frogbotherer wrote:Talking of adaptations for small screens!
Those mockups are promising, I think you are on the right path. The HP/MP bars can be shorter if more room is needed below. I'm a bit ambivalent toward displaying AC/EV/SH and stats. On one hand, they don't change much, and on the other hand, some are quite important (AC/EV). And stats can be extremely important sometimes (when close to O). Maybe it would be good to make it a bit flexible and only display stats if they are drained for example. AC/EV/SH can probably be removed if we need the space.
I think it could be useful to have icons for wielded weapons, quiver and maybe also spell quiver. Tap your weapon to switch (same as '), hold to open the wield menu. Tap your quiver to switch to next, hold to open quiver. Tap your last spell to recast it, hold to open the cast spell menu. Also, there are the status. How about this: display them as coloured dots, tapping on them would popup a window with the actual names of all active status.
frogbotherer wrote:The intention would be for every icon to be big enough that a fat finger can press it with only a mild risk of hitting the wrong thing. This layout would be an alternative (rather than a replacement), that would be enabled by default for devices with a smaller screen size (in pixels) than the current local tiles minimum, which is 800x600 or thereabouts.
Smallest res on desktop is 800x480. Haven't you talk about making it depend on the physical size of the screen rather than the resolution? I don't know if the Android API allows it but it would make sense. I've got an SG2 phone and a 7" tablet and they both use 800x480. I think the classical layout would be quite playable on the tablet with a few adjustments, but I'd rather have the new one on the phone.
barbs wrote:Playing as an Abyssal Knight is pretty slow.
This isn't specific to the android port. The abyss morphing code takes a lot of CPU, but while it's not noticeable on a desktop computer, it is on an android phone. It's also noticeable on servers for example. Anyway, this is offtopic and bh has said that he knows how to optimize this, so it will hopefully be fixed soon.
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 not going to win any new player by throwing at them a half-finished, hard to use version.
barbs wrote:I've cloned the repository and made my own branch as well, but my plan was just to merge in the latest stable releases. Let me know if you want to merge my changes into trunk like frogbotherer's or something. My changes are relatively minimal (about 3 added files, 4 modified files, though 2 of those are in the sqlite and lua contrib submodules). I don't really mind keeping it seperate/unofficial though.
Well, I think it would be good to merge it. frogbotherer, would you look into it?
palin wrote:Remember that as far as I know you can't have LUA on the Apple Store for iOS devices. That's quite a bad hit on crawl.
Well, after some googling, it seems that this is
no longer true. And lua itself is available on the app store.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...