Angband for Android 10 (volunteers needed)

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  • Pete Mack
    replied
    I played a little NPP 0.5.4 as a test. There is s bug in item selection code that requires you to select '*' before selecting the item.
    Note: playing in roguelike option, but i doubt this matters

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  • Pete Mack
    replied
    Thanks, Diego. I will update.

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  • Cuboideb
    replied
    Sorry. The savefile got destroyed before saving the inventory and the stores. It seems that the old NPP code was buggy. I'm trying NPP 054 right now. I think it should work better.

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  • Pete Mack
    replied
    Here you go.
    Version is 0.4.1

    HE Rogue taking his time, since it's my first game in forever and my monster memory is gone.
    Attached Files

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  • Cuboideb
    replied
    Post your savefile here please.

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  • Pete Mack
    replied
    Oh hell. I just lost my 0.4.1 character to a grue. The process hangs in "loading a 0.4.1 save file." And no i didn't update. And that character was finally doing pretty well, with base speed 11.

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  • tg122
    replied
    Awesome! Thanks for the update!

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  • Pete Mack
    replied
    I have to finish out my NPP 0.4.1 game. I had forgotten just how stingy older variants are. Wow.
    BTW, I like it this way. Yes everyone gets free object Detection, which is great for consumables, but not so useful for equipment. I would really hate playing this way with just object sensing. There is enough bad junk to paw through even without it. That said I actually prefer it to modern angband, because even the first armor of resistance (or more likely Arvedui) is a huge find.

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  • Archenoth
    replied
    Ooh! Really nice work~

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  • Cuboideb
    replied
    New version is up.

    - Added Angband 4.2.2
    - Added NPPAngband 0.5.4
    - Added Sil-Q 1.4.2
    - Variants can use subwindows (up to 3)
    - Some tweaks to the full keyboard

    Enjoy!

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  • Pete Mack
    replied
    Is there any chance of a tile size between 1 and 2? One is hard to read, but 2 means I can see only a small part of town. The tile dimension ratios are 100% (2:1), 50%(3:2), 33%(4:3), 50%(6:4).
    The first one is a huge relative jump.

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  • Cuboideb
    replied
    Originally posted by Nick
    I believe there is never any symbol display if you have tiles at above 1x1 size.
    You are right. A bigger tile size breaks the display of graphical tiles in that screen.

    I fixed it for the android port just now, flashing a 1x1 tile multiplier and reverting to the current multiplier when exiting the k screen. I do the same thing to display the whole map with the M command. It's hacky but it works.

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  • Pete Mack
    replied
    Note: I am using ASCII mode.

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  • Nick
    replied
    I believe there is never any symbol display if you have tiles at above 1x1 size.

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  • Cuboideb
    replied
    I'll check anyway, there are some conditions for the tile multiplier in the knowledge menus. Thanks for the report.

    BTW, there is a persistent bug reported by Google since almost a year. A crash related to monsters losing their race internal pointer. Let me know if the game crashes when you get hit by a monster or when you kill one.

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