Yancakes wrote
I manually set the resolution, restarted the game was now the same size but the window was bigger- and then it crashed when after the intro title scrawl lol.
yes, changing the resolution increases internal game resolution, not scaling. you have to use scale setting to make the window bigger then. as you may know, internally the game is using hardcoded 800x600 bitmap to render everything. i tried to un-hardcode that, but it may fail for too big or too small resolutions, or fail randomly due to me forgetting to unhardcode something somewhere.
config window needs help text, badly. some owls there are not what they seem to be!
Yancakes wrote
the only issue is that the graphics are a bit blurry which isn't a problem in the 2021 release.
it currently using simple bilinear filtering (just OpenGL blit). i am planning to change that to use oversampling. i.e. the picture will be crispier, and "sharp pixels" mode will look much better. it's not hard to do, but there are always other things to implement first, so it always slips to the bottom of the list.
Yancakes wrote
The main thing I was thinking isn't actually a problem- for some reason I thought in yours you couldn't use the arrow keys to go up and down.
you can even use ctrl+arrow for "Go" command. and the player will follow tunnel turns.
Yancakes wrote
The other thing off the top of my head would be having to click "Y" every time I want to open a door- I want to just be able to move in the direction of the door and my dude auto-attempts to open it. Maybe there's a setting I missed? It's a minor thing but stands out when a door takes like five tries to open.
yes, there is even a setting "Kick closed doors" there, which you prolly noticed. what you haven't noticed, i believe, is that there are several valid anwers on "do you want to open … door [y/n]". you can simply press the corresponding direction key again, and it will be counted as "yes". i.e. just press the direction key until the door opens, you don't even need to read that message.
Yancakes wrote
I REALLY like the popups. It makes it much more convenient to see and compare what's in the stack rather than having to read the message log or open any inventory. This was an excellent choice.
thank you! it is one of those things which seems obvious… when implemented. i now cannot understand how i didn't thought about it before, and how i managed to play without it.

but it took me amost two decades to realise that i need it.
Yancakes wrote
That sounds like a lot of work, I always wondered why I didn't see more forks for IVAN
have you ever looked at IVAN code?

i spent a lot of time restructuring it. it is still shit, but now it stinks slightly less.
Yancakes wrote
It's such a great game so I'm absolutely thrilled to see ANYONE working on it, and I will play your version when I play for the time being! Thank you so much for your work

thank you! sadly, i don't know if (or, rather, when) i'll run out of steam again, but until then… i'm living in Ukraine, so it's hard to predict anything.
i love roguelikes, and played a lot of them, including much hyped ADOM and DF. but there is only one game i'm still playing after almost two decades, and only one game in which i want to invest my coding time. among roguelikes, i mean.
tbh, i really wonder why IVAN is not widely known. yes, it is mindless fun, but there is surprisingly deep and rich game under that cover. maybe it's just because not many people managed to get under the cover. but it seems that those who did became dedicated IVAN followers.