Search found 295 matches

dd

Monday, 17th September 2012, 18:19

Forum: Contributions

Topic: Mummy tiles

Replies: 20

Views: 6081

Re: Mummy tiles

Regular mummy and a priest is just too good to wish anything else. So you're seriously saying you think mummies should be pink? Are mummies so fabulous? As for other feedback, I'm going to consult and defer to ontoclasm about this, him being the artistic director of crawl development. Ultimately it...

dd

Sunday, 16th September 2012, 22:36

Forum: Contributions

Topic: Mummy tiles

Replies: 20

Views: 6081

Re: Feedback on Trunk deployment (.12)

Well the crowd sure didn't like them (except the guardian ones, which were alright, though IMHO they're good) over at CSZO. I don't know who the "CSZO crowd" is, but you're the only one who I've seen complaining about them since they were committed, and that's what I'm basing my assessmen...

dd

Sunday, 16th September 2012, 18:50

Forum: Contributions

Topic: Mummy tiles

Replies: 20

Views: 6081

Re: Feedback on Trunk deployment (.12)

I'm saying that the pose is inferior to the previous one's, not "oh noes, stereotypes!". Well, that's not what you said in your previous post. Your previous post was pretty much "oh noes, stereotypes!". While stereotypes are usually bad when we're talking about real groups of pe...

dd

Sunday, 16th September 2012, 12:28

Forum: Contributions

Topic: Mummy tiles

Replies: 20

Views: 6081

Re: Feedback on Trunk deployment (.12)

Bloax wrote:overly stereotypical pose


Yes, we certainly don't want to offend mummies with stereotypical presentation. I'm going to contact the local Mummies Rights Organization and see if they have any advice about how they would like to be portrayed in media.

dd

Sunday, 16th September 2012, 12:17

Forum: Game Design Discussion

Topic: Sword of Cerebov -> triple sword

Replies: 19

Views: 4099

Re: Sword of Cerebov -> triple sword

Shouldn't it have a higher base damage than a triple sword? Aren't you guys forgetting an itsy bitsy detail here: https://dl.dropbox.com/u/63152810/BigSword.png Cerebov's sword is huge . If we just did like I wanted and reflavored double sword -> claymore and triple sword -> flambard it wouldn't be...

dd

Sunday, 16th September 2012, 05:13

Forum: Game Design Discussion

Topic: Sword of Cerebov -> triple sword

Replies: 19

Views: 4099

Re: Sword of Cerebov -> triple sword

A scary demon lord with a joke sword. What's wrong with the picture?

dd

Thursday, 13th September 2012, 05:57

Forum: Contributions

Topic: Tiles development queue

Replies: 1

Views: 1499

Re: Tiles development queue

Oh btw, I think I actually already did the player doll tiles of all the hand axes & war axes, including the tiles drawn by you... I was making the axe tiles and somehow those got made in the same run. Currently, I'm working on the player doll weapon tiles project, but I might do other stuff in t...

dd

Wednesday, 12th September 2012, 05:31

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 204945

Re: Official android port

Is that apple dev license $20 or $20,000? It's $99 per year I think. Also you need Apple's approval, whatever that entails. Here are some really awful mockups The mockup looks good, if the interface was like that I could probably play it on my phone... Also, I noticed there are still some GUI tiles...

dd

Tuesday, 11th September 2012, 20:57

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 204945

Re: Official android port

This almost makes me want to buy an Android tablet like a Nexus 7! How "portable" is the work on this to an iPad port? Many of the interface issues would be resolved anyway. Apple doesn't let just anyone develop apps on their walled garden ecosystem. You need to buy a license to develop f...

dd

Tuesday, 11th September 2012, 20:55

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 204945

Re: Official android port

Well, finally it works in my phone. Sadly, with a 320x240 screen, it's pretty much unplayable - the interface doesn't show in whole, and the dungeon map is so small I can't make out anything... A zoom function would be mandatory for it to be playable on a small screen. Is there a way to configure it...

dd

Tuesday, 11th September 2012, 20:17

Forum: Game Design Discussion

Topic: Why are there two keys for stair travel?

Replies: 29

Views: 6245

Re: Why are there two keys for stair travel?

I only started using X< X> recently, I still don't use G< G> - I'm way too used to just doing G(dungeon letter)(level number). Anyway I think it's good to have distinct buttons for up/down travel. It gives consistency to the interface. To me it's not a big deal anyway since both keys are on the same...

dd

Wednesday, 5th September 2012, 20:26

Forum: Game Design Discussion

Topic: Double & triple sword?

