|
#101
|
|||
|
|||
|
hmm not user what to think about the tappable tiles method... I think i may like it... but then again i have played rogue touch so much it may just feel very foreign. though i damn sure wanna try it out ^_^
but perhaps the old method could be left in as an option? then again i know its a port of a nethack ver that has mouse controls so not sure if it would even be possible (without an insane amount of time and effort) to have them both in, but ehh i am no dev |
|
#102
|
|||
|
|||
|
I'm more for having different options when it comes to movement. I don't really have anything against tapping in the direction to move. I thought it was ok. (I liked Rogue touch's on-screen directional buttons, if it didn't have that I would have continued playing with tap-in-the-direction to move.
)I'm concern about tapping on the tiles to move because, sometimes one's finger is much larger than the tile and that can cause more frustration if wrong tiles get tapped and the character ends up going where you don't want him to. |
|
#103
|
|||
|
|||
|
I managed to make it down to level 8 earlier with not one crash... and then died simply because I hadn't kept track of my health in what I thought was an easy fight. Gnomes killed my dog. Anyone remember how to name your pet? I can't remember how it's done but I'm pretty sure there's a way.
One thing I'm finding tricky is when you get an item that you are prompted to name yourself. The message you get when you use the item seems to be immediately obscured by the naming screen, making finding the clue awkward. Of course you can rename it once you get out of the screen to find the message but there may be a way of keeping the prompt visible. And I'd love the stats to be bigger. I can't blame anyone but myself for not keeping track of my health but my eyes have a hard time with the tiny text. I'd say that's in the next build anyway. Playing this is really reminding me just how much I loved it back in the day. |
|
#104
|
|||
|
|||
|
Quote:
as for stats i agree as well, the importent stats like HP and pwr should be larger and at the top of the stats list imo |
|
#105
|
|||
|
|||
|
I've been playing a huge amount of this and haven't had a single crash since I started playing from a restarted Touch each time.
I've had YASD after YASD though. Now I was never the greatest NetHack player on the planet and haven't once ascended but, even with that in mind, I've lost all my strategies and I have been doing some really stupid things. Once the build is working well, I can see one major addition I'd love in this - somewhere to type notes in-app. To play well, there is so much to keep track of and I remember always having a piece of paper beside me when playing all those years ago so I could jot down anything of interest on each floor. But, given the handheld nature of the Touch and iPhone, that's not always possible. You can go out of it and use the Notes app but it would be great to be able to do that without leaving NetHack. |
|
#106
|
|||
|
|||
|
any updates on when the next update will be submitted to the app store? thx! looking forward to zooming and bigger tiles!
|
|
#107
|
|||
|
|||
|
1.1-beta1 just got released as an adhoc build and is being tested. Unless there are big showstoppers it should get released soon after in the app store.
|
|
#108
|
|||
|
|||
|
iNethack update is up.
![]() I need some time to play this before I can give more feedback. It still is a very menu based game. It does seem more stable now. There's 6 different tile sets now, which you can change from your device's main settings. Equipment screen has graphical representation of the items you have, which is nice. I kinda like the "absurd" tile set. Just a couple of screens to show what the general UI looks like: Zoomed in: ![]() Zoom all the way out: ![]() Kicking a door down reveals a directional pad:
|
|
#109
|
|||
|
|||
|
I am utterly pleased at the degree to which this game has matured since I first looked at it last year, and I am utterly impressed at the developer's work in bringing top-notch roguelike play to every current Apple platform.
I've been waiting for a decent handheld port of Nethack for some years, and this is the first I've used that I've truly liked. I won't get into gameplay issues that aren't specific to this port, except to say that Nethack has always been a deep, unforgiving game, and this port is (thankfully) no different. Aesthetic presentation has benefited from the inclusion of several different third-party tilesets as well as an ASCII mode. I'm not a big fan of the Absurd tileset, but I know that others are! Bugs, freezes and crashes have been absent thus far for me. I have particularly enjoyed the results of the developer's continuing attention to platform-specific details like pinch zooming, accelerometer rotation, and use of native/ native-styled interface elements. In general, the interface is well thought-out. This may seem like heresy to some, but I do think that the game would benefit from the inclusion of low-key, event-triggered sounds. Just a thought. Also, I'm not sure which font is being used for the ASCII view, but room corners aren't well represented. These are minor quibbles in the assessment of what is now my favourite game on this platform. I am eager to see what the developer has up his sleeve for the next major release, and even more anxious to see the release of Slash'EM for the iPhone. |
|
#110
|
|||
|
|||
|
Don't forget fabulous Dirk Zimmerman's ios port of Nethack! It is 2013 and still the best of the best. This is the: ONLY GAME I NEVER DELETE, even changing from iphone to 3g then 4s. And being NetHack, it is the closest thing to oldscholl 2nd Edition roleplayers came to love. Download it, play it, love it, support it!
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|