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(LOST MEDIA???) The Lost ...
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Tutorial Images Missing
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Brigandine GE : Hex Edito...
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In game menu translation
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Website Update Feedback (...
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kings-field.neocities.org...
Forum: King's Field Series
Last Post: Verdite Cat
2024-09-04, 12:30 AM
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  Want to give away a few things ...
Posted by: Guyra - 2013-06-21, 11:52 PM - Forum: General Discussion - Replies (7)

So, I've got a few items some of you might be interested in. I thought I'd give it away for free, though hopefully with help to cover the shipping from Norway. (Would've paid for the shipping costs too, if I hadn't been broke. :p )

The items are as follows:
- Eternal Ring (Japanese release, PS2)
- Shadow Tower (Japanese release, PS1)
- CD jewel case sized strategy guide for Shadow Tower (Japanese)
- Promotional disc for Armoured Core 2, Evergrace, and Eternal Ring in slipcase (Japanese, PS2)

All of these items are in great condition, and I would love for them to go to another collector, and especially a fan of From Software. :)

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  SQS Ultra Story and plot
Posted by: Madison Lastrega - 2013-06-19, 04:54 AM - Forum: SQS Ultra - Replies (18)

I have began modeling my first map and started working on custom doors for my game today, and I wanted to take a moment to talk about what it is going to be about, since, especially John set my up space for all things SQS, and I thank you sir.

SQS Ultra is going to my fan based re-boot of my first love .... Swordquest.....Yes my friends it all started when I was 7. The year was 1982. Most games at the time were two to three level button mashers that score was the goal. Then came the Swordquest Saga.. ‎  It was a game of action and logic, where as the goal was find clues buried within the accomplied comics by DC Comics. Brilliant for the time. the clues were entries for the Swordquest contest, in whitch you won the actual items you were questing in the game.... Love at first bleep.... Any self respecting gaming nerd knows the history of swordquest..... 2 prizes were awarded, Water World came out during the start of the 84 game crash. Atari cancelled the "Crown of light" contest, Air world never got built out of proto-type, and the last two prizes , including the ultimate prize.... were built but are still missing , as the, then ceo of atari had them at the time of the crash......has been photograph 2 years prior to his death with the sword. ‎  But has since died, and no Philosiphers stone, or the Sword of Ultimate Sorcery" has been recovered as of yet.... ‎  Incidently The sword cost 50 K to make in 82' and is valued at 100 times that now as there was only one crafted..... Kinda like a hanso sword in real life, but for nerds Tongue

Swordquest gave me love of all fantasy based games from then on, from final fantasy on the NES, to everyones favorite Kings field..... The story in the comics was early 80's but fairly good. ‎  The game it's self inspired many game writers and other authors... For instance JK rowling has admitted to being a huge Swordquest fan as a child, and was so bummed that Airworld never came out , that she used the same illusive item as the Item to be sought in her first novel. ‎  We all know how well that turned out.... ‎  The games like many other Atari 2600 games, Swordquest has long been in the realm of open source, so a reboot is possible. However the comics Were produced by DC Comics... And upon contacting them months ago when I first decided to use SoM to make the Saga, they stated they "MIGHT" do an anniversary edition in the future, so I can NOT use the TM name Swordquest, and I must alter the spelling of key character names, and I can use images from the comics as long as they are altered and have the text boxes removed. ‎  I can do that, hell I was amazed someone actully contacted me about it.
Hence that is why my game is called SQS Ultra (Sword Quest Saga) the Twins Torr and Tarra are now Tor and Tara Ect.

Another deciding factor in making this game is that I can finish the story MY way.....As Airworld was never completed. The room structure is there and the plot for the game is solid, but I can finish it the way I have always dreamed of..... I have had over 30 years to think of an ending, I got a good one in mind.... And this time the WORLD WILL GET AIRWORLD...... And that my friends is why I decided to reboot Swordquest, now known as SQS Ultra.........

