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When you come across a weapon, you get a message "you found a sword". If you immediately attempt to wield the weapon, you can't, because you do not pick it up until you move off the square the weapon is on.
Same thing for quaffing potions.
If you fight a monster on a square where there is also a ladder, then once you win, you get a message like, "you defeated the leads down", because "leads down" is stored in the same string as the monster's name.
When you climb down a ladder, you lose all your possessions (weapons, potions, scrolls, etc.) This is because each level is totally independent and generated from scratch with a known seed. There are 30 objects on the level and they are generated fresh each time. Your possessions are whichever objects have x coordinate of 255. Since the objects are distributed throughout the maze when it is generated, you lose all possessions at that time. Maybe I should have n sets of objects, 1 per level to make this persist? Maybe somehow use the bits of an integer to preserve possessions? Not sure.
Sometimes there are parts of the maze that are too hollowed out. It should never be the case that a passage is wider than 1 square, but sometimes there will be 2 squares.
When you encounter a monster, you have to press the button, to get the menu, then press the button again to "fight monster." Seems like if you just ram the monster, you should auto fight him.
If a dragon wanders too close to the edge of the combat screen, weird things happen. I think I need to broaden the boundary area (currently 10 pixels).
When you come across a weapon, you get a message "you found a sword". If you immediately attempt to wield the weapon, you can't, because you do not pick it up until you move off the square the weapon is on.
Same thing for quaffing potions.
If you fight a monster on a square where there is also a ladder, then once you win, you get a message like, "you defeated the leads down", because "leads down" is stored in the same string as the monster's name.
When you climb down a ladder, you lose all your possessions (weapons, potions, scrolls, etc.) This is because each level is totally independent and generated from scratch with a known seed. There are 30 objects on the level and they are generated fresh each time. Your possessions are whichever objects have x coordinate of 255. Since the objects are distributed throughout the maze when it is generated, you lose all possessions at that time. Maybe I should have n sets of objects, 1 per level to make this persist? Maybe somehow use the bits of an integer to preserve possessions? Not sure.
Sometimes there are parts of the maze that are too hollowed out. It should never be the case that a passage is wider than 1 square, but sometimes there will be 2 squares.
When you encounter a monster, you have to press the button, to get the menu, then press the button again to "fight monster." Seems like if you just ram the monster, you should auto fight him.
If a dragon wanders too close to the edge of the combat screen, weird things happen. I think I need to broaden the boundary area (currently 10 pixels).