Angband for Android 10 (volunteers needed)

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  • Cuboideb
    replied
    The mouse addition is a wrapper for a existing functionality in Vanilla. 1 is "primary mouse button", 2 is "secondary". Shift, Alt and Ctrl are modifiers. Sorry for the lack of explanations. I will check the code of V to make a list with the meaning of every combination.

    You are right, the subwindow view has the "too many text" problem. It works better in graphics mode.

    Next in my to-do list is to give the player the chance to adjust the amount of rows and columns of the viewport. That way you can leave a black area to the right. You will have to use a smaller font because the minimum dimension is 80x24.

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  • joeljpa
    replied
    I've done a quick play-through of the recent version.

    I must admit I find myself quite confused wit this mouse feature. I tried it on various tiles and am not sure what those three keys under "1, 2" roughly do or how am I supposed to work with it...(attached screenshot)

    The subwindow is working minimally, which is great by itself...given the precious screen real estate on a mobile screen. I tried tweaking the various settings font, columns and number of windows, and found that only the list creatures in view least intrusive and most useful. The rest cover too much of the screen since they just have too much text. This setup I've gotten comfortable with is also present in the screenshot.

    I experimented trying to lay it horizontally but it seems that it rests at the bottom of the screen just above the keyboard rather than the top. No way to change the positioning...

    So vertical seems to work well in a pinch, enabling more than one submenu cramp sup the screen way too much...but I guess that's expected.
    Attached Files

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  • joeljpa
    replied
    Originally posted by Cuboideb
    It's strange. The only way I remember for zooming out is using the volume keys, decreasing the font size.
    Oh and come to think of it now that you said this, I probably got confused this app with the dcss port. They have similar basic features, but only dcss has that zoom via pinch touch.

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  • joeljpa
    replied
    Originally posted by Cuboideb
    Please try 1x1 or 2x2. Those are suited for text mode.

    Also the subwindow font has its own multiplier, in the sub-window preferences.
    Ah it was this that got changed with the update, I set it and I'm back to how it was, thanks!

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  • Cuboideb
    replied
    It's strange. The only way I remember for zooming out is using the volume keys, decreasing the font size.

    Perhaps you missed the new tile size multiplier preference. The default value is 4x2 (best value for graphics mode). Please try 1x1 or 2x2. Those are suited for text mode.

    Also the subwindow font has its own multiplier, in the sub-window preferences.

    Leave a comment:


  • joeljpa
    replied
    I've just tried it after a month hiatus and found myself unable to zoom out like I used to before. Updated to the latest version and one setting of mine it changed was this. I'm fully zoomed in and that's not how I used to playing.

    Using touch to zoom out didn't work, but the classic volume down key did..at the cost of zooming out even the UI fonts including the subwindow. Even the fit to width/height is based on this 'new' default size which I recall wasn't before. I don't use any tileset. What changed?

    I wanted to try out your mouse and subwindow features.

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  • Cuboideb
    replied
    New version in the playstore

    Version 1.23 - 2020/07/12:

    - Reworked the ordering of some preferences.
    - More tile multipliers (they have their own preference option now).
    - Sub-windows (up to 3, map views are not supported).
    - Added toggle for sub-windows in the quick settings menu.
    - Option to keep touch directionals fixed in place.
    - Position of touch directionals are saved between games.

    Leave a comment:


  • joeljpa
    replied
    Nice, downloaded the update yesterday.

    Originally posted by Cuboideb
    Changes:

    Next in my todo list is adding support for sub-windows, at least for the monster list.
    Wow.

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  • Cuboideb
    replied
    New version in the playstore

    Changes:

    -Incorporated latest Vanilla commits.
    -Fixed a bug related to tile display.
    -Added size multiplier for ribbon buttons.
    -Added option to auto display long lists of choices in a condensed fashion. At first it seems strange but I think it speeds up the game.

    Originally posted by tg122
    Adjust the tile multiplier so they aren't stretched so tall and skinny. It looks like zoomed mode on Android is equivalent to a 3x3 tile multiplier on a computer. I think the 4x2 looks much better and lets you see 2 extra spaces up and down.
    I'll include that in the next release. BTW, zooming or changing screen orientation sometimes cause a crash. I don't know exactly why. It's something related to the interaction between Java and C, I think.

    Next in my todo list is adding support for sub-windows, at least for the monster list.

    As always, thanks for the reviews!

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  • tg122
    replied
    I love the way Shockbolt's tiles look but I find it difficult to use them in landscape mode on a phone because you have to zoom in to 2x to properly see them, and that means I can only see 5 spaces up and down (I always keep the map centered). I would like to suggest 2 ideas which may be able to help with this.
    1) Adjust the tile multiplier so they aren't stretched so tall and skinny. It looks like zoomed mode on Android is equivalent to a 3x3 tile multiplier on a computer. I think the 4x2 looks much better and lets you see 2 extra spaces up and down.
    2) Is it possible to add a quick hotkey to zoom in and out? This would allow you to quickly zoom out if you need to and then zoom back in so you can easily switch back and forth between the 2.

    One final thing, zooming in and out sometimes crashes the game for me on Android.

    Leave a comment:


  • Pete Mack
    replied
    Ribbon in portrait is ok if you rearrange the icons. (E.g. spellcasting icon can be offscreen for warrior.) But I agree it could be better--say with another rank of commands, and with more room for the selection list for commands that pick from inventory, spell or book lists, etc.

    Leave a comment:


  • Cuboideb
    replied
    It seems that the ribbon is not very useful in portrait mode. The full keyboard seems more appropiate, but I need to add the user defined keymaps of the ribbon here too... It could be a mix of the two methods.

    Leave a comment:


  • Cuboideb
    replied
    Thanks for the feedback!

    I've fixed the width of the font in development. If you want a smaller font now you can turn off the 'duplicate tile size' option.



    I'll try to fix some of the other problems you saw.

    Leave a comment:


  • Pete Mack
    replied
    Followup:
    Allow smaller font.
    Make "run" icon a toggle when hit twice (like caps vs lock), rather than a single command.

    Leave a comment:


  • Pete Mack
    replied
    Regression:
    Doesn't work well in ascii mode. There are spaces between the wall '#' symbols, and the horizontal map distance is minimal.

    Edit: compare and contrast splash screen vs gameplay:
    Attached Files
    Last edited by Pete Mack; June 22, 2020, 21:01.

    Leave a comment:

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