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Telkir

7
Posts
1
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3
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A member registered Jun 28, 2019

Recent community posts

Thanks to you too! Just tried in V.22 and indeed no sign of trouble! :D

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I've not got any significant experience of C but I can easily imagine there must be a whole bunch of code pitfalls for a game of this age, especially when it's been through the hands of multiple maintainers over many years. I find it bad enough trying to debug my own GDScript in Godot, so I think I'd stand no chance wading through history like you :p

The font is great! A bit tiny at 1440p but I can always tweak my res down while playing. If only there were a way to scale fonts in the same way as you can with graphical tiles...

Hope the save is useful and helps prove your fix works - good luck!

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Correction, not EVERY monster triggers the crash, but certainly this particular one does: https://imgup.uk/v/lJipg2dP


Maybe the bug only occurs beyond a certain targeting range? *shrug*

That's awesome news! I came to this late, sorry, but if you still need my save to test the fix with, hopefully this Dropbox link should let you grab it (if not let me know what other way is best)

To force the crash... load that save, hit m > a > a to cast Flaming Arrow, * to target any monster to the right, then confirm with numpad 5. Boom :)

Really fun to see a new Angband variant in this day and age and I wish you luck in development! I think your game is going to kill me in a horrible, unexpected way after a hunter dropped a Ring of Speed (+5) for me on the very first level of the town dungeon...

I've seen the comments here, and your mention in the readme, about "*" target selection. If it helps, I have a savefile that can immediately reproduce a crash in V.9, but I guess you may already know enough about the problem to not need it.

Though "c to target closest" is alright in most cases, as a spellcaster there are still times when it's highly useful to target a particular square or monster (e.g. when casting AoE ball spells, like Breathing Fumes, or Stinking Cloud in vanilla). I can understand it may be a thorny problem but... any chance you could take one last look at this?

If not, maybe the ability to enter target selection should be completely prevented, rather than still being available but with no obvious mention of it, as is currently the case. Sadly that means a degree of unfairness when monsters can target you, but you may not be able to target them back.

Thanks, yeah I saw that this morning and joined up. Good stuff.

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Fantastically promising start for a first release. Congratulations on getting to this point - very hyped for future development!

Runs buttery smooth with no obvious graphical glitches on my laptop (Windows 10, i7-11800H, RTX 3060).

I would definitely echo some of the suggestions already mentioned, such as sliders for FOV and mouse sensitivity. Only bugs I've found are very minor and have probably been reported already - I'll check the bug tracker tomorrow (should be asleep already...) :]

You probably have this in mind already, but it would be nice to have slab placement be contextual based on the crosshair's position on the face of the block you're looking at, in the same way that Minecraft handles placement. You'd then also only need to have one horizontal slab and one vertical slab shown per block type in the inventory list, saving space.

Lastly - weee, texture pack mods possible from the get-go!