Dungeon Master
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Re: Official android port
frogbotherer wrote:also, pinch-to-zoom is in
This, is great news
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
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frogbotherer wrote:also, pinch-to-zoom is in
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frogbotherer wrote: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
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Regnix wrote:Another idea would be that the action buttons were not actually clickable, instead clicking them simply highlights the button (puts the yellow box around it), then you have one clickable button that basically reads: "Perform highlighted action" (or L-Click). This solution is a bit more of a pain as it requires two screen taps, but again, it reduces the input errors. Just some ideas, what do you guys think?
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mumra wrote:I'd prefer to see how it handles with scaled up buttons ...
Ideally when firing a spell or projectile, pressing this button a second time would fire at whatever you're aiming at - so when autoaim is doing a good job and you don't need to swap spells or anything you can just keep hitting that one button.
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galehar wrote:You can do that by holding vol+ (or vol-, can't remember which one is mapped to ctrl) and tap the monster.
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mumra wrote:galehar wrote:You can do that by holding vol+ (or vol-, can't remember which one is mapped to ctrl) and tap the monster.
Aha ... this isn't an ideal interface though, it's actually a bit tricky to press a button on the side of the phone at the same time as tapping the screen! And when Crawl gets sound the vol controls will have another use...
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Regnix wrote:I've just tried the Android port of the console version and that successfully uses the first input method I'd suggested, ie holding your finger against the screen allows you to move across the keys and find the one you want, the key press is activated when you release your finger, reducing input errors. I think that method can work on tiles too, whilst showing the tool tips at the same time.
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anavlbolicMike wrote:Some of the buttons dont work such as go downstairs and etc but I just bring up the keyboard and all is good!
Um are you going to put it on the market by any chance so I can autoupdate it and a wider audience can download it?
Second where do I donate a couple bucks?
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mumra wrote:I assume that's because it uses the System Keyboard, which works like this already?
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galehar wrote:yoshi wrote:I do want my tiles a bit bigger because they are still a bit small on a 7" screen with my old eyes.
Try the new tile_cell_pixels option. Default is 32, set to a higher value for bigger tiles. Still experimental. It might break the layout or burn down your phone. Doesn't do anything for menus yet.
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frogbotherer wrote:
- all the player stats squeezed in the gap between the dungeon and the tabs; clicking takes you to the player overview screen
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Galefury wrote:Status lights are often very important. Could the space for them spill over into the Str Int Dex AC EV SH area when needed?
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galehar wrote:we're currently not accepting donations because we don't know what we would do with the money
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alastair wrote:A 3D engine with the quality of Diablo 3 graphics
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frogbotherer wrote:
- pinch to zoom (and unpinch to unzoom). Currently zooming out further than the original zoom leaves big black borders. One day it'll take you to the minimap
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frogbotherer wrote:Progress!
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frogbotherer wrote:Galefury wrote: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:This is why the screenies show "V Pois", it's cos the player is 'V'ery hungry and poisoned. It's also why I've changed the behaviour of clicking on the stats region to take you to the stats screen (where all the statuses are shown). It'll need a load more testing to find out if this is the best way to present lots of lights though, I just wanted to make sure there was as much space for the health bars as possible.
- if there's one status, it'll print the full text
- if there are a few statuses, it'll print the first letter+colour of each one and the full text of the last if it'll fit
- if there are loads of statuses (potion of resists + hunger + poison + fire + berzerk + lev + tele?) it'll cram the first letter of each status in. For the smallest screen this is a max of 9-10
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hpp3 wrote:Is this crashing on Android 4.2 for anyone else?
I'm using a Nexus 7 with the OTA 4.2 and the latest version of android crawl (10/29) is crashing on start up. I had no problems on 4.1.
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galehar wrote:A major UI update has been pushed by frogbotherer. I've uploaded a fresh build.
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frogbotherer wrote:Hello everyone; here's some updates for you about some of the things raised in the thread so far:
[list]
[*] 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) release some changes to allow proper true/false/auto options and decision-making based on physical screen size
frogbotherer wrote:[*] the Android layout has autoexplore on the first tab icon. This was really done as a test of the UI changes: we can now put any command from the menu onto a button like that - any suggestions?
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