Open kermitfrog opened 3 years ago
First of all Hi There!
Thanks to Pyrdacor for the whole awesomeness of actually bringing Ambermoon back to life and to everyone assisting here. It has been my own dream to relaunch the game at some point and expand it, make it better. I am not at all a programmer, so I will assist in other ways. Maybe with future testing the game or inputs on how to make it better. I have played Amberstar and Ambermoon excessively through Emulator the past few years. So I know the worlds and the mechanics. I have a huge list of things that can be improved or expanded. However my purpose here is not to bring that up, but to assist in successfully cloning the game for new platforms.
Here is my input on 3D Movement. Know "Grimrock" Games 1 and 2? The movement mechanic of those games COULD be applied to Ambermoon. I think it would make it much more maneuverable. so instead of free movement, steps could go from field to field and turns in general 90 degrees. No more bumping into things and less awkward trying to get around objects. Better and faster getting around in the 3D environments. I thought it never made sense the way Ambermoon handles it, although I acknowledge that for the time it was beyond AMAZING to be able to move freely through 3D worlds.
Could be a thing for a game where you spend literally hours moving through sometimes tricky and riddled 3D places.
It's a thought and maybe this is the best point in time to implement anything such?
Hi there. Thanks for the suggestion.
If we add this, I would do so as an option which can be turned on or off. Unfortunately I don't know Grimrock. But I will have a look at it. ;)
this:
https://www.youtube.com/watch?v=RKvMDNsEc14
On Sun, 31 Jan 2021 at 13:13, Pyrdacor notifications@github.com wrote:
Hi there. Thanks for the suggestion.
If we add this, I would do so as an option which can be turned on or off. Unfortunately I don't know Grimrock. But I will have a look at it. ;)
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/Pyrdacor/Ambermoon.net/issues/62#issuecomment-770372830, or unsubscribe https://github.com/notifications/unsubscribe-auth/ASPM6H3GCZXUSGD4JPJCBCDS4VCPFANCNFSM4UVDOYQA .
Making it optional in game settings is of course the best solution.
On Sun, 31 Jan 2021 at 13:36, Mathias Müller matheo81@gmail.com wrote:
this:
https://www.youtube.com/watch?v=RKvMDNsEc14
On Sun, 31 Jan 2021 at 13:13, Pyrdacor notifications@github.com wrote:
Hi there. Thanks for the suggestion.
If we add this, I would do so as an option which can be turned on or off. Unfortunately I don't know Grimrock. But I will have a look at it. ;)
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/Pyrdacor/Ambermoon.net/issues/62#issuecomment-770372830, or unsubscribe https://github.com/notifications/unsubscribe-auth/ASPM6H3GCZXUSGD4JPJCBCDS4VCPFANCNFSM4UVDOYQA .
Hey. Which Issue on Ambermoon.net is best to just dump testing observations in?
On Sun, 31 Jan 2021 at 13:37, Mathias Müller matheo81@gmail.com wrote:
Making it optional in game settings is of course the best solution.
On Sun, 31 Jan 2021 at 13:36, Mathias Müller matheo81@gmail.com wrote:
this:
https://www.youtube.com/watch?v=RKvMDNsEc14
On Sun, 31 Jan 2021 at 13:13, Pyrdacor notifications@github.com wrote:
Hi there. Thanks for the suggestion.
If we add this, I would do so as an option which can be turned on or off. Unfortunately I don't know Grimrock. But I will have a look at it. ;)
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/Pyrdacor/Ambermoon.net/issues/62#issuecomment-770372830, or unsubscribe https://github.com/notifications/unsubscribe-auth/ASPM6H3GCZXUSGD4JPJCBCDS4VCPFANCNFSM4UVDOYQA .
Hey. Which Issue on Ambermoon.net is best to just dump testing observations in? … On Sun, 31 Jan 2021 at 13:37, Mathias Müller @.> wrote: Making it optional in game settings is of course the best solution. On Sun, 31 Jan 2021 at 13:36, Mathias Müller @.> wrote: > this: > > https://www.youtube.com/watch?v=RKvMDNsEc14 > > On Sun, 31 Jan 2021 at 13:13, Pyrdacor @.***> wrote: > >> Hi there. Thanks for the suggestion. >> >> If we add this, I would do so as an option which can be turned on or >> off. Unfortunately I don't know Grimrock. But I will have a look at it. ;) >> >> — >> You are receiving this because you commented. >> Reply to this email directly, view it on GitHub >> <#62 (comment)>, >> or unsubscribe >> https://github.com/notifications/unsubscribe-auth/ASPM6H3GCZXUSGD4JPJCBCDS4VCPFANCNFSM4UVDOYQA >> . >> >
I guess #54 would be a good place. I dumped some things there too.
Cool, I will probably bring it up there.
On Sun, 31 Jan 2021 at 15:17, Pyrdacor notifications@github.com wrote:
Hey. Which Issue on Ambermoon.net is best to just dump testing observations in? … <#m-2220586771528569476> On Sun, 31 Jan 2021 at 13:37, Mathias Müller @.> wrote: Making it optional in game settings is of course the best solution. On Sun, 31 Jan 2021 at 13:36, Mathias Müller @.> wrote: > this: > > https://www.youtube.com/watch?v=RKvMDNsEc14 > > On Sun, 31 Jan 2021 at 13:13, Pyrdacor @.***> wrote: > >> Hi there. Thanks for the suggestion.
If we add this, I would do so as an option which can be turned on or off. Unfortunately I don't know Grimrock. But I will have a look at it. ;) >> >> — >> You are receiving this because you commented. >> Reply to this email directly, view it on GitHub >> <#62 (comment) https://github.com/Pyrdacor/Ambermoon.net/issues/62#issuecomment-770372830>, or unsubscribe >> https://github.com/notifications/unsubscribe-auth/ASPM6H3GCZXUSGD4JPJCBCDS4VCPFANCNFSM4UVDOYQA . >> >
I guess #54 https://github.com/Pyrdacor/Ambermoon.net/issues/54 would be a good place. I dumped some things there too.
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@Shinhobi Hi, and welcome to the project :) If you feel up to handling a few simple debugger commands, there are a few skill checks (search and probably some kind of trap) where it's unclear when they are used... I have compiled a quick guide on how to do it here: #70
As for the "Grimrock"-movement: I had something like that in mind when holding down a modifier. Also, if the project can ever run Amberstar as well, it might make implementing monster movement (which only happens when ingame time has passed) easier.
I updated the initial post to reflect current state.
About the grimrock movement or movement to full tiles. Can someone just create a feature request issue please? I will add this as an additional feature after first release at some point.
Had another quick look at 0.9.3b.
A few (new?) issues, mostly with the numpad:
[..] Even a very short press will move the player by 2, sometimes 3 squares [..]
I did a quick test to look if this has something to do with key repeat events, but that is not the case - it's the same even if there are none. (I can simulate these detail with my own software inputmangler)
@kermitfrog I did a few improvements and fixes to the movement buttons (numpad keys). Can you check again with current TestRelease?
I did a few improvements and fixes to the movement buttons (numpad keys). Can you check again with current TestRelease?
Damn, I totally missed that comment.. No, the moving-too-much-with-keypad-issue is still present in 1.1
I'll add several more UI related stuff to the list soon. Is it better to make a new comment, or should I update list in the first one?
As I still use this to track some things to add, it would be good to update the first post and remove things that are already added as well.
But maybe write a comment when you've done it, so I'll get a notification.
Ok, I cleaned up and extended the task list.
I also noticed that the dialog words list seems to be sorted in order of occurrence now. Is that intentional?
Added one more:
By which I mean: when looking at a sign in 3D you have to look very closely and in quite straight angle. However it does not always happen. Yesterday I had that problem many times, but could not reproduce it today. I'll write more when I have an idea about the circumstances
I also noticed that the dialog words list seems to be sorted in order of occurrence now. Is that intentional?
No, but it is already fixed in code.
Ok I converted some points to new issues that I definitely add in 1.3. The rest may still be added as well but I have to check them later dependent on time and priorities.
A place to collect all the UI stuff, that has yet to be fixed...
3D movement:
2D keyboard movement:
Inventory
Dialog to choose how much gold/food to give/throw away
Keyboard shortcuts for..
Other