And before I go I will tell briefly about my plan to complete. Unlike my other attempts I will going simple but with decent visuals... To not get overwhelmed like last time, I am splitting the Worlds into 4 SoM projects... I made all the projects at once...All have color coded folders, and am building one level per world at a time, So I can progress Equally with all four parts, and to cut production time down. ‎  ‎  Since I have so much done already with my other works, building will go much faster..... And how the game will progress will be simular to the Atari games All four projsects will be on one disk not 4 seperate games....you will progress to fireworld by making and fighting your way through the Zodiac chambers finding Word clues,,, At the end of of Earth world once you have the clues, Those will be the password to Unlock the Fireworld Game and so on....... ‎  Hope that makes sence, it does to me anyways........... For all of you who took the time to read this and take interst in my work Thank you and I hope you like the game when it is released. ‎  ‎  ‎  More to come soon...............................ML

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  Dark Souls - Frank Frazetta artwork
Posted by: Verdite - 2013-06-17, 05:51 PM - Forum: Souls Series - Replies (13)

We dont have a dark souls board, anyway i'll post this here. I was looking at some Frank Frazetta artwork earlier, and this popped up...

[Image: frank_frazetta_thuviamaidofmars.jpg]
(frank_frazetta_thuviamaidofmars.jpg)

Anyway those who appreciated the big forest cats in Dark Souls will like this. There are some obvious similarities.

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  Madison LaStrega is back in the house......
Posted by: Madison Lastrega - 2013-06-17, 01:58 AM - Forum: Team Members Wanted/Available - Replies (2)

as everyone here knows I'm pretty good at making models I'm also pretty good at converting them to the sword of moonlight format. So since I'm going to be making another attempt at building a complete SoM game, I figured I would offer my services to anybody else it is working on a current title. I would also like to say I was very honored when some of my trees were used in the kings of field. So anyone that need some artwork or a nice model done either low poly or high poly, I'm your guy. Plus working on a good new model always is a good break from the usual grind of creating maps and levels.

For anyone who doesn't, know my skill, I am proficient in auto desk Maya, blender, and 3dxmax.
I build in maya then convert to X in meta, to drop poly or dumb down model or remove non visable sides, then I hand texture them, then convert to SoM. ‎  I even got props once from Holy Diver once, anyone who knows him knows, that ain't easy :-) ‎  ‎  ‎  ‎  Happy modeling. ‎  ‎  ‎  ‎  ML

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  Any Brigandine (PSX) fans?
Posted by: HwitVlf - 2013-06-14, 08:24 PM - Forum: Brigandine: Grand Edition - Replies (459)

I don't know if anyone here likes turn based strategy games such as Brigandine, but I'll post anyways. The Playstation game Brigandine Legend of Forsena was developed by Hearty Robin in Japan and translated by Atlus in the US. A few years later, Hearty Robin released a much improved remake called Brigandine Grand Edition. It had a considerable number of improvements like anime cut scenes, voice acting, and multiplayer, but it was never released in the US.

A few different people tried to translate but Brigandine Grand Edition through the years, but they all gave up fairly quickly. ‎  Grand Edition has a MASSIVE amount of text, an insanely complicated text drawing system, and a lot of Japanese audio that would need to be subtitled or re-recorded. It's quite an intimidating project. ‎  I actually did some work on translating it before King's Field (Jap), but never made it much past deciphering its "proprietary" graphic setup thereby translating some menu labels.

Recently, I was contacted by a fan wondering if any new progress had been made which got me working on it again. So far, I've made some progress: added English text support to all four (ugh) of the text drawing routines Grand Editions uses, added a couple different variable width fonts, made some tools to help with editing text pointers and such, and translated a few items and names.

Ben mentioned in a different thread about maybe getting some sound bites for NPCs from the people here (BTW Ben, I'd be happy to record something for you if you decide to go that way); when/if I get to the point of re-recording the Japanese voice acting for Grand Edition. it would be cool if anyone here wanted to voice a character from the game. The game is set in a medieval/fantasy world heavily influenced by Norse mythology. There are around 40 different Knights , most of whom have a short voiced script at some point, so there's plenty of room for 'character acting'.

