watabou / pixel-dungeon Goto Github PK
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License: GNU General Public License v3.0
Traditional roguelike game with pixel-art graphics and simple interface
License: GNU General Public License v3.0
For information, I'm working on localization feature. I will use android official way with string.xml resource file. If you have suggestions, or help to provide, I'm open for discussion :)
Once the player has found an item or dewdrop, the map should show it even when not in view. That would make it far easier to find again. This is information the player already has, and the player shouldn't have to note it down elsewhere.
(I'm using the same general principle that Dungeon Crawl uses here: hiding information the player doesn't know yet is fine, but hiding information the player already knows is just tedious and encourages making notes outside the game.)
The scroll of wipe-out is a little bit special, that is true, but I would still expect it to fit in the scroll holder.
On this screenshot, the scroll holder still has six empty slots: http://i.imgur.com/JD5tkm7.png
Pixel Dungeon is included in the F-Droid store an "app store" for freedom-loving android apps.
It would be great if the website could link to it. The "available in F-Droid"-badge can be found here.
Played on Xperia Z1, Android 4.4.2: I played as mage and happen to stumble into confusing gases. Of course mage started to walk randomly around. During this time crab walk in and killed me. But movement continuation arrow that been active before was still active, even on game over screen. I tapped it and mage appeared on screen and walked to the destination place. After that no other moves were available, I've been unable to walk by tapping screen. Mage character has been visible, though, as if not dead at all. Game over sprite visible all the time.
It is very minor issue, still I thought I should report.
Great game, thanks for making it!
Hi there,
The desktop version is still at 1.7.2a even though the source code for 1.7.5 is now available (thanks for that!). It would be great if you could make a desktop version for 1.7.5 too for us desktop users ;)
Thanks in advance.
Hi, please make available the version 1.8.0 of source code.
😋😁📝
I'm new to Pixel Dungeon, hence I die a lot. Every time I start over I need to go to menu
-> settings
-> extra quick slot
.
I think it should save the state of the quick slot so this does not need to be done for every run in the dungeon.
[enhancement] [android]
If scroll of wipe out used outside shop the shopkeeper dies and we can take a free loot. I think it's cheat. If not just close this issue.
pixel-dungeon/src/com/watabou/pixeldungeon/items/scrolls/ScrollOfWipeOut.java:
add if (!Bestiary.isBoss( mob | mob.name != "shopkeeper")) {
instead:
if (!Bestiary.isBoss( mob )) {
89 line
Great game!
Look at https://developer.chrome.com/apps/getstarted_arc. It can wrap an android apk to chrome app to make it cross platform.
I've tested this game works fine!
Currently, ARC Welder can run only one apk unless the apk is published as chrome app on chrome webstore.
Please publish this game to chrome webstore.
Thanks!
Are your assets also GPLed, or are they under a different license?
hi
so looking through HeroClass.java i find this line
WARRIOR( "warrior" ), MAGE( "mage" ), ROGUE( "rogue" ), HUNTRESS( "huntress" );
i change huntress to something else.. but when i compile said game, the name huntress stays the same, any idea on how to change it?
I'm not sure when it would be advantageous NOT to have a second quickslot, in any case it would be nice if we didn't have to re-enable it after each death.
Edit: Please add a notification for the user when a scroll of upgrade removes a weapon enchantment.
I found a Vampiric mace, and when a Scroll of Upgrade was applied it lost its Vampiric enchantment. The weird thing is I'm pretty sure I had applied a few Scrolls of Upgrade already, but the last one I applied when it was +3 caused the enchantment to be lost.
I often run into an annoyance, a friendly ghost (on the early levels) trying to talk to me imploring me to find some item of his. The problem being that he is often in a very thin long corridor blocking my movement. This occurs often due to the level structure of pixel-dungeon.
When this happens, I have to simply wait around wasting turns/food/time. Seeing as the ghost is friendly, it would be nice if I could walk through it. Of course other ways to remove this annoyance are welcome as well.
I suffered a particularly annoying YASD where I thought a warlock was safely corralled behind some sheep and tried to back off down a hallway. Turns out not only was he not trapped, but I kept running automatically as he zapped me three or four times. Seems like it should stop, like it does when you're hit in melee.
P.S. I'm actually playing the "Shattered" variant, so if this gripe doesn't apply to vanilla Pixel Dungeon please disregard.
