[quote=âKliPeH, post:35, topic:10551â]Just tested this on my jailbroken iPhone 6 [iOS 8.3];
- Toggling the graphical option for tilesets on and off doesnât do anything, nor does changing the tilesets themselves. Youâre stuck with the same tileset no matter what you do, and as much as Iâve waited for this port I wonât be playing it if the default ASCII tileset isnât supported. The screenshots show different tilesets in use but, like I said, none of them actually work.[/quote]
Thatâs pretty weird. I can change the tileset, even disable the tileset and use ASCII instead.
[quote=âKliPeH, post:35, topic:10551â]2. There are a few little bugs with the screen, such as the ones that appear after using the inventory screen or closing and (S)aving the game.
[spoiler]
(At the top of the screen)
[/spoiler]
[spoiler]
(At the bottom of the screen)
[/spoiler]
Nothing too bad though.[/quote]
This issue has been addressed in the Github. I will confirm if it was fixed in the main repo.
[quote=âKliPeH, post:35, topic:10551â]3. The gestures are brilliant, but the right side of the UI isnât very useful at all. The X and V buttons are essentially useless from a gameplay standpoint, and âgo up/down stairsâ are very far from being the commands Iâd use the most while playing. How about changing the right-to-left gesture from the (V) menu to, say, (i)nventory? Adding the (V) menu, or the (e)xamine command, or the other e(x)amine command as one of the buttons? Add a button to toggle the crafting menu or the construction menu?
There are far better commands you could use on these 4 buttons. Iâm not asking to add more of them, as it would probably clutter the screen, just change the existing ones.[/quote]
How about letting players to set their own favorites?
Seems good Iâll think about it.
[quote=âKliPeH, post:35, topic:10551â]5. Using the locked keyboard mode blocks the moving pad, forcing you to use the actual keyboard for movement. Now, personally, I got used to moving with the numpad, and the numbers being displayed by order donât help much at all. I think an easy solution is to just move the pad up when the locked keyboard is activated so you can still use it in combination with the keyboard. The other thing is to create your own, custom keyboard UI(?) and set custom buttons that will have set commands so you have to use the actual keyboard less.
Hereâs (a part of) the custom keyboard Prompt uses, which I have actually used to play roguelikes on my phone via SSH in the past. Note the new âquick accessâ buttons at the top of the keyboard.
This would make playing with a virtual keyboard MUCH more convenient.
Congratulations on your release. Itâs a good start, but far from properly playable in this early state. Would love to see the stuff I mentioned get fixed asap.[/quote]
The locked keyboard was intended to type long strings. But moving up the D-Pad and the buttons when locked keyboard is shown seems a good idea.