Replies: 69

Views: 19540

Re: Double & triple sword?

Oh noes, a representation of digital damage application Oh noes, a virtual representation of a human being is communicating with small glyphs which can collectively be interpreted as spoken language, relayed through a worldwide series of electronic tubes! AND THE SMALL GLYPHS ARE ALL WRONG!!! Re-fl...

dd

Wednesday, 5th September 2012, 05:02

Forum: Game Design Discussion

Topic: Double & triple sword?

Replies: 69

Views: 19540

Re: Double & triple sword?

So... any chance of replacing/reflavoring double/triple swords?

There's tons of cool swords that could be used instead.

dd

Tuesday, 4th September 2012, 14:06

Forum: Game Design Discussion

Topic: Rename Elves

Replies: 32

Views: 7660

Re: Rename Elves

KoboldLord wrote: bondage-themed culture designed to appeal to teenage boys.


This is no doubt the greatest single lack in Dungeon Crawl. Once we get this implemented, the game is pretty much done.

dd

Monday, 3rd September 2012, 20:43

Forum: Game Design Discussion

Topic: Rename Elves

Replies: 32

Views: 7660

Re: Rename Elves

High elves are honestly just good candidates for removal. They don't really have any interesting hooks other than 'being elves' that are stereotypical as possible, and they don't have any interesting features as a species. I totally agree. In fact, why stop at High Elves? We should totally remove h...

dd

Monday, 3rd September 2012, 07:32

Forum: Game Design Discussion

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

Replies: 97

Views: 70986

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

Ok, I finished the new android-specific GUI icons. I also included new versions of the yes/no buttons which I think are more streamlined and fit better with the style of the interface, but if you don't like them you can keep using the old ones.

androguis.png
androguis.png (13.25 KiB) Viewed 18863 times


androguis_x.png
androguis_x.png (16.54 KiB) Viewed 18862 times

dd

Saturday, 1st September 2012, 19:54

Forum: Game Design Discussion

Topic: Curses

Replies: 74

Views: 21100

Re: Curses

Personally I'd like a situation where there'd be different types of curses, kind of like how there are different brands, and each item could have one curse, like each item can have one brand/ego. One of the curse types could be sticky curse, then there could be others that would give bad effects, bu...

dd

Friday, 24th August 2012, 17:43

Forum: Game Design Discussion

Topic: Lovecraftian Horror God

Replies: 21

Views: 5505

Re: Lovecraftian Horror God

Tiber, great post there - keep the ideas coming! I like your proposed piety mechanism, except that it seems a bit counterintuitive to lose piety from sacrifices... I wonder if there could be a better alternative for that. What if instead using consumable items decreases piety? The chunks of lost pi...

dd

Friday, 24th August 2012, 05:19

Forum: Game Design Discussion

Topic: Lovecraftian Horror God

Replies: 21

Views: 5505

Re: Lovecraftian Horror God

Tiber, great post there - keep the ideas coming! I like your proposed piety mechanism, except that it seems a bit counterintuitive to lose piety from sacrifices... I wonder if there could be a better alternative for that. What if instead using consumable items decreases piety? The chunks of lost pie...

dd

Wednesday, 22nd August 2012, 08:25

Forum: Contributions

Topic: New splash pic

Replies: 10

Views: 3086

Re: New splash pic

Well thanks, why don't you draw a better one. :roll:

dd

Tuesday, 21st August 2012, 13:26

Forum: Contributions

Topic: Lightning-ish lightning tiles

Replies: 15

Views: 4891

Re: Lightning-ish lightning tiles

I think one problem with it is that the lightning crosses over to tiles that are not on the path of the beam, which could be confusing to players, making them think they're hitting something when they're not...

dd

Monday, 20th August 2012, 18:18

Forum: Game Design Discussion

Topic: Lovecraftian Horror God

Replies: 21

Views: 5505

Re: Lovecraftian Horror God

Changed.

dd

Sunday, 19th August 2012, 10:40

Forum: Game Design Discussion

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

Replies: 97

Views: 70986

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'll try to get them done in the near future... Also, are you going to use the new tabs & icons ...

dd

Sunday, 19th August 2012, 05:15

Forum: Game Design Discussion

Topic: Lovecraftian Horror God

Replies: 21

Views: 5505

Re: God idea...

