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Mister Sleepy

7
Posts
1
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A member registered Mar 17, 2020

Recent community posts

the third level has you surrounded by walls and there's a cursor icon in the bottom-left, I think that's a pretty good hint

Ah that makes sense. That is indeed how I discovered the twist to this one in the first place. Thanks!

I think something might've broken with the last fix; I can no longer select/move any of the tiles besides the player on the first level.

Really enjoying this series of games!

D'oh! I didn't realize there was an update. I tested it and it works great now, thanks!

More on the big equipment bug; in the Thief's switch equipment episode, swapping a small piece of equipment for a big equipment means that equipment can be erased, for instance if a big equipment ends up above a small equipment (deleting the small equipment), or if a big equipment is in a single slot on the bottom row (deleting the big equipment).

The game crashed literally immediately after I posted this on Inventor episode 6:

--------------------------------------
filename: diceydungeons
package: com.terrycavanaghgames.diceydungeons
version: v1.8.2 / 0.13.0 (mod API)
sess. ID: dicey_dungeons_2020-06-04_20'14'16
started: 2020-06-04 20:14:16
--------------------------------------
crashed: 2020-06-04 22:48:05
duration: 02:33:48
error: ERROR in callscenemethod(Dungeon,update) static : ERROR in callscenemethod(PickupEquipment,reset) static : Error: A size 1 equipment card cannot have more than 3 slots. ("Repulsion Armor" has 4.), stack = 
Called from elements.Equipment.arrangeslots (elements/Equipment.hx line 651)
Called from elements.Equipment.create (elements/Equipment.hx line 403)
Called from elements.Equipment.new (elements/Equipment.hx line 18)
Called from states.PickupEquipment.reset (states/PickupEquipment.hx line 47)
Called from Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55), stack = 
Called from haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)
Called from haxegon.Scene.change (haxegon/Scene.hx line 125)
Called from states.Dungeon.changescene (states/Dungeon.hx line 641)
Called from elements.Floor.activatenode (elements/Floor.hx line 1549)
Called from FadeControl.update (FadeControl.hx line 78)
Called from Screen.endrender (Screen.hx line 301)
Called from states.Dungeon.update (states/Dungeon.hx line 294)
Called from Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55)
stack:
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 268)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 182)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 449)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)

Loving the mod so far!
As g0m already mentioned, Inventor episode 5 seems to end mid-floor.

As well the Warrior episode with big equipment means that picking up equipment while your inventory is full causes that equipment to disappear (a bug also present in vanilla game). Also, upgrading the battleaxe still turns it into a small equipment.