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Deadly Dungeons Forum |
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Subject :Re:Version 2.0.5..
18-05-2012 19:44:43
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Trap |
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Dungeon Crawler |
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Joined: 18-05-2012 17:31:15
Posts: 12
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Forum :
General Discussion
Topic :
Version 2.0.5
I agree about the ending. Kinda kills the moment to instantly pop to credits.
I also posted about spells in the feature request portion of the fourm. |
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Subject :Customizeable spells/skills on sidebars..
18-05-2012 17:35:36
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Trap |
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Dungeon Crawler |
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Joined: 18-05-2012 17:31:15
Posts: 12
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Forum :
Feature Requests
Topic :
Customizeable spells/skills on sidebars
Hello,
I would be nice if you could either create your own sidebars for spells/skills or add more slots. I was playing a magic based char, and was happy with my flame/ice arrows. Then on the next time through I thought I would check out fireball.
Sadly, with the limited selection of spell lineup on the sidebar, I cannot use the flame arrow and ice arrow combo (having both up to use at the same time).
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Subject :Re:Animations..
18-05-2012 06:56:17
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Subject :Re:Black screen on..
17-05-2012 21:49:09
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CryptoCactus |
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Adventurer |
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Joined: 17-05-2012 14:06:04
Posts: 2
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Subject :Re:Black screen on..
17-05-2012 19:55:34
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codezombie |
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Zombie Programmer |
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Joined: 14-06-2010 21:54:27
Posts: 345
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Forum :
Bug Reports
Topic :
Black screen on "minimizing", Samsung Captivate (and an unrelated audio question)
The white boxes you describe occurs in Android versions less than 2.2. It is due to the Android OS releasing textures when the app goes into the background. If you can update your Android OS, then that should fix that issue. As for the, sound, I'll need to add that in. I plan to do a configuration interface update soon. |
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Subject :Black screen on "minimizing", Samsung Captivate (and an unre..
17-05-2012 14:29:32
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Subject :Re:Bug? Feature request?..
16-05-2012 22:39:54
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codezombie |
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Zombie Programmer |
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Joined: 14-06-2010 21:54:27
Posts: 345
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Forum :
Bug Reports
Topic :
Bug? Feature request?
This was a bug with 2.0.6. It is now fixed in 2.0.7. I improved object selection. Unfortunately, if you selected a creature or item, it would cancel the level up screens. The fix in 2.0.7 prevents this from happening. |
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Subject :Re:Bug? Feature request?..
16-05-2012 21:34:25
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Brother Charles |
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Adventurer |
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Joined: 12-05-2012 21:02:01
Posts: 4
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Forum :
Bug Reports
Topic :
Bug? Feature request?
Hmm no response. Maybe im the only one who ran into this problem. If so sorry to take up time/space on this topic.
Thanks,
Brother Charles |
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Subject :Bug? Feature request?..
12-05-2012 21:33:08
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Brother Charles |
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Adventurer |
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Joined: 12-05-2012 21:02:01
Posts: 4
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Forum :
Bug Reports
Topic :
Bug? Feature request?
Hello, new to posting here. Love the game, certainly worth the price to say the least.
I wasnt sure about posting here or in the future feature section.... but here goes.
I have a level 6-7 ish char and had a problem of the SKILLS menu disapearing when doing a lev-up or two. Bad thing is the points arent saved to be added later.
My request/wish is that the program checks to see if /Skill points allotted is = skill points should have for the current lev and if not allow them to be added. Then keep these skill points saved with the character so you dont loose them untill they are distributed./ As an optional side feature this could also allow you to "skip" assigning points till later so you have a chance to decide how best to assign skills based on what you like to play.
But of course thats just an optional idea. Mainly concerned with being able to use skill points that should be available. Thanks for listening. Keep up the great work. Its appreciated. |
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Subject :Re:Diseases..
12-05-2012 21:20:33
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Brother Charles |
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Adventurer |
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Joined: 12-05-2012 21:02:01
Posts: 4
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Forum :
Bug Reports
Topic :
Diseases
I like the idea of showing a flag or color change scheme for poisoned & diseased conditions. Great game BTW.
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Subject :Re:how to transfer from htc evo to my new tablet..
06-05-2012 21:19:55
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Subject :how to transfer from htc evo to my new tablet..
06-05-2012 20:12:25
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Subject :Re:Version 2.0.5..
04-05-2012 20:04:03
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Skaffel |
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Dungeon Crawler |
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Joined: 12-10-2011 20:44:46
Posts: 19
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Forum :
General Discussion
Topic :
Version 2.0.5
The new rare item drops have indeed added a valuable dimension to the game, and the improvements to the interface are great – I especially appreciate that it’s possible to move/use spells/weapons even though an item is targeted for pick up.
