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Viewing 15 posts - 166 through 180 (of 253 total)
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  • in reply to: About room efficiency #778
    miki151
    Participant

    What's wrong with putting it on the side?

    in reply to: Alpha9 Access, Possible Issue, And Suggestions #759
    miki151
    Participant

    If you could send that save to rusolis@poczta.fm that would be great. Thanks 🙂

    in reply to: Crashed. #761
    miki151
    Participant

    I've seen that one already, I'll investigate. Thanks.

    in reply to: Alpha9 Access, Possible Issue, And Suggestions #757
    miki151
    Participant

    I see you've posted some bugfixes but it's unclear to me, a pledge, where to access them.  I don't use the ASCII version (yet) and I'm assuming it has to be in a private place such as in the email I received to download Alpha9.  Sorry I'm confused!

    The link that you received in the email will always have the most recent version. I didn't realize this could be confusing, I'll probably send a follow up email.

    I finally got some time to play and have been rolling along trying to figure a few things out when I use the Guard post.  I put one where I wanted and somehow put another one just outside the main entrance of my dungeon.  The way I figure that out is that my Keeper(!) is milling around at the entrance of my dungeon.  I notice an goblin milling around the guardpost I intended to place and delete it.  The goblin goes on his merry way.  I do the same with the Guard post at the entrance and my Keeper still stays there milling around.  I tell him to train, he stays.  I possess him, take him to the library, tell him to train, and he heads back to the entrance and bounces around.  Any ideas?

    Seems like two bugs, first the keeper shouldn't attend guardposts at all, second, a creature should go back to its previous task when the guard post is removed, which isn't happening as I understand?

    I would really like it if the borders of the map were more noticeable, especially on the minimap.  I know it's a picky thing but it can disorient me at times.

    Ok, will do.

    I would like to see storage split into resources and crafted items.

    Isn't this exactly the case in the recent version?

    Overall, it's an AWESOME game so far!

    Thank you 🙂

    in reply to: Missing menu items in main menu. #510
    miki151
    Participant

    Sorry :(, I hope I can fix all these weird rendering problems soon…

    in reply to: throw bug #756
    miki151
    Participant

    Oh ok, ASCII mode again. Fixed it. There's one more bug I need to fix and then I'll reupload.

    Thanks for reporting.

    in reply to: throw bug #754
    miki151
    Participant

    I tried different ways to repeat this, but no luck. Let me know if it happens again.

    in reply to: throw bug #752
    miki151
    Participant

    Did it crash after you chose the mushroom from inventory or before?

    What kind of creature were you controlling?

    in reply to: Memory leak and crash on Win8 (?) boxes #553
    miki151
    Participant

    Yup, I just fixed that, will upload a new version soon. It's a completely different bug though.

    in reply to: Memory leak and crash on Win8 (?) boxes #551
    miki151
    Participant

    Laptop again… It looks like it's a driver problem, especially that you mention it started with Alpha7, which is when I added textured GUI. So it's either a bug in the library or in the way the game talks with the library. Thanks for the report. I'll investigate.

    in reply to: Expansive traversal worlds in keeper mode #743
    miki151
    Participant

    Hey, that's a novel idea definitely, but a bit out of scope for what I want to do for 1.0. What I plan is to make the maps larger and allow many players to play on the same map sequentially, fighting previous keepers and just looking around what their predecessors were up to. So even if the games might be a bit short (I plan something around 1-1.5 hour), they should get a lot more depth.

    in reply to: Trap Placement #740
    miki151
    Participant

    Ok, so basically they try to install a boulder that's already there and just stand there until you remove it?  This should be easy to track down, thanks.

    in reply to: Z-levels? #733
    miki151
    Participant

    There are multi-level buildings planned for the 1.1 release (see Indiegogo page), and perhaps an underworld later on. So you'll be able to mine and build stuff on multiple levels. But probably no crazy stuff like climbing walls or shooting down.

    in reply to: low fps in symbol mode #730
    miki151
    Participant

    It's actually because a lot more symbols fit on the screen than tiles. Drawing symbols itself doesn't cause any overhead.

    in reply to: gui fps yolked to game fps #731
    miki151
    Participant

    I've done that already, rendering is now on a separate thread. It will come in the next version.

Viewing 15 posts - 166 through 180 (of 253 total)