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#51 | ||
Scout
Join Date: Jul 2019
Posts: 39
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It's also ironic, because I originally was going to say that I had learned two things since playing: 1) don't argue with grognards without a playtest version and 2) Vanilla has been "butchered" and "ruined" every year since I began playing. Last edited by emar; June 23, 2022 at 17:17. |
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#52 | |
Scout
Join Date: Jul 2019
Posts: 39
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And I get it. Angband is its own game, but it has a PR problem and is trending in the same way as Ham Radio in America (emacs might be a more accessible metaphor) where people have been doing (mostly) the same thing for decades and the youngins' don't appreciate it because they have smart phones and computers. It's a tragedy to me that Diablo ate Angband's metaphorical lunch. Introducing the general population (not being gatekept by grognards on reddit and elsewhere) to Angband via smartphones by building on Cuboideb et. al's work with sane defaults is I think a great way to keep the Angband player base alive (firmly segregated from the grognards via the playstore) akin to the adoption of Software-Defined Radio by less neophobic hams. Angband is an absolutely perfect game for smartphones if the controls can be optimized in a way that doesn't impact PC players at all. Last edited by emar; June 23, 2022 at 17:43. |
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#53 | |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,177
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I am about as far from a legal expert as you can get, but my limited understanding was that Angband code was protected from being used commercially. So, could it end up in a play store at all, and if so, why ? |
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#54 |
Scout
Join Date: Jul 2019
Posts: 39
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Cuboideb's version (and it's antecedents) are already in the Google playstore (but not on F-Droid for some reason). Right now that version is effectively Angband-for-people-that-already-play-Angband. Making a vanilla-only version that already has a "just works" config would be Angband-for-people-that-stumbled-onto-it-while-waiting-for-the-bus.
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#55 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,177
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I didnt know that, very interesting. Do you have to pay for playing it on the phone ?
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#56 | |
Scout
Join Date: Jul 2019
Posts: 39
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The reviews for Cuboideb's port are interesting in that it's pretty much just grognards either happy to have the game on Android or complaining about Angband 4. |
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#57 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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Also, btw, I believe the original Android port was written by david3x3x3 and/or retrobits (see this thread, this github repo and this google code site).
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#58 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,726
Donated: $40
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The Android port is excellent, BTW. Yes it could be more emphatic about defaulting to the latest V. But that'scan easy fix.
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#59 | |
Adept
Join Date: May 2020
Location: Argentina
Posts: 193
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Two unexpected issues I found with this port are: 1. Input speed. There is plenty of room to simplify the input method, but I noticed something. Angband players type really fast (you can hear it in youtube), so I tried to improve the port in that way (full keyboard, automatic display of menu options for the ribbon, floating buttons, etc.) instead of going for less amount of input widgets. 2. Minimum display size. This is a big one. Angband (and variants) screens are really huge for mobile. My favorite device is a tablet in landscape mode. Right now I'm adding an experimental setting (optional) for halving z_info->max_range for V and FA to see how it works for large tile sizes. I think the game will be harder this way for mages (more close ranged combats), but I want to see if it improves the mobile gameplay. |
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#60 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,726
Donated: $40
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Did you change breath attenuation to match? Again, this matters most for mage, priest, rogue, and, ranger. (In that order.)
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