Really good ideas here guys. I really like some of these... As for the high-piety bad effects, I'm thinking of Eternal Darkness. Turn all the enemies invisible (and SInv won't help). Make monsters come into view looking like other monsters (like mesmerize, only you don't know you're mesmerized!). Ma...

dd

Saturday, 18th August 2012, 20:07

Forum: Game Design Discussion

Topic: Lovecraftian Horror God

Replies: 21

Views: 5505

Re: God idea...

Thanks for the feedback. I'll think about this and see if I can manage a revised suggestion for this god. If piety steadily increased, and you had to sacrifice to lower it down to managable levels, that might make an interesting twist That does sound interesting, actually. I'll have to think about it.

dd

Saturday, 18th August 2012, 18:51

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93330

Re: Spider god

This is a dumb discussion. Crawl adds/removes content based on gameplay merit, not on the feasibility of a god existing in reality under the "rules" you arguing lunatics seem to believe they are bound to. When I activate heroism while worshiping okawaru, I'm not trying to evoke memories o...

dd

Saturday, 18th August 2012, 18:25

Forum: Game Design Discussion

Topic: Spider god

Replies: 167

Views: 93330

Re: Spider god

This is a dumb discussion. Crawl adds/removes content based on gameplay merit, not on the feasibility of a god existing in reality under the "rules" you arguing lunatics seem to believe they are bound to. When I activate heroism while worshiping okawaru, I'm not trying to evoke memories o...

dd

Saturday, 18th August 2012, 14:38

Forum: Game Design Discussion

Topic: Lovecraftian Horror God

Replies: 21

Views: 5505

Re: God idea...

dd: Your god is motivated by something (Chtulu I guess, but I wouldn't know: never dealt with Lovecraft) -- mention that. It makes it easier for others to follow your proposals and to add proposals fitting the theme. It's somewhat inspired by lovecraftian horrors, but not directly borrowing from th...

dd

Saturday, 18th August 2012, 09:39

Forum: Game Design Discussion

Topic: Lovecraftian Horror God

Replies: 21

Views: 5505

Lovecraftian Horror God

Ctho-N'gthan, the Slumbering One Ctho-N'gthan is the Ancient God who came before all the other gods. In his full strength, he is far more powerful than all the other gods. However, at the beginning of time, Zin rallied all the other gods together to fight him. They couldn't kill him, but they manag...

dd

Saturday, 18th August 2012, 05:29

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 83391

Re: Feedback on Trunk deployment (.11)

And yes, thank you much dd. I can't count how many times I was one turn away from death and scanned the GUI, but forgot all about my abilities because they're still in the dark ages of ASCII. I have to say, I'm loving the new tiles. MUCH nicer looking. Hats off to everyone who worked on those. Yay,...

dd

Saturday, 18th August 2012, 05:27

Forum: Game Design Discussion

Topic: Epic at the end of the game

Replies: 24

Views: 6357

Re: Epic at the end of the game

show an animation of the player doll doing a victory dance. in console, we can use an ascii stickfigure animation.

dd

Saturday, 18th August 2012, 05:05

Forum: Game Design Discussion

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

Replies: 97

Views: 70986

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

The icons here are absolutely horrible, minimum effort placeholders that hopefully someone will have the heart to replace on my behalf. I can do that... just let me know what each button does and I'll make icons for them. Also, I tried installing this on my Samsung Galaxy Y (cheapo smartphone, best...

dd

Wednesday, 15th August 2012, 10:49

Forum: Game Design Discussion

Topic: Multi-Branded Randart Weapons

Replies: 24

Views: 4619

Re: Multi-Branded Randart Weapons

varsovie wrote:
XuaXua wrote:Vorpalize scrolls work on all weapons except blowguns and I really don't know why that is.


Because EVERY needles have their own brand already, no need to brand the launcher.


There could still be a blowgun of accuracy.

dd

Tuesday, 14th August 2012, 18:21

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37427

Re: Looking for feedback...

I don't want to change color much, because similar tint creates more consistent picture as whole. That's not really how most of the Crawl tilesets are, nor is it really a priority. Check out the tiles & floors of pretty much any branch, and you'll see the floors and walls are distinct from each...

dd

Tuesday, 14th August 2012, 15:30

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37427

Re: Looking for feedback...

