Legends of Yore

It saves the game whenever you change level. The save game can’t store the whole generated level and what you’ve killed etc. So it only saves when it moves level.

Kev

http://dl.dropbox.com/u/1668516/shots/TouchQuest/shot113111-1302520647.png

On screen cursors for phones!

Kev

ah nice, does that mean we’ll get keyboard controls too ?

Correct, only for movement and selected dialogs - still need the mouse for some stuff, but I’m about to add ASDW controls in to make that easier too.

Kev

Also added a standalone command line version if anyone feels the need:

http://www.legendsofyore.com/jars/legendsofyore-188.zip

Kev

Just seeing if I could sprite anything up for this:

http://dl.dropbox.com/u/1668516/sprites/sprite190411.png

http://dl.dropbox.com/u/1668516/sprites/sprite190411-1.png

Maybe with a slightly higher resolution. Probably don’t have the skills but fun trying :slight_smile:

Kev

New release uploaded, theres quite a lot of changes:

20/4/2011

  • More dungeons decorations
  • Monsters that shoot back
  • Make Zen have an effect
  • Add critical hits
  • Make Rage have an effect
  • Add mighty smash!
  • Refactor resources to allow for many more characters
  • Add support for overland maps
  • Trigger zen correctly on waiting
  • Add standalone application support for TouchAPI
  • Add gold display
  • Turn cursors off in applet
  • Add overland separation
  • Update data tool to show icon correctly
  • Add leather armor, helmet, gloves and helmet
  • Add ruby, statue, more items etc
  • Saving online and shared games
  • Monsters that run away
  • Monsters that wander and have fixed search ranges
  • Map needs to be relative to position

10/4/2011

  • Make back button work correctly in android
  • Support Escape as back button in applet
  • Add cursor control support (still need mouse for some stuff though)
  • On screen cursors
  • Rage and Zen for warriors and achers
  • Rage goes up as more hits are made
  • Zen goes up as you stand still
  • Shops working
  • Handle death correctly
  • Update Rules document
  • Can you put a marker on your map when you discover where the stairs down is?
  • Disable skip turn in mini-map etc. Only needed on main screen
  • Experience bar should til next level rather than % of total
  • Better more interactive title screen
  • Make buttons for character type selection more obvious
  • Details on character type when selecting them
  • Items only present for certain characters
  • Fix rotation of snakes bug on iOS/Android
  • Scroll or view around mode (by holding character and dragging)

As always I’d appreciate any feedback, game play, feel, graphics, bugs etc :slight_smile:

Many thanks for the support so far!

Kev

Keeps getting better :smiley:
I tried to go down the dungeon in the graveyard. Got to floor 2, and made my way back up. On the last ladder the game crashed.

Didn’t get a stack trace did you?

And glad to see you logged in and saved your 2 games to the server! :slight_smile:

Kev

Time to start logging stacktraces to the server too then :slight_smile:

Cas :slight_smile:

Android client already does it :slight_smile:

Kev

Uploaded a fix version:

  • Fix crash on level change
  • Fix hang on coming up to overland
  • Rage cools slower
  • Water tiles block
  • Message for level check on items improved
  • Leather gloves bug fixed
  • Can now pan the map
  • Username case insensitive
  • Username/Password minimum length

Kev

Another quick update to add tooltips when dragging your finger/mouse across the screen to let you know whats going to happen. Should help with inaccurate clicks/touches.

Also updated Android market.

Kev

Sorry if this is getting spammy?

Uploaded a bug fix release:

  • Portals disappear when moving towns
  • Key generation only happens if we’re generating stairs
  • No more stairs in lava - or rather they’re accessible now
  • Tier saving bug fiddled
  • NPE in actor acting
  • Auto path reacts to being hit
  • Use close range combat if possible when being the wizard
  • Placing monsters takes account of their size.

Kev

Nah this isn’t getting spammy. It’s pretty cool and at all the work and effort you’re putting in this game! Good job!!

Loads more work gone in but nothing to make publish yet. I have just written a blog entry over at http://blog.legendsofyore.com about how the game is currently defined and how I’m looking define quest/npc scripting. It’s basically going to end up look like this:


<script>
    <if attribute=”stat-level” operation=”<” compare=”8″>
        <showDialog protrait=”147″ name=”Guard” text=”You may not pass until level 8 whelp”>
            <option name=”Ok, I’ll be back”/>
        </showDialog>
    </if>
    <if attribute=”stat-level” operation=”>” compare=”7″>
        <showDialog protrait=”147″ name=”Guard” text=”Good luck on your adventurers”>
            <option name=”Thanks!”>
                <moveToMap name=”wild1″ x=”24″ y=”48″/>
            </option>
        </showDialog>
    </if>
</script>

In other news I’m getting some requests to have higher-res graphics. I love the original style, sort of thought its what the game nice. Any opinions?

Kev

Change to high-resolution graphics at the same time that Minecraft gets rid of its chunky low-res blocks. :wink:

I think doubling the resolution would be good thing. The pixels are currently bigger than I would’ve preferred. I would definitelly stay fairly low-res as it’s both easier to do and has it’s own style that works well with imagination.

Screw them. Some people have no appreciation of style. Some kind of genetic defect.

There’s always: more tiles/screen option and/or HqNx,ScaleNx and keep the LoFi look.