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RT 1.7 on iOS7

Posted: Wed Sep 18, 2013 6:10 pm
by Nighthawk
Thought I'd start a thread in case players find stuff that's broken. Haven't seen anything so far, but one tip would be to go into the Settings app before you play the first time and reset your zoom settings for Rouge Touch (if that kind of thing concerns you). Until you pick a default zoom the game will always default to 100%, even if you change it while playing. I think CD said that this was one of the few settings that he couldn't get to "come along for the ride" during the update to the new OS.

Re: RT 1.7 on iOS7

Posted: Sat Sep 21, 2013 9:25 am
by Nighthawk
Hi, tried to register on the forums but have not received a confirmation email, so will post here instead. I’m a big fan of the game with hundreds of games played and dozens of games won. Have a few iOS7 bugs to report, all are cosmetic only:
1. Small white lines appear on left between inventory items.
2. When hitting “back to the dungeon” button from inventory, the button is highlighted strangely
3. When fighting something offscreen via ranged weapon, the hit effect or other combat effect (i.e. slime) appears in space above character’s head. (Actually don’t mind this one since it’s easier to tell if you hit)
Drop me an email if you like and I will reply with any other bugs found.
Thanks again for a great game!
-Nat
Copied from front page comment. (And, there's another Nat around... \O/)

Can confirm all three of these.

Small white inventory lines: the lines occur *after* each item in the inventory (in case before or after makes a difference). Thinking iOS7 is expecting to put dividers between list items (not sure what type of object you're using here to render the list... suspect it's the culprit).

The Back to the Dungeon button highlighting: looks like iOS7 is highlighting the hit box. It's occurring throughout the interface, although it's hard to detect on most of them because the hit boxes are the same size as the button itself. Back to the Pack is slightly different in that when it highlights it's dark instead of light.

The offscreen monster hit: this one's a two-part bug.

Part 1 - Successful hit animation is occurring 3 tiles above the player's avatar whenever and wherever it is successfully hit with a projectile (on-screen, off-screen, dark room, hallway, weapon, food, etc.) but NOT with a successful wand zap (at least, not with the wand of Magic Missile I tested). Can't confirm on vorpalized weapon zapping - might want to test that one yourself as it'll be easier to create the setup than for us to find it in the wild. It doesn't matter how far away the enemy is. It's really fast, but it looks like the red hit flash is showing on both the monster itself AND 3 tiles above the player avatar for the same one successful hit.

Part 2: Slime splitting animation is same as above, but ONLY when it occurs off-screen (including dark room and hallway). Watching a slime split in mid-air was amusing. The game logic itself is unaffected - i.e., the slime splits properly and is able to be interacted with, so it's a graphics "feature".

Re: RT 1.7 on iOS7

Posted: Sat Sep 21, 2013 11:48 am
by CommanderData
Thanks for compiling this list and filling in additional detail!

These off-screen attacks are strange... I don't know if they occurred in older versions or not. I'm very melee oriented when playing so I haven't had much opportunity to see this before. I expect it will be easy to track this stuff down :mrgreen:

Can confirm the odd appearance of the back button here too when pressed, I think this is part of the difference in iOS 7 button elements. There is likely a property I can set to avoid this visual glitch.

The inventory items are UITableViewCells. I don't see anything obvious that should be causing the little white bar, and it does not appear on iOS 6 from what I can see. Will poke around in code and properties of UITableViews to see if some new setting helps :geek:

Re: RT 1.7 on iOS7

Posted: Sun Sep 22, 2013 1:03 am
by Nighthawk
CommanderData wrote:I don't know if they occurred in older versions or not. I'm very melee oriented when playing so I haven't had much opportunity to see this before.
I don't remember ever seeing it in iOS6, so pretty sure it's a new OS thing. I mostly melee as well... really only pull out the projectiles for taking down nymphs and leprechauns, or later on when I'm getting my sneak on and feel masochistic about killing something I should just let sleep.

CommanderData wrote:Can confirm the odd appearance of the back button here too when pressed, I think this is part of the difference in iOS 7 button elements. There is likely a property I can set to avoid this visual glitch.
Again, I don't think it's just that one button... I think it's every button in the interface that's not an OS-style popup menu.

Re: RT 1.7 on iOS7

Posted: Sun Sep 22, 2013 4:24 pm
by CommanderData
I think the button issue was specifically tied to the "Back to Your Pack" and "Back to the Dungeon" buttons, as they were the only UIButtons with images attached. Other generic white buttons look fine, and only change the text color when clicking (as expected).

Good news is I have figured out and fixed this graphic UIButton glitch, and the problem with the bright lines on the inventory table view! Just have to hunt down the cause of the floating animations from ranged attacks and it'll be ready for a minor update release.

Maybe I can add a little surprise in while I'm at it :mrgreen: