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It seems like whenever I use Shellbreaker shot on my Rangermans the game goes crazy and breaks in exciting ways. Sometimes the screen just shakes, forever. Sometimes the game locks up (sometimes permanently, sometimes only until I hit escape or something). Also, is there any auto explore button? Also also, can space do the same thing as enter instead of being pause? I keep trying to use it to kill things and do stuff and the menu pops up. Or is there an option to rebind controls anyhwere? And yeah, 1.06 doesn't work for me at all, 1.05 seems to though. goldjas fucked around with this message at 05:09 on Jul 9, 2013 |
# ? Jul 9, 2013 05:06 |
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# ? Apr 26, 2024 16:03 |
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madjackmcmad posted:Awesome! Do tell, what would you like to see in it? Has to carry a mint julip in a highball glass and be dressed like Tom Wolfe.
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# ? Jul 9, 2013 05:12 |
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This looked really appealing to me on Greenlight, so of course I will chip in for the kickstarter. Downloading the demo now.
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# ? Jul 9, 2013 05:13 |
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Demo was great, looking forward to seeing how this turns out. Definitely needs some form of auto-explore with the size of the dungeons, although that might be tricky with the way enemies seem to spawn. The idea of the trivial dungeon check is fine, but implementation seems weird: after beating one non-crobold dungeon the next 6 dungeons in a row were "trivial" and the first one I could find to enter was way over my head. Don't know if you want to add light level scaling to the dungeons (2-3 levels, nothing drastic) or just tone down the number of starter dungeons you generate, or both.
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# ? Jul 9, 2013 05:41 |
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whateverfor posted:Demo was great, looking forward to seeing how this turns out. Like the other poster said, I think its just checking the first level. I was deep in one getting loots and when I left and came back I got the trivial warning. Also auto target cursor bugs out sometimes, and will target monsters in the fog of war and even display their stats there.
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# ? Jul 9, 2013 05:50 |
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Uncle Jam posted:Like the other poster said, I think its just checking the first level. I was deep in one getting loots and when I left and came back I got the trivial warning. That doesn't seem to be a bug as much as the camera doesn't go as far up and down as it does left and right. With starting ranger skills you can fire 10 tiles away, but you can only see ..... 6? I think? To the north and south at least. It is much better now that the camera can stick to the hero, at least, so you don't end up smushed against the north or south of the screen only able to see a couple tiles away while things happily shoot you from off-screen. I mean, they still do that, you can just see a little farther. I'm sure the dev will fix the sight range shenanigans, they just implemented camera locking a few hours ago.
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# ? Jul 9, 2013 06:17 |
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This looks very cool, and I'm a sucker for new roguelikes, especially ones with a bit of constant progression thrown in. Threw a little donation your way.
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# ? Jul 9, 2013 06:27 |
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I backed this game because it has Gelatinous Cubes in it. I love those things.
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# ? Jul 9, 2013 06:53 |
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I had a perfectly good fightermans who I had successfully changed into a two handed blendermans that mauled the gently caress out of everything and suddenly in a doable dungeon this asshat called Dead Eye pops up and hits for 30 damage a turn. ranged. He still had stremf to return to the academy.
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# ? Jul 9, 2013 10:49 |
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Rangers seem to be far and away the best class right now with the best range, decent damage, great mobility and even area effect attacks. Even better, there is no cost at all for basic shots (which is all you need for most fights since you can shoot anything you can see). So I just found out that the new "trivial dungeon" system includes your character complaining about how bored they are if you are slogging through trash. Made me laugh! Perhaps the trivial system needs to check the last floor of a dungeon instead of the first floor before warning you, though.
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# ? Jul 9, 2013 16:09 |
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The game seems to struggle whenever you go into a new area. That is when most of the weird things people are reporting, like locking up or the screen shaking forever, seem to occur. I found that you can simply wait it out, perhaps the game is still creating the area or saving? Once it calms down play can continue as usual, but it can take several minutes. It doesn't tell you this or give you a load screen though, so if you start fighting right away you are likely to make the game throw a tantrum.
