Search found 23 matches

Wednesday, 23rd January 2013, 22:59

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Hi sidav, thanks for the kind words! The graphical one and the ascii ones came about at around the same time, although frogbotherer, the main guy behind the graphical one, posted in the forums first, and more of the Crawl development team got enthusiastic about it, so his code got merged into the ma...

Saturday, 19th January 2013, 04:52

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Thanks ventricule, I understand your bug and can reproduce it. Strange, the enter key on the crawl keyboard works properly in the letters mode, but not in the numbers and symbols mode. It should be easy to fix. In the meantime, if you use '.' instead of 'Enter' to go to the selected location, it sho...

Saturday, 12th January 2013, 06:13

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 206555

Re: Official android port

Hi guys, I'm the developer of the unofficial ASCII port. Looks like you ran into the same issue as me, namely that the app crashes in Android 4.2. I've managed to fix this today, and you guys should be able to fix it in your code as well. I've posted details on the official bug listing (https://craw...

Tuesday, 6th November 2012, 00:50

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 206555

Re: Official android port

Hey guys. I'm getting a lot of requests for the tiles port via the feedback on my console port. Mind if I put a link to the development builds on my market page? Obviously with the caveat that it's still under development? Btw, still meaning to do that patch file, I've just been a bit lazy the last ...

Monday, 8th October 2012, 08:53

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Sure, I'll give it a go! I've not made a patch file before, but I believe Google will be my friend here :).

Monday, 8th October 2012, 00:52

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Hi PerKiller, thanks very much for your feedback! Muchly appreciated! And I'm glad you're enjoying the game. I'm currently working on an update. I've just implemented a translucent keyboard, which was surprisingly difficult and involved much more hair-pulling than I would've liked ><. I'm also updat...

Thursday, 13th September 2012, 02:33

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 206555

Re: Official android port

Sorry to call your work half-finished. That was harsh and not justified, I barely tried it. That's ok :) Anyway, crawl is GPL, it means you are free to make your own version and distribute it however you want. You can even sell it if you want. It also means you have to redistribute your code and if...

Wednesday, 12th September 2012, 15:23

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 206555

Re: Official android port

Also, shameless plug, my app's on Google Play atm. Wheee! https://play.google.com/store/apps/details?id=com.crawlmb It would have been nice to ask for our permission before doing that. Personally, I think it's better to wait for a more mature version before making it available on the store. We are ...

Wednesday, 12th September 2012, 11:44

Forum: Game Design Discussion

Topic: Official android port

Replies: 136

Views: 206555

Re: Official android port

Playing as an Abyssal Knight is pretty slow. I found this out by playing one on my ascii port, but it happens also on the latest trunk tiles build. After some debugging, the Worley noise generator in abyss.cc is what's causing the hangups. Also, shameless plug, my app's on Google Play atm. Wheee! ht...

Saturday, 8th September 2012, 08:12

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Ok, here's an unofficial trunk build. I had to hack it a bit to get it working. I'm not sure all the keybindings will work, cos I had to comment out some stuff, but here it is! http://www.mediafire.com/?abj2pcdt8ttic2k

Saturday, 8th September 2012, 02:29

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Hey, thanks for doing that eeviac. Looks pretty good, though the third panel seems to have lots of empty space in it... I've made an official release now! Running 0.10.3. You can get it from the google project site, or you can get it from Google Play (yay) https://play.google.com/store/apps/details?...

Tuesday, 4th September 2012, 08:28

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Alright, another update. I've renovated the code so that more stuff happens natively, and less stuff happens in the Java code, and there are less calls between the two. This means it's a lot faster. As a nice side effect, the greys seem to show up properly, and the monster health indicators appear. ...

Monday, 27th August 2012, 18:17

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Strange, ` is working for me, using the Hacker's keyboard... Not sure what the issue is there. Yeah, I was beginning to think that the default keyboard could be made better. Having a bit of a closer look, it's not actually as hard to change as I thought. It's all pretty much set out in xml files. If...

Monday, 27th August 2012, 10:36

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Alright, I've completely changed how the game receives input from a System Keyboard, and I've tried it out using Hacker's Keyboard on my phone, and it seems to be ok... Check my page for an updated build

Monday, 27th August 2012, 04:00

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Good pickup! I've made yet another release fixing this if you wanted to check it out. Are your '>' and '<' keys on your Hackers keyboard working? I can't seem to get them to work on my one...

Sunday, 26th August 2012, 23:24

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Doh! I was in the middle of some refactoring, and I'd changed the way the preferences were being read, but not how they were being stored. ><

Just uploaded another release fixing this. Sorry about that!

Sunday, 26th August 2012, 04:16

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

1. I see. In that case, I might leave it :) 2. My reference for colours comes from the Linux version of crawl (see picture below). They seem a little different to yours. You're right about the greys not showing up properly, and the monster health indicators. Will try and sort this out. 4. I've added...

Friday, 24th August 2012, 03:26

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Hey, thanks for playing! Sorry it took so long to make an update, been kind of busy. I am doing this in my spare time after all ^^. To address your questions: 1. I guess I *could* store the things on the sdcard, but I didn't really see an advantage. This would require an extra permission for when yo...

Thursday, 23rd August 2012, 12:54

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Just posted an updated build: http://code.google.com/p/dungeon-crawl-android/downloads/list Download CrawlApp230812.apk Release notes: - Colours are what they should be! - Code should feel a bit faster and snappier. Autoexplore is still slower than normal, but it's faster than it was - Can assign a ...

Thursday, 26th July 2012, 00:25

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Thanks for playing it! Yeah, I've noticed the same thing myself: it's hitting the processor pretty hard. Not sure exactly why at this stage, but performance is definitely a concern. Strange that Ctrl and Shift don't work...there's a keybinding option in the preferences (press menu while you're playi...

Monday, 23rd July 2012, 13:41

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Re: Android ASCII port

Awesome, thanks for giving it a go :D So I'm not sure if the file system is different in ICS, but on my phone the files are located in "/data/data/com.crawlmb/files/". You might need to have your phone rooted to modify init.txt (is this the same as options.txt?). A better option would be f...

Sunday, 22nd July 2012, 13:54

Forum: Game Design Discussion

Topic: Android ASCII port

Replies: 41

Views: 16842

Android ASCII port

Hi all, I've been working on a port of the console/ascii version of Crawl for the past couple of months in my spare time. I've now reached a point where it's somewhat playable (hopefully), and would like to share it with you to gather some feedback. Here's the link to the Google project: http://code...

Thursday, 12th July 2012, 01:36

Forum: Game Design Discussion

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

Replies: 97

Views: 75251

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

F everyone's I, I'm currently working on a port of the Console version to Android. It's not as pretty as frogbotherer's, obviously, but it translates pretty nicely to small screens. I'm using a lot of code from the Android port of Angband. Right now, I've got it displaying the game and accepting inp...

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