Thanks!
I play landscape on a phone with the opacity sliders all the way to the right. I move with the numpad and use the "..." to toggle the rest of the keyboard as needed. I prefer the numpad to touch directions because I like not having to stretch/move my fingers/thumbs so far to move. On that note, I frequently toggle run, and wish that it was slightly closer to my left thumb... But, that's a minor point, and it sounds like it'd probably be solvable with the customizable ribbon, assuming that proves possible to implement.
Thanks again for putting this together!
Angband for Android 10 (volunteers needed)
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Yes, of course! In the next update will be optional. Do you use portrait or landscape ?Leave a comment:
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Personally, I don't like touch directions and play with them disabled. Is it possible to not display the new touch hit boxes when touch directions are disabled?Leave a comment:
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Thanks for the update! Works well so far. The visual markers are really helpful. Looking forward to the other improvements as well
Indeed, the main keyboard is a bit cramped. My suggestion would be to remove the numpad and add the numbers as an additional row (like a regular hardware keyboard). Movement can be done with tap on screen, so the numpad might be redundant anyway.Leave a comment:
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New version in the playstore. Implemented points 1 and 2 of the todo list.Leave a comment:
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The 'fit horizontal ' model works well enough on a phone, but it is wasteful on a tablet, leading to a huge font. Though I suspect it might be OK in portrait mode when the problem with empty space between map and keyboard is fixed.Leave a comment:
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Thanks for your reply and encouragement! You all have very good suggestions for this port.
This is my current todo list:
1. Add missing keys (vertical bar, backquote, escape in main keyboard)
2. Add visual markers for direction zones in the game view (9 almost transparent squares at different locations)
3. Add horizontal ribbon of buttons with customizable keys (a la NH). I agree that swapping between the different keyboards is a bit tedious.
4. Improve portrait mode. Keyboard has to many keys per row and it looks ugly in portrait. I'm thinking about adding 1 or 2 more rows.
5. Related to point 4... Add an option in the core game to replace the left sidebar (stats, equippy, health, etc.) with a "bottom-bar". That way we could have a widest dungeon.
6. Fix font size and term size (Thanks Pete for the reminder!)
A couple of these are easy. In the next few days will be a new release, that will include the last changes to rangers and blackguards.Last edited by Diego Gonzalez; March 2, 2020, 14:21.Leave a comment:
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I've had some time to play this more over the last day. Wow, this is an excellent port. I think the keyboard and interface works really well, and I can enjoy playing the game without struggling against the interface. I like specifically how you can use the "..." key to hide most of the buttons quickly, so you always have the keyboard at your fingertips, but can quickly hide it to see what's going on on the screen. The only minor difficulty I have is when I have to keep switching between the different keyboards. For this reason, I think that combining this current keyboard approach with a vertical, scrollable ribbon of programmable keys/macros on the right hand side of the screen would be perfect for me. That way I would have all the major keys I need from the main keyboard, and can program whatever other keys/macros on the right hand side to minimize having to switch keyboards.
Thanks again for creating this port. I love Angband but it's difficult to find time to get in front of a PC these days and this allows me to be able to play still. I'm sure there are probably a lot of other people in the same boat as me. Keep up the good work!
Edit: Maybe the right hand side of the screen wouldn't be the best place for the ribbon, because that would put it right next to the directional keys and cause a lot of accidental presses. Also, is there a vertical bar | key anywhere? I'm having trouble figuring out how to drop arrows in your quiver.Last edited by tg122; March 1, 2020, 14:16.Leave a comment:
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Got it. That is a little tricky, since the toolbar gets hidden on keyboard input. Another question: how to choose a smaller font? I am seeing something like 18 or 20 point type with the default.Leave a comment:
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The escape key is bound to the back button of the device. Your netbook has one?
I'll add the backquote key soon.Leave a comment:
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I am trying to play in tablet mode on my netbook. Unfortunately the on-screen keyboard doesn't have escape or backquote on any screen (let alone on main screen.)Leave a comment:
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Yes, the current keyboard implementation is kind of "fixed", little open to customization. It's actually a modification of the classic "bottom" Android keyboard.
Angband is very interesting, most the time you use only a few keys, and suddenly you need many.
The ribbon approach is the right way. Thanks!Leave a comment:
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In terms of UI and Key mapping, i find that Nethack for Android works really well. You can create customizable, scrollable key mapping ribbons on the bottom of the screen and down the sides. This doesn't intrude upon the playable window too much, and you can easily access the keys you frequently use by mapping them the way you like. The reason why it works so well is because you can create multiple key ribbons and its highly customizable.
I found that I was able to map it so that I could have the frequently used keys all at my fingertips, and the less frequently used keys would require me only to have to scroll slightly to access. It may be worth trying Nethack out if you want to see how this works.Leave a comment:
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On a touch interface, it would be very cool to use gestures (for instance, swipe up for "use", swipe down for "monster list"), but I have no idea how hard it is to implement it.Leave a comment:
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But why not allow for some more customization by adding five (or whatever number) of additional buttons to the interface that can be mapped and re-mapped by the user? I called these buttons "F-keys" in my last post. They can be optional of course, but would allow to increase the flow of gameplay without tempering with the original keyset.
I didn't know about long-press p to trigger Ctrl-P (and the others). This is nice.Leave a comment:
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