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# ? Jul 9, 2013 16:19 |
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Carnalfex posted:The game seems to struggle whenever you go into a new area. That is when most of the weird things people are reporting, like locking up or the screen shaking forever, seem to occur. I found that you can simply wait it out, perhaps the game is still creating the area or saving? Once it calms down play can continue as usual, but it can take several minutes. It doesn't tell you this or give you a load screen though, so if you start fighting right away you are likely to make the game throw a tantrum. I can't get this to happen on any machine I've got, but I've heard it from multiple people. The loading and saving should be done as soon as the screen fades in, the area generation is usually very quick. It's an obnoxious bug and I need to find an answer. New build of 1.06 us up http://www.dungeonmans.com/dungeonmans106.zip This has a fix for the dual weapon crash, crimson bloodslime crash, and should finally (?) fix the crash some people were having when they loaded the game for the first time.
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# ? Jul 9, 2013 16:48 |
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I really love the tileset that the game utilizes. It's fun, vibrant, and colorful.
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# ? Jul 9, 2013 16:49 |
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Mindblast posted:I had a perfectly good fightermans who I had successfully changed into a two handed blendermans that mauled the gently caress out of everything and suddenly in a doable dungeon this asshat called Dead Eye pops up and hits for 30 damage a turn. ranged. An Ignore Laughable Projectiles scroll would have come in handy! Also, in the build I just put, I fixed Razor Fury which wasn't working as intended at all. It's way stronger now. When a hero dies, I should see to it that he drops whatever Proofs he was carrying too.
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# ? Jul 9, 2013 16:53 |
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Not to ruin anyone's fun, but one thing I noticed is that the Cryostorm (or whatever it's called) mage effect goes through walls. This can trivialize the indoors dungeons, to some extent, by brushing up against the walls of the room you're about to enter.
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# ? Jul 9, 2013 16:53 |
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madjackmcmad posted:An Ignore Laughable Projectiles scroll would have come in handy! Also, in the build I just put, I fixed Razor Fury which wasn't working as intended at all. It's way stronger now. Yeah I need to start identifying scrolls so I know what they do and don't accidentally set myself on fire. I'm still taken aback by the last mystery scroll I read; it stole my drat shoes!
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# ? Jul 9, 2013 17:01 |
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Mindblast posted:Yeah I need to start identifying scrolls so I know what they do and don't accidentally set myself on fire. I'm still taken aback by the last mystery scroll I read; it stole my drat shoes! That one is hilarious, because what it actually does is trade your shoes for a random item that drops on the floor nearby you.
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# ? Jul 9, 2013 17:15 |
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If this is youcode:
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# ? Jul 9, 2013 17:45 |
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madjackmcmad posted:If this is you What, this link didn't work for you?
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# ? Jul 9, 2013 19:08 |
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grayrobot posted:What, this link didn't work for you? hah awesome. No, someone is running Dungeonmans right from their desktop and getting an audio crash on startup. I need like three more machines and some extra hands here. I should consider running a kickstarter. code:
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# ? Jul 9, 2013 19:18 |
drat. Undead colonels are tough assholes. Lost my level 7 rangerman to one. That haste they get and then hitting twice for 20 damage a pop means I'm running out of stamina before I can take them down.
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# ? Jul 9, 2013 19:52 |
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madjackmcmad posted:I don't want to support modding for Dungeonmans, buuuuuuut man everyone wants to put hero sprites in. Given what's going on right now I can't say it is a priority, but I want to be able to make people smile when they see their own hero crushing monsters. $4.99 randomized dungeonman hero pack DLC Hello! I'm the other goon in the op :P I've had the distinct pleasure of doing a TON of the art for Dungeonmans - back even before it was a "for-real" project. This has easily been one of, if not the best, project I've ever been involved in. as a special treat for the thread I was going to post some art that's not in the current build but that I'm super happy with. I present - The Bravians! The bravians are a strong, courageous and industrious race that hails from the wild deserts. A cross between Chocobos and Howard the Duck they fill in the "dwarfy" spot in the Dungeonman fantasy world. They take no poo poo from anyone else but have plenty of poo poo to shovel out! It was decided that even the townsie-ist townsperson should feel like they could leave town and go crunching by themselves. I did a lot of looking at adobe houses to create the look of the houses. I wanted them to feel like even their houses were rough and tumble Harlock posted:I really love the tileset that the game utilizes. It's fun, vibrant, and colorful. Old Man Mozz fucked around with this message at 00:10 on Jul 10, 2013 |
# ? Jul 10, 2013 00:03 |
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New 1.06 runs fine Some thoughts: -Definitely fix the issue where sometimes the ranged autotarget doesn't autotarget anything. For that matter, as basic wizard zaps (and, I assume, ranger shots) don't do anything unless targeted at an enemy, I would suggest making the target automatically snap to other enemies when moved. Basically, right now, given this situation (@ is player, A and B are monsters, x's are targeting line): code:
code:
code:
-Some kind of resolution control would be nice. on a 1366x768 screen, the top and bottom of the window are cut off, and resizing the window smaller just cuts off the bottom more. -NPC's that can be spoken to should not be swappable by moving into them, and (if this is changed) they should never wander into a spot that blocks the way into and out of a building. -I had a town spawn where one of the building's hedgewalls ran all the way off of the screen, so I couldn't get inside of the building.
