I need people to make strange noises for my creatures! Ill post what creature noise is needed and just let your imagination run wild. Dont worry about doing anything seriously
If you decide to do a recording, please save it as a WAV file :)
Goblin
A cowardly goblin who revels in attacking humans.
I need...
An attack noise, a pained noise, and a very pained noise.
Big jaw monster
A strange creature that has an enormous mouth and lives in caves.
I need...
An attack noise, a pained noise, and a very pained noise.
A noble warrior
A noble warrior who is seeking a duel.
I need...
An attack noise, a pained noise, victory cry and a defeated cry.
A vile worm
A caterpillar-like creature with oily brown skin, attacks with its spikey tail.
I need...
An attack noise, a pained noise, and a very pained noise.
Its that time of year again, after Christmas when I go to visit my in-laws out of state for a week :) I have made a tradition over the past 5 years to pick a game I can put on one of my portable systems and go through it while I am there, and this year I have decided to make that game Shadow Tower. I swear that I will actually make it through the game this time, so I am loading it up tonight on my psp, familiarizing myself with the info on kings-field.neocities.org and getting psyched up to complete it...wish me luck!
Anyone else have odd holiday video game traditions?
The theme this year was 'You only get one'. I entered, but I didn't use SoM, since it would be difficult to make a game in that theme with SoM... I dunno, you only get one earth herb? :P
When making low-poly creature models for a game, it's easy to end up with a lot of blocky looking straight edges. This info is about how to make a fur-tuft texture that can hide some of those blocky straight lines and make a low poly model seem more detailed without gobbling up resources by going hi-poly.
This is from the user Verdite:
In GIMP there is a brush shaped like an 'x' so if you are using Paint Shop etc, maybe you can make an X shaped brush. Set a cubed selection with a black background in your texture, then set your opacity to about 10-20% and your pressure to 100% use only a white colour for this. This texture will use multiple layers, so paint the first layer using your x brush without letting go of the LMB, to create a frayed effect - I would suggest shaping your fur-tuft as a half oval shape. When you are happy let go of the LMB, and move to the next layer and make another row of fur just beneath your first row. Repeat procedure to the bottom, stepping down the rows as you go.
It should have made a nice layered effect. But it looks too symmetrical, so now you want to change your brush to a simple dot and increase the opacity. Paint lines to add variant hair strands. Going from one layer of hair to another is ok with a light opacity brush, but you should finish off with a higher opacity brush (35-40%) to get that harsh, wirey texture, and to merge the layers better.
For the final step, you need to select the hair and colorize it with whichever colour you want. I suggest a low saturation, low lightness colour at say hue:32, saturation:18, lightness:-40 Then use a medium lightness palette colour to add variance.
Just an fyi, limited time steam sale for dark souls prepare to die edition (includes the oolacile expansion) on PC for $5.99 sale ends in like 15 hours.
About a year ago, I was working on a tool for image viewing and simple effects, it was called Ultimate Image Viewer... A bad name now that I think about it.
I decided to bring my source code back out and do a little work on it, since I found it while I was looking for my ISO of king's field on my HDD.
I opened it up and found that it was rather plain, with only supporting .PNG, .JPG and .BMP completely. I searched for a few hours for some DLL, and came across Image Magick, a conversion command-line program, with c++ source available... I Complied the available source into some .exes, and found a silent dos dll, so I could call the commands in Image Magick without it coming up... Now, we have...
Alternate Image Viewer - [Ver-0.5_D]
An image viewing utility, boasting compatibility with [b]MANY game formats (including From software's .FSTim and Sonys .Tim!)[/b]
Added in latest version:
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[tr]
[td]
- Save as
- Editing files
- Seeking files
- Applying filter effects to images of all different types, and saving them.
[/td][/tr]
[/table]
Planned:
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[tr]
[td]
- Seeking, converting and viewing of many more different game and games console specific formats..
[/td][/tr]
[/table]
WARNING:[/glow]
before downloading, you should know the differences in version... Release = a build which is the most stable, I fixed all the bugs of the version which I knew about, and it's more polished. Development = A build which is very rough, I haven't fixed all the bugs and I haven't finished all the features... You can expect crashes etc... Only download if you want the latest updates.