Scrolling (especially when traveling across the dungeon) loses frames, causing tearing. Maybe not new but noticeable in 1.7.3. I had 1.7.2a so I reverted to that and it seems mostly gone. Never noticed I before.
Steps
Scroll away from the player.
Click.
Watch the game scroll as player walks to indicated spot.
This is the Google play build if that matters. I have a Motorola RAZR i running Android 4.1.
Hmm.. Not much to go on. Let me know if there's anything I can do to improve this report.
The "marked for sacrifice" buff persists for several turns and the player can get more than 1 scroll from the altar if they kill multiple enemies after enough experience has been gained.
I would imagine if you had a swarm of flies and a knuckleduster you could get 4-5 scrolls from one altar.
With an invisibility buff, I went into one of the piranha rooms and the piranhas then moved to block the door. No problem, I thought, I can just use a Potion of Levitation to walk out of the room. However, the game won't let me navigate past the fish.
There's an off-by-one error on line 296 of com/watabou/pixeldungeon/scenes/GameScene.java that checks for level 22, instead of lv21.
There is no source code available for 1.7.2a+
It's more honest to stick with open development for a project that says it's "open source".
The lack of sources could attract to forks instead of the original author/project. Also, the lack of sources would probably push f-droid maintainers to mark the project as "deprecated".
If I enable the second quickslot then disable it, sometimes the game will treat the backpack as the second quickslot when tapping it, so an item is used or it asks me to select one for the slot.
First I'd like to thank you for Pixel-dungeon, it is the best mobile rogue like i've played.
However, i just found an issue (not really critical) with the sad ghost on the android version 1.9.2a.
When the sad ghost gives you the quest about destroying the curse, if for any reason you are able to escape the curse without killing it (stepping into the chasm for example), and when coming back to the depth it was summon you attack and kill him upon the chasm from afar, it will summon back the sad ghost which will stay blocked in the chasm and if you can't reach him you can't take your reward.
As i've said previously, it's nonetheless a great game but it will hopefully made it better if you find a solution to this (really specific) little problem.
Thanks again for your game.
It would be nice if I could review the badges earned without having to get out of the current session (or game)
was wondering if this is simple enough to implement a quick-dirty implementation to save assets and landscape and then load these when playing the game, I am running this on desktop so i dont need graphics can do from cli
All scrolls from the inventory were still unidentified. Potions also. Nothing new on the weapons or armor which still remained with the question mark on them.
Hey Everyone,
I am working on a German Version of Pixel Dungeon.
According to this, I would be very grateful if anybody can help me, because I have not so much time to work on it.
I know that it is maybe not the best way to translate the text directly in the classes, but I plan on moving the texts into the strings.xml file like Rodrigo Pan did.
Please comment on this Issue or send me an e-mail if you like to help me to translate Pixel Dungeon into German.
Android version.
Spotted an issue on a level that provided me with two locked chests with a single golden key to use on one or the other. Following the below steps, I was able to see what item type was contained in the locked chests without having to open them.
I left the room with the chests, hiding them from my active view. I then tapped on the square where I knew one of the chests was. Player Character walked into the room and shared a space with the chest. In the upper right of the screen, where it shows what items are on the same square, it showed the item that was in the chest (a staff), rather than the chest itself. Leaving the room and then navigating to the square where the other chest was allowed me to see that the second chest held a ring (again, without using my key and opening the chest).
If it happens again, I'll be sure to grab a picture.
It would be nice to have support for bluetooth keyboards for movement. Similar to the GDX version, but preferably with continuous press support.
In the file "RegularLevel.java", near the line 680 there are a line tha says:
room = new HashSet (( Collection<? extends Room>) bundle.getCollection("rooms"));
But the compiler trows an error of incompatible casting.
I was able to walk by 1 block, when the caracter got killed.
I touched a block to where i wanted him to go and was interrupted by 2 rats. They killed me and because i was in the middle of a "go to block" event, i had the "continue" blue button above, on the right corner, and when i clicked it, my caracter changed the sprite from dead to normal. I then touched the right block next to him, he moved and got the "walking" animation on loop. After that i coulndt do anything more unusual than the normal dead screen.
I think the game is not passing trough onPause, maybe it's passing directly trough onStop or onDestroy and the game is not saving.
When I switch apps and back to the game, I get the start screen again and my game is lost, so I have to start a new one.
When the path is blocked by something "friendly" that's not currently visible, automatic movement can get into a loop. When the friendly creature is visible, movement starts to go around, but as soon as the friendly creature is no longer visible, automatic movement starts moving in the direction that'd be blocked.
If I read an identify scroll (or upgrade, or enchant, or...), but then my game exits before I choose an item to identify, the scroll is lost without benefit on game reload. This is frustrating because my G2 Mini has terrible memory management problems so my game will often quit when it's not in the foreground, and if that happens before I've done something with my valuable scroll... well.
This may just my opinion, but I thought the placement of the key's dungeon number was confusing.
It looks like it's displaying the number of keys you have in that slot.
I think if the key's dungeon was in the top right corner, it would be more consistent with the display of other items.
hey there, wondering if this is the latest 1.7.2.x source as am wanting to port to iOS
cheers :)
In migrating to a new phone, I'd like to migrate all my badges, as well as the progress information that would let me play as the Huntress or select a character sub-class at the start. However, I haven't found any means of doing so.
Could Pixel Dungeon provide an export/import mechanism?
(Installed via F-Droid.)
I'm not sure if this is relevant to others but i would like to have a place to put maps for map exchange.
Maybe we could use the wiki for that ?
It would be nice if you could hold down arrow keys / numpad keys to continuously move into a direction as long as the path isn't obstructed. As it is, not using the mouse to move is an exercise in tapping frustration.
It would also be nice if numpad 5 was bound to "wait" by default.
Good night.
First, I would like to thank you for creating the game. It's really great and addictive. Its development is very good and I'm learning a lot (I am beginner with programming for Android).
As I am wanting to have more knowledge in the language, I started the translation of the game, following a few tips as described in Google's documentation.
I already have around 75% of the game translated, but as the first language that I translated was the Portuguese (I'm from Brazil), I have some problems with the creation of characters like "áéíóúçñãõ",among many others because these characters do not exist in pictures sources ("font1x.png", "font2x.png", "font3x.png" etc.).
I tried to create these characters and image files manually without success.
So, I would help. Need to know how do I create these images, or know what font was used to create the characters.
Thank you, already ...
PS: if you want to see the necessary changes to the translation, feel free. I tried to make several commits with changes made, being divided according to their packages (except the first commits, who knew very well GitHub).
Is it possible to have volume controls on either SFX or Music or both? The music is too loud on the desktop version for example.
I really like this game. Have been a long-time fan (since first release) and would be really keen on collaborating with someone who knows about java (just to guide me for a bit) and maybe watabou could add it to the original game. Spanish is my native language and any contribution I could make to this piece of art would be an honour (of course, for free).
Contact me through: [email protected] (because I don´t usually visit GitHub)
What about integrating Google Play Game Services SDK (to have leaderboards, achivements, etc.) ?
Android declared deprecated the FloatMath class in API 23 (Marshmallow/6.0) which is used in this app.
All the code is supposed to be already gone in the current sdks, but it is just marked as deprecated to me.
Since the FloatMath just casts the returns of Math calls to float, it should be an easy fix to avoid future problems and make the game less dependant on custom class implementation for easier multiplatform support.
I will try to request a pull in hopefully less than 2 weeks (My schedule is overcrowded with school tests in this week)
Would you prefer a straight conversion to (float) Math. everywhere when FloatMath is called or a custom FloatMath class only implementing the needed methods and a straight include "reditect" whenever FloatMath is used?
If Pixel Dungeon has focus when I click on a Steam client announcement popup, I get an exception and crash to shell:
Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.watabou.pd.desktop.DesktopInputProcessor.touchUp(DesktopInputProcessor.java:121)
at com.badlogic.gdx.backends.lwjgl.LwjglInput.processEvents(LwjglInput.java:326)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:199)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)
My game is not saved (argh!)
Archlinux x64, using IcedTea 2.5.3.
I burned to death and immediately after a rat hit me and this turned into a weird non-death state where the game had finished but the character was still alive, and apparently at full restored health too because it took two enemies to finish it off.
I'm afraid I don't have more info than that, to repeat this you would have to die while having an enemy ambush you from a door, before the enemy hits you.
All I can provide is proof in this screenshot.
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