The walls are way too similar colour to the floors. There needs to be contrast between the walls and floors to make it easy to navigate.

dd

Tuesday, 14th August 2012, 08:43

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 17112

Re: GUI icons

There was an eye icon to represent searching on both icons earlier, but others thought they were better without them. I think it's better to have a single big icon per button than to try to explain too much. The important thing is that they are easy to recognise, players will learn quickly what they...

dd

Tuesday, 14th August 2012, 05:45

Forum: Game Design Discussion

Topic: Summoning

Replies: 114

Views: 28549

Re: Summoning

Sorry if this was suggested already. How about if summons expire faster when they're further away from you? Each summons has X amount of time before they vanish, and each turn X = X - (distance between player/summons). The distance could be lower-capped to 5 so you couldn't abuse it by staying adjac...

dd

Monday, 13th August 2012, 13:58

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37427

Re: Looking for feedback...

I am actually agree with that. It's just I am looking for ways to improve graphics and this is what I found. Changes are minor (as far, as I understand) so I suggested it. And if this changes make one version better and do not make another worse, why not to try?.. You need to take the 32x32 size re...

dd

Monday, 13th August 2012, 13:30

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37427

Re: Looking for feedback...

There should be restrictions in code which can prevent shops to spawn near the wall to the right. Ok, no. The game mechanics should not be subservient to the graphics/interface, but the other way around. Adding an arbitrary restriction to where shops can spawn just to be able to add little signs to...

dd

Sunday, 12th August 2012, 14:16

Forum: Game Design Discussion

Topic: An idea for message log improvement

Replies: 6

Views: 1736

An idea for message log improvement

This is an idea I think would be useful for improving the readability of the message log. I'm not sure if everyone agrees with the idea, but I just thought I'd throw this out here. But what I suggest is, basically, differentiating the messages in the log to player actions (eg. "you hit the orc&...

dd

Sunday, 12th August 2012, 13:51

Forum: Contributions

Topic: Eating named characters!

Replies: 5

Views: 2146

Re: Eating named characters!

I think gaining effects from eating corpses a la nethack is not something the devs want to implement for crawl.

dd

Saturday, 11th August 2012, 17:51

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 17112

Re: GUI icons

Ok & cancel buttons for the android port. I also included pressed buttons in case you need them.

dd

Saturday, 11th August 2012, 17:12

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 17112

Re: GUI icons

I strongly believe that background should be as neutral, as possible. Almost invisible. Am I totally wrong with principles and conclusions?.. Well, you're entitled to your opinions of course, but there's certainly no absolute rule that says what kind of graphics backgrounds should have. The importa...

dd

Friday, 10th August 2012, 20:09

Forum: Coding

Topic: Question about autofight

Replies: 0

Views: 1094

Question about autofight

So, I noticed that autofight breaks when I disable vi command keys. I usually like to disable them because I might hit them by accident and move somewhere I don't want to move to. So I made an edit to the no vi keys option file where I changed the uppercase HJKLYUBM to correspond to the movement key...

dd

Thursday, 9th August 2012, 20:27

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 17112

Re: GUI icons

dd: I don't suppose that I could trouble you for generic <OK> and <Cancel> tiles, using the same dimensions as these others (32x32)? I have added a popup alert box for answering Y/N questions on Android, and am currently using some horrifically out-of-place creative commons clipart. More generally,...

dd

Thursday, 9th August 2012, 20:01

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37427

Re: Looking for feedback...

The enchant weapon 3 looks like a pencil... Personally, I think most of the trunk icons should stay as they are. There's a few that could use clarifying, such as remove curse and other curse scrolls, maybe recharge, summon (and a few potion icons, as has already been discussed). You also have to rem...

dd

Thursday, 9th August 2012, 17:17

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 17112

Re: GUI icons

edlothiol wrote:I like scheme


Wow... don't take this the wrong way, but are you a masochist? :D

dd

Thursday, 9th August 2012, 15:43

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 17112

Re: GUI icons

Hm. I should look into Gimp scripting. By the way, I'll probably need tab icons for the Webtiles chat pane (ideally two, new messages / no new messages) sometime in the future, so if you're feeling bored... ;) It's not urgent, though. I haven't played webtiles so I don't know what the UI looks like...

dd

Thursday, 9th August 2012, 15:23

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 17112

Re: GUI icons

Or color coded backgrounds for types of commands? Seems a bit too cryptic - one of the reasons for redoing these was to make the icons more consistent and easier to understand. I think an interface should have a consistent "language" of symbols where you can predict what a button does by ...

dd

Thursday, 9th August 2012, 15:19

Forum: Contributions

Topic: GUI icons

Replies: 61

Views: 17112

Re: GUI icons

The separate files are now available on mantis.
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