ah. Ok, I’ll add msg.post("@system:", "exit", {code = 0})
to KEY_BACK message.
It’s feature ) Ok, will fix it.
ah. Ok, I’ll add msg.post("@system:", "exit", {code = 0})
to KEY_BACK message.
It’s feature ) Ok, will fix it.
hmm, working on adding support from KEY_BACK and got interesting bug with @britzl “simple_input.lua” module
function on_input(self, action_id, action)
si.on_input(action_id, action,self)
if action_id==game.BACK and action.released then
print("Exit from settings")
onexit(self)
end
end
this module has react to KEY_BACK and call first registered callback. If I have not myself code for BACK in on_input function them I got uninspected “tap” on first registered button in module. It looks like gui.pick_node(node, action.x, action.y
in function M.on_input(action_id, action,self)
(simple_input.lua) is ignoring. @britzl Any ideas why?
UPD:
fix it by add tap checking to
M.TOUCH=hash("touch")
function M.on_input(action_id, action,self)
if action_id~= M.TOUCH then return end
0.8
Wow, someone was able to reach “Fail to picklock 10 chests in one game” achievement!
Average turns in one game: 145
Average result by class:
p.s. last month statistic
Interesting—so the Paladin is now the character which seems to render most points?
“Fail to picklock 10 chests in one game” is very hard. Because I did not eat the key and it was hard to destroy it with a fireball.
Paladin is easier in playing on game before x10, but after that the Mage is most powerful character, I guess.
created group on FB for the game
Just for fun
Plans:
I’m thinking either that you could use my sharing extension as it is or perhaps with some modification. Maybe the API could be modified to look something like:
share.image(image, caption, share.TWITTER)
As for sharing an image then perhaps just grab a screenshot using the screenshot extension?
On my todo list, but I have another thing that is on the top of my list right now I’m afraid.
I’ve been thinking about how Look Your Loot would play on a larger board, perhaps 5x5 with some squares containing walls to simulate the layout of a dungeon. Might be cool or might take away from the simple yet deep gameplay of a 3x3 board.
You could have some kind of story mode where you play in different settings while the story progresses. Let the background, music, sfx and range of monsters you meet convey the theme/setting. The hero ventures into the Lich King’s Tomb and you have an eerie crypt as a background and face undead monsters. The hero ventures into the Goblin Stronghold and you play against Goblins, Orcs and Trolls.
perhaps an easy substitute for a story mode is to change the player class each 3-4 levels?
It would be nice if the story mode boss and the enemy had the skill.
example:
Rewards for the Story Mode may be good if it is a permanently effective artifact.
I like the idea of a story mode, progression, etc. You could probably come up with a lot of fun bosses. Some quick brainstorming:
Exploder
Every X turns, triggers a bomb which damages nearby players/items/enemies with 3, and takes 1 damage itself. Immune to fireballs?
Necromancer
Every X turns, kills a nearby enemy, but gains the HP itself.
Puffer fish
Every other turn, it expands, revealing spikes which doubles the current HP of the boss (basically a spike trap)
Dark paladin
Every X turns heals nearby players/enemies/items with 1(?)
As long as it doesn’t “kill” the endless gameplay. Two modes – story mode, and classic (endless) mode, maybe?
Good ideas, thanks!
Main problem, what I see - the game has very limited variants how the hero can make the damage to boss/ strong enemies. If paladin can cast lightning quite often, the Mage depends on fireballs too much, and Knight has no repeatitive damage to enemy. How to kill enemy with regeneration ability?
Depends on the encounter I would assume, in the case of the Necromancer that @Axel mentioned, then maybe the strategy would be to prevent him from regenerating too much. By killing of characters beside him, to either make him regenerate just a little or nothing.
Maybe there is an item that spawns when there is a boss up, a throwing knife or similar that always targets the boss regardless where it is.
I am sure you could come up with some cool mechanics!
I think knights are weaker than other characters, and I think I need some buffs.
If Knight has a shield that is lower than the current shield, increase the power of shield by 1.
I think it’s a good idea to give the characters one active skill for story mode.
There is a limit on the number of active skills used in the story mode, and the number of uses increases when you eat certain items.
To use the active skill, tap on the character card and tap on the surrounding card.
0.81
Nice update!
Do you have any stats on the amount of successful/failed openings?
yep, but it’s a bit incorrect be course “bunch of keys” and card “key” also affect to stats. Need to fix this.
For example:
Total 2 chests: 1,191
open one: 560(47.02%)
open zero: 317(26.62%)
open two: 314(26.36%) (“key” cards on session, average value: 0.84)
One man opened 25 from 25, and we all well known who that was. (spoiler: he used bunch of keys)