[glow=green,2,300]Release Version:[/glow] Download Release (V0.2) (3.30MB) [Windows XP-7]
[glow=red,2,300]Development Version: Download Development (V0.2) (8.83MB) [Windows XP-7]
- Project status:active - Current task: Map Editor, .MRF specs, and documents.
I finally finished the separate tools enough to start doing basic concepts for a new SoM, since I want to work on KF style games, but SoM just refuses to work on my PC, and I'm sure there's a few others with problems like this.
All the tools I've worked on will tie into this one project, alternate image viewer will have texture converting tools for most formats too a new format I'm creating as we speak, including tools to convert old SoM .txr to the new format. Alternate model viewer, a tool which wasn't spoken of much will have tools to view .x, convert SoMs, .mdl/.mdo to .x and various other things relating to models.
A lot of SoM will be passed into this tool, far too much to list, but I also have a lot of improvements.
Because I know there's always someone in the world who likes to write custom editors, the engine will be completely seperete from the tools. This means you'll be able to eventually write custom tools to use it, and I'll be adding full specifications on all the file types to this top post as I'm finished with them.
For now, while it's in the prototype it's mostly going to be ideas all thrown into a big mess of projects, and it'll be using a small 'game maker' built engine to render with.
Oh, and one thing which I'm sure people will think I'm crazy for. Free of Charge. Nothing, not a single coin. You don't even need to say you used this engine if you don't want too.
What's coming from SoM
- Part files; I love these things -- But I also notice that their a pain in the ass to deal with, since they're in binary. I'll be changing that by making them human readable, then when you finally compile the game, it'll re-write them in binary, so you can have ease of use, but anyone trying to steal your stuff won't.
- Simplicity; The SoM tools aren't a walk in the park, but making items, objects and maps is simple, until you start scripting.
- Some of the assets MIGHT be coming from SoM.
What's coming from the SomEx extension frame work.
- Shaders; They make games look amazing, and any game should have them.
- Modes; SoM is just KF1, that's it. So I'll be taking the idea of a 'switch shadow tower' function, and expanding it to work with most From Soft games. These included Switch KF1, Switch KF2, Switch KF4, Switch ER (Eternal Ring), Switch ST (shadow tower).
What I'm adding
- Linux and MacOS; When I finally write my own rendering engine using c++ and OpenGL, I'll make a way for users to export their games as MacOS and Linux runnables, so the games created can hit a bigger audience.
- OpenGL; see above.
- Better scripting, full documentation on everything.
- Assets; Modern HD assets, though this is limited to static stuff right now, I can't animate or make things that live. (humans etc)
- Sound; An advanced sound engine, which will enable the user to make atmosphere that is equal, or better to the original King's Field games.
- Projectiles; This is a big one, and I say projectiles because it won't be limited to just bows. Crossbows, short bows, long bows, stones, guns, throwing knifes... If you really want, you could even set up throwing cheese!
LIMITATIONS
- As of now, SoM 2.0 IS NOT a game development platform, non of it will be of any use for making SoM games. Right now, it's all going to be tech demos and technical features. This is because I need to learn OpenGL to make a rendering engine. When I enter the alpha phase, I'll probably still be using Game Maker, but I'll be using a compiled version (which has set me back a good $500, which will be capable of competing with SoM, but it won't be cross platform, and it'll still be slower then OpenGL.
For the community
If anyone, like me is interested in understanding files, here -- I'll release these so no one will ever need to figure out SoM 2.0 formats on their own.
- Moonlight Room Format (.MRF) file specification (V0.3): - Link -
- Moonlight Part Format (.PRT) file specification (V0.1): - Link -
Pre-Alpha preview stuff
- Part system example, with .PRT creator (v1.0): - LINK -
Current road map! (-- = done, ++ = to do)
-- Build the base engine (GameMaker 8.1+DLLs).
-- Make basic map editor (GameMaker 8.1)
++ Implement custom object system.
++ Convert base engine (GameMaker: Studio 1.2)
++ Add LODs, model loading.
++ Convert base engine (GameMaker: Studio 1.3+DLLs)
++ Expand map editor to use my idea, the layer system.