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Latest Threads |
Tile gap!!
Forum: SOM Guides, FAQ and Help
Last Post: Verdite Cat
8 hours ago
» Replies: 2
» Views: 36
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Need help translating the...
Forum: SOM Guides, FAQ and Help
Last Post: ShatteredSpades
Yesterday, 07:32 PM
» Replies: 2
» Views: 67
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(LOST MEDIA???) The Lost ...
Forum: SOM Games General
Last Post: Verdite Cat
2025-03-16, 12:32 AM
» Replies: 2
» Views: 585
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Tutorial Images Missing
Forum: SOM Guides, FAQ and Help
Last Post: Verdite Cat
2025-02-01, 07:33 AM
» Replies: 1
» Views: 461
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Brigandine GE : Hex Edito...
Forum: Brigandine: Grand Edition
Last Post: Rune
2024-11-26, 06:30 PM
» Replies: 20
» Views: 39,792
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world of fire
Forum: Diadem of Maunstraut
Last Post: Henrique
2024-11-07, 06:32 PM
» Replies: 0
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Vault of ideas(Mods/hacks...
Forum: Brigandine: Grand Edition
Last Post: Rune
2024-09-29, 09:03 PM
» Replies: 39
» Views: 30,337
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In game menu translation
Forum: SOM Guides, FAQ and Help
Last Post: Azynt
2024-09-08, 01:22 PM
» Replies: 2
» Views: 890
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Website Update Feedback (...
Forum: General Discussion
Last Post: Verdite Cat
2024-09-05, 08:48 PM
» Replies: 19
» Views: 10,391
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kings-field.neocities.org...
Forum: King's Field Series
Last Post: Verdite Cat
2024-09-04, 12:30 AM
» Replies: 2
» Views: 2,352
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verdite, need your gimp skills. |
Posted by: Madison Lastrega - 2013-07-10, 02:50 PM - Forum: SQS Ultra
- Replies (19)
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Hello Mr verdite, my intelligent , friend.... I need your gimp skills for a few.... One of my new floor sets is kicking my butt, and I need your help. I need to know if I can take a picture(high res). And split it into pieces..... What I am doing is, in my earthworld central chamber I want a huge zodiac amaulet... On the floor . sounds easy right. WRONG....
So for the floor, it is made of 9 pieces.... Each piece is 3x3. Making the total size of the piece of 81 total tiles. On each 3x3 tile there is 9 individual 256x256 textures, to make a photorealistic, non blurry effect. So what I need to do is take my hand drawn zodiac picture is split it in to 81 parts at 256x256 image size...... Since your the resident gimper I thought you would know , or if this can be done.... I know my adobe cs4 package can, but I was not going to install it on my som machine.... Because gimp is 1 free, and smaller in install size...... So my gimp master.... Can I take a huge picture and split it into 81 equal 256x256 parts. :-) thanks in advance for your time good sir........ML
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Some Questions About SoM? |
Posted by: GeminiContractor - 2013-07-09, 02:49 AM - Forum: SOM Guides, FAQ and Help
- Replies (8)
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Hi, I'm pretty new(brand new actually) to the forum, and I'm not sure where I would ask this, or if it's been answered elsewhere already.
If there is a better place to post this, I'd appreciate being informed of where.
So, with no further ado, here are my questions:
1. Is the Sword of Moonlight: King's Field Making Tool free?
2. Is the SoM: KFMT, which is available for download here, legal?
3. Can you release games made with either SoM royalty-free?
4. Can you charge for the games you release that are made with either SoM?
5. How flexible is SoM(can you add features through C++, is there/it an SDK etc.)?
Thanks.
