's some updates for you about some of the things raised in the thread so far: ⋅  you can revert to the standard layout with tile_use_small_layout = false in init.txt. It is forced to true on Android devices with less than 480px of screen width, but I'm (about to) releas...

Wednesday, 7th November 2012, 14:19

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 215407

Re: Official android port

Status lights are often very important. Could the space for them spill over into the Str Int Dex AC EV SH area when needed? The way I've got it currently working is: ⋅  if there's one status, it'll print the full text ⋅  if there are a few statuses, it'll print the first letter+...

Tuesday, 6th November 2012, 23:03

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 215407

Re: Official android port

Progress! tiny_touch_ui_1.png tiny_touch_ui_2.png These are real screens of the game running at minimum mobile device resolution; there's a ton of testing still to do but I had an overriding urge to show off. Despite what it might look like, this is pretty playable (and kept me occupied on a boring ...

Thursday, 27th September 2012, 20:45

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 215407

Re: Official android port

quick update mates: the UI changes (see mockups posted previously) are coming along great, I'll probably have something for testing next weekend. It's not too late for feedback either, if there is any.

also, pinch-to-zoom is in 8-)

Tuesday, 11th September 2012, 22:15

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 215407

Re: Official android port

Talking of adaptations for small screens! Here are some really awful mockups of the sort of abuse I'm considering putting the presentation code through to get it to fit: dcss-mockup-1a.png a typical screen dcss-mockup-1b.png clicking on a menu tab opens it, obscuring part of the dungeon area The int...

Tuesday, 28th August 2012, 23:08

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 28th Aug]

0.12 build in the OP! This fixes the shopping bug and I've added a menu for ring-swapping (unless you're an Octopode; sorry). Behind the scenes I've also tried to clean up the code to a reasonable standard, although I suspect the primary impact of this will be more crashing :D As usual with these th...

Monday, 20th August 2012, 21:24

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 18th Aug]

Thanks for all the feedback guys, it's really helpful! To address a couple of things that have come up: ⋅  the broken shop menu is definitely a bug that I've introduced somehow; there's a dead-zone of about a line's height at the bottom of the screen, which handily overlaps the last row of...

Sunday, 19th August 2012, 00:43

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 18th Aug]

dd : it would be great if you could; the function of each icon is listed in my last post, and I'd need a little icon for the tab as well. If you need more info from me, fire over a PM or something :) I've tried putting together an emulator image that matches the specs for your phone, but the game a...

Saturday, 18th August 2012, 00:31

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 18th Aug]

Behold! A new menu for map mode: ooh_map_mode.png The icons here are absolutely horrible, minimum effort placeholders that hopefully someone will have the heart to replace on my behalf. These do about 90% of what 'X' lets you do, specifically the commands are (left-to-right; top-to-bottom): ⋅&n...

Saturday, 11th August 2012, 23:03

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 21587

Re: GUI icons

That's great! These are now in the port and will be included in the next build that gets distributed, thanks :)
new_ok_button.png
new_ok_button.png (30.47 KiB) Viewed 4042 times

Friday, 10th August 2012, 22:47

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 10th Aug]

New build up in the OP; none of the bugs fixed; a few new ones: ⋅  command panel split into two (for common and system actions) ⋅  order of tabs in the bottom right shuffled around a bit ⋅  added some help text to remind players that clicking on the header of the pickup...

Thursday, 9th August 2012, 20:05

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 21587

Re: GUI icons

Hello, Android guy here! I'm immensely interested in these tiles because they overlap with the UI hackery^H^H^H^H^H^H^Henhancements I've been making for the port. A couple of things: Galahar : I've just finished the UI changes in the Android port to separate common and meta commands. The commit is h...

Saturday, 4th August 2012, 23:48

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 8/7]

bonkbox.png New build with "bonk" popup boxes added \o/ These may or may not cause hilarious slow-down, new bugs and memory leaks. I've also fixed the <return> key not working in the shop screen, which was a feature introduced by the last update. The thumbs-up and thumbs-down images have ...

Thursday, 26th July 2012, 21:15

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 8/7]

Another new build in the OP, this time with clicky shopping and working sound(!!) using SDL_mixer. What I'm planning to do next is code up some kind of <<bonk>> box that prompts for Y/N and Str/Int/Dex choices. This is a bit more ambitious than the flagrant bodgery that I've been indulging in so far...

