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Re: Beta version of v0.6.12 available
Posted: Sat Oct 20, 2012 5:32 pm
by nyktos
Ikhtus wrote:Another newbie here at the forums o/
I've been playing 3-4 weeks now (v0.6.11) with Samsung Galaxy S2, I really enjoy this game. Thank you! I would like to do a finnish translation as well, when I have the free time in next few months. I hope there are other players from finland to help me
I just updated AT to v0.6.12 and here's first two thoughts:
Save game confirmation should be an option - I consider myself as a hardcore saver, so it annoys me to confirm a save game every time.
Popup inventory (or quick slots) worked better, when you only have to push one button to open or close it. Now you have to first open the little menu and then open quick slots. I know this sounds like whining about small matters, but still, I liked the old one better. Perhaps map button should be somewhere else (e.g. in player menu?).
Well anyway, keep up the great work!

welcome to the forum!
thanks for the input, we need these opinions...
so we can put out the best game possible.
that's one of the best facets of being open source,
we can really polish this game up before putting it out to the public.
and it's always great news when we get offers for translation!
thanks!
Re: Beta version of v0.6.12 available
Posted: Mon Oct 22, 2012 6:11 pm
by oskarwiksten
Everyone, thanks yet again for all your excellent input, and for taking the time to beta-test the game on your device(s) before we release to Google Play.
The second beta is now available at the usual download location:
http://code.google.com/p/andors-trail/downloads/list
Changelog from v0.6.12b1 is:
- Provide setting about whether to require confirmation when overwriting a savegame slot
- Display slot number in the overwrite confirmation dialog box
- Complete Brazilian Portuguese translation (major thanks to Mauro Carvalho Chehab!)
The code is also pushed to the master branch of the git repository on Google code, for those that want to look at the source code.
One step closer to release now

Re: Beta version of v0.6.12 available
Posted: Mon Oct 22, 2012 6:45 pm
by Sarumar
Thanks again ! I love this new saving warning system, good work !
There is one weird graphical bug what i encountered in beta 0.6.12b1 see picture behind. HP gauge is without colour. I played for a while and saved then reloaded and bug is gone. I cannot reproduce this.
Not a big deal, just want to report it.
Re: Beta version of v0.6.12 available
Posted: Wed Oct 24, 2012 12:52 am
by Samuel
I updated the German Translation for 0.6.12b2:
http://code.google.com/p/andors-trail/i ... ail?id=323
It would be nice if there could be a 0.6.12b3 for me to check if "Goldmünzen" instead of "Gold" fits in each location it is used now.
Forum Members "Phoenixor" and "Tutar" need to be added as Authors.
New strings in v0.6.12b2 have been translated:
> content_itemcategories.xml
> strings.xml
Small improvements to the files:
> content_itemlist.xml
> content_monsterlist.xml
> content_questlist.xml
Translated conversations have been reviewed until end of Fallheaven:
> content_conversationlist.xml
There are also 2 lines fixed in the English "content_conversationlist.xml".
I have display problems with the new preference: "Confirm overwriting savegames"
In the list where I can select the several options, there are only 2 lines of each option visible. (Samsung Galaxy S I9000 - Android 2.2)
Code: Select all
Always show
confirmation dialog b...
Only show when
overwriting a differe...
Never display
confirmation dialog b...
Re: Beta version of v0.6.12 available
Posted: Wed Oct 24, 2012 1:10 am
by nyktos
Samuel - you are a BEAST!!!
[where i am from ~ that is a heavy compliment]
thanks for your patience & hard work
(it's not easy with a newborn child - i TOTALLY understand that)
i am not a "code" person, just graphics & dialogue...
but i wanted to thank you!!!
i am VERY happy that you are still with the project
even with people letting things "drop off the radar"...
no offense to anyone involved with this project,
just saying that we NEED to recognize what is being done.
we will get our "stuff" together soon,
if we don't = then we will lose important contributors such as yourself.
-matthew-
Re: Beta version of v0.6.12 available
Posted: Wed Oct 24, 2012 1:31 am
by Pyrizzle
nyktos wrote:Samuel - you are a BEAST!!!
[where i am from ~ that is a heavy compliment]
thanks for your patience & hard work
(it's not easy with a newborn child - i TOTALLY understand that)
i am not a "code" person, just graphics & dialogue...
but i wanted to thank you!!!
i am VERY happy that you are still with the project
even with people letting things "drop off the radar"...
no offense to anyone involved with this project,
just saying that we NEED to recognize what is being done.
we will get our "stuff" together soon,
if we don't = then we will lose important contributors such as yourself.
-matthew-
I agree compleatly! Thank you Samuel!
And congratulations again on the newest addition to your clan!

Re: Beta version of v0.6.12 available
Posted: Thu Oct 25, 2012 7:04 pm
by Mayweed
There is a small error on the world map:
The small piece of woodland between the road southeast of Crossroads Guardhouse
and the caterpillar's dungeon (Deep wounds quest) is not processed.
When you stand on this map and call the world map, you get the message
"map cannot be displayed from this location.
When you leave and call the world map from elsewhere, this part of the map remains missing.
Re: Beta version of v0.6.12 available
Posted: Fri Oct 26, 2012 12:21 am
by Antison
this is reproducible
Re: Beta version of v0.6.12 available
Posted: Fri Oct 26, 2012 8:00 am
by Johan
tek wrote: this is reproducible
Yes, I noticed it in the first alpha but apparently my post went unnoticed.
I think that fixing it is as simple as renaming the map since the name seem to determine which world map the map ends up on (if any).
Re: Beta version of v0.6.12 available
Posted: Fri Oct 26, 2012 3:54 pm
by sdevaney
Johan wrote:tek wrote: this is reproducible
Yes, I noticed it in the first alpha but apparently my post went unnoticed.
I think that fixing it is as simple as renaming the map since the name seem to determine which world map the map ends up on (if any).
Actually there is an "outside" property for maps that are eligible to be displayed on the world map and this one must of gotten missed. Thanks for catching it guys.