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help me name my 4 chapters friends....... |
Posted by: Madison Lastrega - 2013-07-07, 05:24 PM - Forum: SQS Ultra
- Replies (7)
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More bad news from DC comics unfortunately.... The sub names Earthworld fireworld waterworld , and airworld , also have DC's TM on them..... In fact the movie Waterworld had to be Cleared by DC as well... ( that my friends was like movie news I never knew).... Waterworld the movie had a 200 million budget, they could afford it, I on the other hand cannot.... So I have to rename my sub chapters as well...... And I am turning to my forum for help with the SQS ultra names...... The only one I have some direction with is chapter 3 waterworld ....... In the comics waterworld is called "Auqainlon" so that could work for chapter 3.... So I need to name earthworld , fireworld , and air world........ Any suggestions my friends..... Names must be related to their elements, like gia for earth, ect. thanks friends.....ML
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Leveling Up |
Posted by: HwitVlf - 2013-07-06, 09:45 PM - Forum: General Theory Discussions
- Replies (6)
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In most games I've played, I feel like the whole concept of "leveling up" is mostly an illusion. If the game is not boring, the player will always be fighting enemies who are close to his own power. So "leveling up" is just a way to make the player feel like they are progressing, even though they aren't. For instance, the difficulty in King's Field(US) when you first set foot on the shores of Melenant seems about the same as the difficulty in the last levels of the game. So really, what was the point of all the leveling up?
I'm thinking maybe a system closer to some of the Zelda games is better. Instead of "leveling up stats" you find equipment that gives you new skills. Or you learn new weapon techniques that make your fighting more effective, but not necessarily more damaging. And, right from the beginning of the game, some enemies are extremely strong others are easy.
Does anyone have thoughts on a good alternative to a "leveling up" system? Or maybe leveling up is the way to go after all?
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Site update |
Posted by: dmpdesign - 2013-07-04, 08:37 PM - Forum: General Discussion
- Replies (3)
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Im thinking about tossing the current layout and updating it with fresh content pretty soon (probably sometime in August, maybe sooner). I would like to have links to the wiki, to the addons section (if its still out there), the forum, rathmor and the other games in progress and the old games that are there of course. I also intend to link to som.net and possibly build and maintain a page with howto information and latest downloads for SomEx if that is acceptable to HolyDiver.
Ben and Joe, if you dont mind, I would like to make a page dedicated to your games there with links to the forum of course and any media you may have online, such as youtube videos or personal websites.
I think SOM.com used to be a one stop shop for all things SOM, but I haven't kept up with it properly the last year or two and it needs some love. I really hope you are all onboard with me linking directly to your work, anyone who comes here should be able to find your games and the SomEx latest news as it is very relevant to the future of SOM development.
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Removing offensive magic. Poll! |
Posted by: Verdite - 2013-06-28, 01:06 PM - Forum: Moratheia
- Replies (4)
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This will impact the game mechanics immensely if a proper conclusion is reached, so please choose carefully you can change your vote at any time.
Stats will be adjusted accordingly along with the speed of weapons. Since magic would no longer be used as an 'interrupt' to stop an enemies attack hitting you, weapons will have to be lighter. Because the player will attack alot more, the strength stat from levelling up will be removed.
INT (MAG) stat will increase slowly by reading books and talking to NPCs. INT will affect certain outcomes in quests or dialogue.
For every 5 levels the player has earned, the player can train abilities in either strength or intelligence, in town.
Healing will be a massive benefit to a combat game, and thus will be utilised properly.
The player starts off with basic equipment. Long dagger (small weapon - about the same size of a shortsword) or an axe (medium length) and a spear.
There will be 5 types of attack.
Small weapons
Shortest length.
Anything between 0.1 to 0.7 KG
A 180 degree slash, left to right, in front of the player with a moderate attack angle. Fastest recovery.
Medium length slash and hack weapons
Moderate length.
Anything between 0.7 KG to 1.2 KG
A traditional KF style right arm vertical slash, with a good attack angle. Moderate recovery.
Heavy one handed weapons
Good length.
Anything above 1.2 KG
Attack similar to the short weapon having a 180 degree left to right with the best attack angle. Longest recovery.
Spear
Best length.
Spears will be between 0.5 to 1.5 KG
Tip of weapon is held below the players eye level so they can aim properly, then spear extends from that position. Smallest attack angle. Moderate recovery.
Punch
Shortest length.
Arm extends forward from a wind up position and hits slightly to the right of the players central view. Moderate attack angle. Moderate recovery. The players fist will always be the least damaging of attacks.
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