Bloodfart wrote:Do you do the coding yourself for the port?
Yes.
Bloodfart wrote:I just launched the newer .8 version of crawl and see that the interface is even more perfect for an iPad with all the extra hotkey buttons in tabs with icons on the side.
You bet. I did the code to detach the tabs. So even though I haven't started working directly on the port, I've already started making playing with the mouse more usable. To have a good touch interface, we need to have a smooth mouse based interface first. Just yesterday, I've fixed the casting and firing at monsters by clicking on them. It was really cumbersome and is now quite smooth.
Bloodfart wrote:Problem with android (or iphone) is that the interface plus map won't all fit together; would be clunky i think.
Well, it depends on the device, not the OS. There are android based tablets of various resolutions. The smallest resolution supported by crawl is 800x480, which happens to be the resolution of my 7" andoid based tablet. I think many android phones also use this resolution.
Also, I have plans for the minimap: first, make the map mode (X) full screen (like the console version) and zoomable, so the minimap isn't so crucial. Next, make the minimap and detached tabs (which I call panels now) dynamically configurable.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...