Sunday, 22nd July 2012, 15:50

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 8/7]

Hello again! Another updated build in the OP. This is a much newer version of 0.11 and tiles will be completely broken if you don't delete the file libsdl-DownloadFinished-0.flag . Saves may or may not be compatible between the two versions (I didn't think to check; oops). I have also updated the SD...

Sunday, 8th July 2012, 14:38

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 8/7]

I've just posted another build: Bugs added: ⋅  somewhat experimental unicode rendering support ⋅  added buttons for 'i'nventory, 'c'hopping, 'z'apping to the actions ⋅  added better touch support for: ⋅  eating from the ground ⋅  chopping (when there...

Thursday, 17th May 2012, 13:00

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 11/5]

Drat! OK never mind, I'm tempted to blame it on the SDL library and wash my hands of the problem, but I'll have a rummage and see if I can find a likely culprit. Like I said: the emulator has the same problem, which I'd attributed to lag, so there is still scope for fixing it. Also, given that the l...

Friday, 11th May 2012, 20:21

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 5/5]

Right! New build in the OP. As mentioned above, this fixes quotes and adds low-level unicode support within the game. It might also cut the memory requirements slightly, because it's using GCC 4.6 instead of the 4.4 that ships with Android's NDK. re: left/right clicking: please can you try a full un...

Tuesday, 8th May 2012, 19:56

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 5/5]

The way I have it is left mouse click set to "Tap" and right mouse click set to "Hold at the same spot". The original config defaulted to "tap and hold" for left click and the two "and hold"s conflict with one another. I tried to fix this with the latest build...

Saturday, 5th May 2012, 20:56

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 4/5]

Another new build (about) to go up. All I've done in this one is: ⋅  tweak the initial settings so that it chooses tablet mode automatically (or at least: this is what it does for me in the emulator) ⋅  change the keyboard so that it prints a "Send" button instead of a ...

Friday, 4th May 2012, 22:52

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 2/5]

Another new build about to go up. Fixed: ⋅  launcher icon is the wrong size [regnix] I resized the 512x512 image to all the sizes that google wanted. I still prefer the more pixellated version of the icon, but it looks good enough and probably pops up at the right size now. ⋅  in...

Wednesday, 2nd May 2012, 21:32

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 29/4]

Another build is on its way up. Here's what's fixed this time around: ⋅  tap and hold for right click [galehar] ⋅  large assortment of shift-being-bound-to-f1 issues [regnix] ⋅  font rendering [galehar; me] In order to make absolutely sure that the mouse and keyboard st...

Sunday, 29th April 2012, 22:35

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside) [updated 29/4]

New build in the OP, phew! Here's what's different: ⋅  hard keyboards work now, including shift-keys. ctrl-keys might work too, i didn't think to try that though ⋅  graphics are no longer trashed when the semi-transparent buttons are enabled (or at least: I fixed something that w...

Sunday, 22nd April 2012, 00:33

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside)

New version up in the OP. This will: ⋅  make shift work, at least for shift-clicking stuff ⋅  default vol-minus to LSHIFT and vol-plus for LCTRL (for shift- and ctrl- clicking stuff; if you've already got the old build, you have to do this yourself in the options) ⋅  po...

Friday, 20th April 2012, 12:33

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside)

Cool, i'll get to it over the weekend :) I think the one wrinkle that we'll have is that, for Android native development, the code is compiled as a library and then referenced by a Java wrapper. The structure of the project means that the whole of crawl's source tree ends up buried in a sub-director...

Thursday, 19th April 2012, 20:58

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Re: Local Tiles on Android (.apk Inside)

First off, thanks for taking the trouble to have a go with the .apk - I'm quite impressed it got past the title screen tbh :D Secondly, apologies for the rubbish hosting - if anyone can recommend a better place to stick the files, please let me know. Originally I'd tried to attach the .apk to the po...

Wednesday, 18th April 2012, 20:34

Forum: Game Design Discussion

Topic: Local Tiles on Android (.apk Inside) [updated 28th Aug]

Replies: 97

Views: 85795

Local Tiles on Android (.apk Inside) [updated 28th Aug]

Chaps, I've had a stab at cross-compiling Crawl for Android and the results are linked below. I've got to D4 without it crashing so I thought it would be worth sharing with a wider audience. This ought to work on Android 2.2 (Froyo) and above, and might possibly work on earlier versions too. It defi...

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