I think it’s a good idea to change the ending, e.g., as suggested, to put up a portal to go through. Now, when I kill the tentacled horror, it’s not more than a second before I go to end credits, a bit sad to just be able to see the monster drop some stuff and not having time to pick them up…
One thing that I think has been up before, which is not expansion specific, is the distribution of the spell buttons. With my current character, after adding a couple of spells to my abilities, I’m no longer able to have the spells I want to be able to use most, in the quick access spots. I think it could be worth considering that it could be possible to allocate the spells freely, rather than according to a specific order. Another option could be that all spells are up at the same time, but maybe it will be too cluttered as the abilities repertoire grows… |
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Last Edited On: 04-05-2012 20:04:44 By Skaffel for the Reason blank lines
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Subject :Re:Random Rare World Drops..
25-04-2012 06:20:47
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codezombie |
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Zombie Programmer |
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Joined: 14-06-2010 21:54:27
Posts: 345
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Forum :
Feature Requests
Topic :
Random Rare World Drops
I plan on adding artifact weapons which are a bit more rare and have special abilities. As for the end, perhaps I should change how the ending is handled. Right now, after you kill the final boss, the game should give you a little time to pick up items and such. Then the ending starts. I should likely make it so you must enter some sort of portal for the ending. |
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Subject :Random Rare World Drops..
24-04-2012 23:29:50
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mkr14 |
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Adventurer |
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Joined: 24-04-2012 10:23:28
Posts: 1
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Forum :
Feature Requests
Topic :
Random Rare World Drops
Could you add one more item level "purple tier" and make blue random world/chest rare drop or special monster rare drop items? Make purple/blue possible end boss drop. Possible purple world/chest super rare drop? Maybe turn down blue stats and make the current blue stats purple? Or inflate for another tier?
Make Artifact Weapons hard to get somehow. Rare drop quest or something maybe? From multiple playthrough? I like the special abilities idea.
Also, can we loot the boss at the end? When I load my save, I see loot drop but cant get it because loss of control.
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Subject :Interface Enhancements..
22-04-2012 20:19:22
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codezombie |
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Zombie Programmer |
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Joined: 14-06-2010 21:54:27
Posts: 345
Location: |
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Forum :
General Discussion
Topic :
Interface Enhancements
I will be adding several interface enhancements to the next release of Deadly Dungeons. Namely, I will change from requiring a double top or tap and hold to select creatures, npcs, and items. Instead, it will require a 'touch up' which means taping on the screen and then releasing.
I have also changed the priority for selections in the game. Now selections are made based on whatever is in the hit box and closest to the player when trying to select creatures, npcs, and items.
I have been playing through the game with these enhancements, and I feel that it has improved things quite a bit.
For those who are testers, just download the updated version from the test version link. You should be able to try out the new interface enhancements as I add them. |
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Subject :Version 2.0.5..
21-04-2012 06:36:36
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codezombie |
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Zombie Programmer |
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Joined: 14-06-2010 21:54:27
Posts: 345
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Forum :
General Discussion
Topic :
Version 2.0.5
I have updated the game to version 2.0.5. Here is a list of the changes:
1. Fixed graphics glitches with Samsung devices.
2. Several new potions including invisibility, haste, stat potions, cure poison, cure disease, etc.
3. Bosses now drop improved rare magic items.
4. Enhancements to melee weapons and melee weapon skills.
5. Players can now duel wield shields.
The next release will add special artifact weapons. These weapons will have unique abilities. I will also increase the soft level cap. |
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Subject :Re:Puzzle Locks..
20-04-2012 06:35:51
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FDWojo |
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Dungeon Dweller |
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Joined: 06-03-2012 18:03:12
Posts: 8
Location: Arizona, USA |
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Forum :
Feature Requests
Topic :
Puzzle Locks
Well, a lot depends on how mean (?) you want to be with the puzzles. Here are a few questions I would pose for the community to ponder:
- Will the requirement to get to the treasure be solving a puzzle or else the killing of one or more creatures?
- Do you envision unlocking the treasure puzzle in order to help us defeat the boss of that level, or
- Do you perceive that the treasure will be a reward for defeating the boss (awarded after killing him).
- Or, do you perhaps see the treasure for a boss to be found on the boss's level or else on the next (tougher) level?
- Does each level require one of these puzzles or maybe just on a few select ones, such as level 5, level 10, level 14, etc.
In my opinion, I am in favor of the following: 1) puzzles and kills, 2-3) get treasure after boss is killed, not to help defeat the boss, 4) Reward found on next (tougher) level, 5) Only on select levels, not on all.
FDWojo (I don't know why the numbered lines are a lighter gray than the rest of the text. I can't fix it. There's no place to select text color. Ideas?) |
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Last Edited On: 20-04-2012 06:39:06 By FDWojo for the Reason
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Deadly Dungeons 2.0.3 - Motorola XOOM Tablet - Stock Honeycomb 3.2 - 1 GB System RAM - 2x32 GB Storage |
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Subject :Re:Animations..
18-04-2012 20:50:55
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Subject :Re:Graphics Glitches..
17-04-2012 23:34:42
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