Traditional roguelike game with pixel-art graphics and simple interface

Overview
Comments
  • Translate Imagens Files - (áéíóúçãñ) chars

    Translate Imagens Files - (áéíóúçãñ) chars

    Good night. First, I would like to thank you for creating the game. It's really great and addictive. Its development is very good and I'm learning a lot (I am beginner with programming for Android).

    As I am wanting to have more knowledge in the language, I started the translation of the game, following a few tips as described in Google's documentation. I already have around 75% of the game translated, but as the first language that I translated was the Portuguese (I'm from Brazil), I have some problems with the creation of characters like "áéíóúçñãõ",among many others because these characters do not exist in pictures sources ("font1x.png", "font2x.png", "font3x.png" etc.). I tried to create these characters and image files manually without success.

    So, I would help. Need to know how do I create these images, or know what font was used to create the characters.

    Thank you, already ...

    PS: if you want to see the necessary changes to the translation, feel free. I tried to make several commits with changes made, being divided according to their packages (except the first commits, who knew very well GitHub). font3x_original

    opened by rodriformiga 14
  • Cast error in RegularLevel and Heap

    Cast error in RegularLevel and Heap

    Hi !

    First of all, thanks for releasing the source code of your amazing game !

    Unfortunately, the code does not compile as is on my station (java 6). It fails with two similar casting errors, in Heap.java and RegularLevel.java. I looked it up, and the statement

    (Collection<? extends Item>) bundle.getCollection(ITEM)

    seems bogus to me: Item implements Bundlable, not the opposite. The error is very similar in RegularLevel.java.

    I tried to fix it but I'm not a Java Guru, so feel free to reject my pull request and provide a better version of this fix. :]

    opened by Lertsenem 10
  • Notify user when scroll of upgrade removes weapon enchantment

    Notify user when scroll of upgrade removes weapon enchantment

    Edit: Please add a notification for the user when a scroll of upgrade removes a weapon enchantment.

    I found a Vampiric mace, and when a Scroll of Upgrade was applied it lost its Vampiric enchantment. The weird thing is I'm pretty sure I had applied a few Scrolls of Upgrade already, but the last one I applied when it was +3 caused the enchantment to be lost.

    opened by mchelen 9
  • No source code for 1.7.2a +

    No source code for 1.7.2a +

    There is no source code available for 1.7.2a+

    It's more honest to stick with open development for a project that says it's "open source".

    The lack of sources could attract to forks instead of the original author/project. Also, the lack of sources would probably push f-droid maintainers to mark the project as "deprecated".

    opened by vn971 7
  • Friendly ghost shouldn't block movement

    Friendly ghost shouldn't block movement

    I often run into an annoyance, a friendly ghost (on the early levels) trying to talk to me imploring me to find some item of his. The problem being that he is often in a very thin long corridor blocking my movement. This occurs often due to the level structure of pixel-dungeon.

    When this happens, I have to simply wait around wasting turns/food/time. Seeing as the ghost is friendly, it would be nice if I could walk through it. Of course other ways to remove this annoyance are welcome as well.

    opened by ZirconCode 5
  • Getting stuck

    Getting stuck

    Is it possible to get stuck in a dungeon level?

    It's happened to me several times in a row now that I can't take the stairs up ("You can't leave yet!"), but there's nowhere else to go. Stairs downwards only lead to a room with some item, but no further doors/rooms.

    Unless there's somewhere I can "fall" down to a new level, I'm stuck.

    Is this intentionally, or am I overlooking something? Thanks in advance :)

    Version is 0.7.0a (from F-Droid)

    opened by pjotrek-b 4
  • Save state of second quick slot

    Save state of second quick slot

    I'm new to Pixel Dungeon, hence I die a lot. Every time I start over I need to go to menu -> settings -> extra quick slot.

    I think it should save the state of the quick slot so this does not need to be done for every run in the dungeon.

    [enhancement] [android]

    opened by Sebring 3
  • View Locked Chest Contents

    View Locked Chest Contents

    Android version.

    Spotted an issue on a level that provided me with two locked chests with a single golden key to use on one or the other. Following the below steps, I was able to see what item type was contained in the locked chests without having to open them.