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# ? Jul 10, 2013 01:19 |
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Carnalfex posted:Rangers seem to be far and away the best class right now with the best range, decent damage, great mobility and even area effect attacks. Even better, there is no cost at all for basic shots (which is all you need for most fights since you can shoot anything you can see). I doubt it. I mean I've only been a magic dude but wizards rule. coldnado deals around 100 damage to pretty much any enemy you can see by the first time you can cast it, and lasts forever. my first dungeonman is a wizard and still hasn't died. vanish and coldnado basically means nothing can touch you I mean christ. I've used one potion to counteract poison because I was very careless once. That's it. I've never used a potion or scroll for combat otherwise
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# ? Jul 10, 2013 02:02 |
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Fighterpeoples can definitely hold their own for sure, or at least the 2-handing ones can. Wheel of Pain is insane when you truck right on up into a group of things.
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# ? Jul 10, 2013 02:11 |
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Also, the AOE of coldnado extends to rooms you're not even in. it's disgusting.
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# ? Jul 10, 2013 02:15 |
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Echoing that this game is rad. I'm a sucker for roguelikes with nice aesthetics and simple controls.
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# ? Jul 10, 2013 02:26 |
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I honestly recommend not playing a wizard dude. I am so incredibly overpowered that the game has become boring.
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# ? Jul 10, 2013 02:28 |
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This game is cool but is there any chance of an auto explore button? DCSS has spoiled me for every other roguelike.
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# ? Jul 10, 2013 02:42 |
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How long have you been working on the game?
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# ? Jul 10, 2013 03:02 |
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So what do you do if you've got a level 1 duder and no dungeons at an appropriate difficulty level to take on? Also, I'm going to echo Infinimonkeys and recommend copying a great deal of DCSS's 'quality of life' features
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# ? Jul 10, 2013 03:11 |
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Are saves between 1.05b and 1.06 not compatible? I installed 1.06 over 1.05b and my hero and Academy were gone, although the files were still there. They were available again when I reverted back to 1.05b. I'm only Level 2 + one dead predecessor in, so it's not that painful to start over from scratch, but if you think this is a bug then I can send you my files.
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# ? Jul 10, 2013 03:24 |
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Tollymain posted:So what do you do if you've got a level 1 duder and no dungeons at an appropriate difficulty level to take on? I'm pretty sure the Scrobold Warren spawns really close to the academy every time, hence its convenient name.
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# ? Jul 10, 2013 03:29 |
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Can I use my 1.5 save with 1.6?
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# ? Jul 10, 2013 04:01 |
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Uncle Jam posted:I'm pretty sure the Scrobold Warren spawns really close to the academy every time, hence its convenient name. What if I don't want to retread cleared dungeons?
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# ? Jul 10, 2013 04:18 |
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I went in a "trivial" dungeon and got mobbed by ice-slinging skeletons and died in a few turns. That makes me wonder if the trivial dungeon mechanic is implemented correctly and in a well-balanced way.
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# ? Jul 10, 2013 04:20 |
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Tollymain posted:What if I don't want to retread cleared dungeons? Then you need to get explorin'. I've been tripping over dungeons still close to the Academy.
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# ? Jul 10, 2013 04:41 |
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Tollymain posted:What if I don't want to retread cleared dungeons? That's why you bring back your proofs of stremf and books back to the academy! Just blow that stuff up yo.
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# ? Jul 10, 2013 04:51 |
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I've really enjoyed a lot of the designchat that the dmans team has brought to the roguelike thread, so despite being a current mac user, i kicked in ten bucks for the kickstarter on the expectation that i'll have a windows box again someday. So it better be good I guess. Along those lines I've been loving around trying to get .net 4.0 and xna 4.0 working in wine but haven't had any luck, if anybody has done so please let me know how!
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# ? Jul 10, 2013 05:08 |
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# ? Apr 26, 2024 16:03 |
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What does bringing books back to the Academy do other than make the library bigger and the librarian douchier?
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# ? Jul 10, 2013 05:18 |