Slime Squisher
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If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Slime Squisher
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dowan wrote:What would be the benefit of this game being on steam?
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PleasingFungus wrote:The main problem is that we don't have any real development effort put into the offline version, so recent versions have been fairly broken (lots of issues with modifier keys 'sticking', visual lag, stuff like that). We'd prefer not to launch until we've got things cleaned up there, which isn't something any active devs actually have enthusiasm for, so... probably needs some enthusiastic soul(s) to come in and clean stuff up.
Slime Squisher
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dowan wrote:What would be the benefit of this game being on steam? Aside from the obvious benefit of achievements popping up I mean.
Achievement Unlocked: Babby's first meal: YOU ATE SOMETHING! 20 points!
Achievement Unlocked: Optimal Player: You lured monsters back over 200 tiles in a single game! 50 points!
Achievement Unlocked: Cheater!: You won a game in version 16.0 with the double damage bug! -100 points!
I haven't used steam in a long time, so this may not be an accurate depiction of how their achievements actually work...
PleasingFungus wrote:dowan wrote:What would be the benefit of this game being on steam?
Wider exposure, mainly.
The main problem is that we don't have any real development effort put into the offline version, so recent versions have been fairly broken (lots of issues with modifier keys 'sticking', visual lag, stuff like that). We'd prefer not to launch until we've got things cleaned up there, which emergingisn't something any active devs actually have enthusiasm for, so... probably needs some enthusiastic soul(s) to come in and clean stuff up.
Slime Squisher
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Sandman25 wrote:Is there an easy way to find those problems in mantis? I didn't know offline is so broken, it always looked faster to me.
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dowan wrote:I didn't realize the devs were so exclusively devoted to the online version of the interface. I suppose it makes a lot of sense, since they're just pulled from the online community and the tavern, which has a lot of online players.
As a technical question, what made switching to sdl v2.0 worthwhile, when it seems to have caused so much trouble?
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Slime Squisher
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dowan wrote:Oh crap, I'm derailing this cyc topic.
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dowan wrote:What would be the benefit of this game being on steam? Aside from the obvious benefit of achievements popping up I mean.
Achievement Unlocked: Optimal Player: You lured monsters back over 200 tiles in a single game! 50 points!
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dowan wrote:As a technical question, what made switching to sdl v2.0 worthwhile, when it seems to have caused so much trouble?
n1000 wrote:I imagine the Android/iOS support was at least part of it.
rockygargoyle wrote:According to sgrunt the code was a mess, so he had to rewrite most (if not all) of it.
Pollen Golem wrote:3D sucks. Long live 2D.
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bcadren wrote:Even excellent pixel art will get shot down as 'pixelated' by a lot of common folk. See this excellent article
Barkeep
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bcadren wrote:See this excellent article
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ontoclasm wrote:
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Arrhythmia wrote:ontoclasm wrote:
but what about the part where it would take a team of more than a dozen dedicated artists to "repolish" crawl's monster tiles
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Sar wrote:The problem with Crawl visuals is that they're made by very different artists using very different styles. They are very very inconsistent.
I wish Denzi made more tiles. I liked his/her ones the most.
bcadren wrote:Even excellent pixel art will get shot down as 'pixelated' by a lot of common folk. See this excellent article
Rast wrote:We would have people cheating like crazy. Not a lot, but some.
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Pollen_Golem wrote:There's another big problem with the article. In the past five years or so, there has been a huge resurgence of the pixel-art aesthetic, to the point that many games are gratuitously pixelated, to their own detriment, where there's no good reason to pursue this style. I don't even know how the author managed to avoid mentioning that.
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