    I left the room with the chests, hiding them from my active view. I then tapped on the square where I knew one of the chests was. Player Character walked into the room and shared a space with the chest. In the upper right of the screen, where it shows what items are on the same square, it showed the item that was in the chest (a staff), rather than the chest itself. Leaving the room and then navigating to the square where the other chest was allowed me to see that the second chest held a ring (again, without using my key and opening the chest).

    If it happens again, I'll be sure to grab a picture.

    opened by inkandgear 3
  • Undo support

    Undo support

    Hi

    After some frustrating silly deaths I decided to add an undo function. I takes you back 10 steps, and will also work when you're dead. I know there is a small chance of it being acepted with it being against the whole roguelike idea, but just in case, I tried to make it as easy as posible to merge.

    It works by saving the game/level on hero.idle() to a size 10 FIFO buffer which is written to using a ByteArrayStream. When requesting undo the game & level are reaf back from the first (oldest) FIFO elemet.

    Shai

    opened by shaiay 3
  • save game feature

    save game feature

    was wondering if this is simple enough to implement a quick-dirty implementation to save assets and landscape and then load these when playing the game, I am running this on desktop so i dont need graphics can do from cli

    opened by ulpian 3
  • Translation efforts

    Translation efforts

    Why not use a resource file strings to facilitate localization efforts? I was accompanying translations into other languages (#3 and #5)​​, and is much more difficult to validate all files to complete the translation.

    opened by vndmtrx 3
  • Unconventional Ports

    Unconventional Ports

    Hi, I have an unconventional idea. Would it be possible to port this game to a TI-Nspire or TI-84+CE? If it's too big, one could simply transfer the *.8xp file to a FAT32 formatted drive and use Cesium (a shell developed by @MateoConLechuga) to run the program from there. The big drawbacks are as follows: If run from an external drive, all subprograms, AppVars, Lists, or other things must be stored in the Calculator's RAM or ROM -- not on the drive. This presents a storage problem -- TI-84+CE doesn't have more than about 3/4MB of RAM and 3MB of ROM. If you like a challenge, then I would suggest this as an excellent one. The finished program can be put on TICalc.org and Cemetech.net -- both are welcoming, friendly communities.

    Oh, and another thing: I don't think either supports Java, so you'll have to port it to C or ASM (using the Z80 or eZ80 compilers). ICE also works.

    (EDIT: fixed goofy numbers. Finally...)

    opened by darkwater4213 2
  • Wand of Avalanche activating unseen Summoning  Trap = game crash

    Wand of Avalanche activating unseen Summoning Trap = game crash

    Using version currently on Android Play Store on a Pixel (of course) 5G.

    Doing a Berserker run.

    3 times I've fired the Wand of Avalanche at an enemy and had game crash.

    Autosave worked each time.

    After loading there were 2 extra enemies along with the original. It appears Avalanche is hitting a hidden Summoning Trap and crashing the game.

    opened by Jahfry 0
  • Add missing casts and remove FloatMath methods calls

    Add missing casts and remove FloatMath methods calls

    This will remove compile errors on modern javac.

    Note: android.util.FloatMath class was deprecated and all its methods was removed in API version 23 and above.

    Also adding (Object) cast before bundle.getCollection() call will supress Incompatible types error in Android Studio.

    opened by IriaSomobu 2
  • Blockchain rogue-like integration?

    Blockchain rogue-like integration?

    Hi,

    I wrote an article about a blockchain rogue game that has only a text user interface. Would you be interested in some integration?

    I noted you have a bitcoin address there, maybe some kind of bounty could work?

    Anyway, here is the article: https://komodoplatform.com/tt2019-7-rogue-blockchain-gaming-tournaments-tokenization-collectibles-trading/

    Cheers

    opened by imylomylo 0
  • Linux: pixel-dungeon does not start on steam

    Linux: pixel-dungeon does not start on steam

    On my system, /tmp is mounted as noexec.

    Trying to start Pixel Dungeon from Steam, it will not run.

    On a system with /tmp mounted as exec, Pixel Dungeon runs fine.

    opened by jpguerard 1
Owner
Watabou
Watabou
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