Note to self: finish implementing variable width font for lower menu text. ‎  Dazed
[Image: Image5-1_zps2cded03c.jpg]



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  Kings field abandoned fangame
Posted by: Verdite - 2013-06-11, 06:55 PM - Forum: King's Field Series - Replies (4)

Found this today.

Seems like its a KF 5 project based around the events of the 'expedition' before prince Devian was given the idol of sorrow.

https://www.youtube.com/watch?v=wptJWBZOFeg

https://www.youtube.com/watch?v=dDihADMLBEs

https://youtu.be/RqnqcB1vEBw

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  Getting Started Again can be difficult
Posted by: Madison Lastrega - 2013-06-11, 08:56 AM - Forum: General Discussion - Replies (29)

Hello all, Madison here with a question. I am trying to set up a laptop for SoM, and I have Win7 Ultimate x64.... well no luck with running it in x64.... So I setup a virtual machine of Winxp pro (full legal).... the editor works ok I guess.... but I can't test nothing or see anything for that matter....In fact I cant even exit by the escape key * catches breath* ‎  So my question is , Can I run SoM in x64 some way or do I have to install x32 version? , and will it work..... I have no way to run XP natively.... machines are too new:) and this running in VMware xp mode SUCKS monkey parts. ‎  ‎  My Toshiba wont even install XP drivers for this laptop......I have reformatted the poor thing like 6 times now trying to get my beloved SoM running again........ Any ideas? ‎  ‎  ‎  kinda makes restarting a project a tad discouraging ya know. ‎  ‎  thanks ‎  ML



PS earliest my Toshiba can run natively is vista....... xp will install but there are NO drivers for it in xp only vista and up :) ‎ 

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  SOM Games on OUYA?
Posted by: Mord of Swoonlight - 2013-06-10, 07:53 PM - Forum: Game Chat - Replies (8)

Hello, community. ‎  I just got my Ouya today, and am seriously looking forward to what will come. ‎  I think it has a bright future. ‎  At any rate, one thought that stuck out in my mind was that this would be a great platform for playing SOM-style games. ‎  So I will lob this out there: would it be feasible to wrap SOM executables in a format that would work with Ouya (based on Android)? ‎ 

Forgive my ignorance - I have never looked into cross-platform coding/wrapping/etc, but thought it would be an interesting idea to bring up on the forum.

Oh, and for those who haven't heard about OUYA: https://www.ouya.tv/

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  NPC animation strategy
Posted by: Verdite - 2013-06-09, 02:47 PM - Forum: General Theory Discussions - Replies (16)

Something ive just come up with and thought i'd share, is setting one NPC to a specific position for your game (standing or sitting) and using the non-used animations for different reactions. So if you wanted a sitting NPC and have finished their sitting animation numbers (16-22), then you could pose the character in a sitting position for the 'standing' animation numbers (0-6) and have them give different reactions to their generic nod or such.

This idea would work with positive / negative feedback from NPCs if you had such a feature of good and bad counters based on player behaviour.

So I could use the standing function in the parameter editor for the Taltareg NPC in my demo. We'l call him Taltareg1 in the parameter editor, and who will have a mutual pose when you first meet him. But after breaking his barrels change the NPC to the 'sitting' version, Taltareg2 in the parameter editor, who will have a negative set of animations, but stay standing in the animations.

More examples...

After defeating an NPC have them assume a 'wounded' pose elsewhere.

NPCs working / resting.

NPCs awake / asleep.

You could do this with first time greetings from NPCs too. SOMs got immersive perks, like this, that you wont find in other game making tools.

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  Sorry about site downage
Posted by: dmpdesign - 2013-05-31, 07:14 PM - Forum: General Discussion - Replies (4)

Somehow a new batch of malicious files crept its way back onto one of the domains of this account. ‎  Anyhow, the files are gone, and I have yet again updated security against hackers for all things sword of moonlight so we should hopefully stay safe from this in the future. ‎  Just fyi, the domain that got this site taken down is not at all related to som.com so the attacks are not targetting this site or its community directly...I will see about moving that domain to another account if the trouble persists.

Sorry for the inconvenience!

P.S. I hate hackers....get a life!

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