Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 656
» Latest member: gfwau
» Forum threads: 910
» Forum posts: 12,613

Full Statistics

Latest Threads
Tile gap!!
Forum: SOM Guides, FAQ and Help
Last Post: ShatteredSpades
Yesterday, 12:19 AM
» Replies: 3
» Views: 150
Need help translating the...
Forum: SOM Guides, FAQ and Help
Last Post: ShatteredSpades
2025-04-25, 07:32 PM
» Replies: 2
» Views: 150
(LOST MEDIA???) The Lost ...
Forum: SOM Games General
Last Post: Verdite Cat
2025-03-16, 12:32 AM
» Replies: 2
» Views: 650
Tutorial Images Missing
Forum: SOM Guides, FAQ and Help
Last Post: Verdite Cat
2025-02-01, 07:33 AM
» Replies: 1
» Views: 504
Brigandine GE : Hex Edito...
Forum: Brigandine: Grand Edition
Last Post: Rune
2024-11-26, 06:30 PM
» Replies: 20
» Views: 40,205
world of fire
Forum: Diadem of Maunstraut
Last Post: Henrique
2024-11-07, 06:32 PM
» Replies: 0
» Views: 443
Vault of ideas(Mods/hacks...
Forum: Brigandine: Grand Edition
Last Post: Rune
2024-09-29, 09:03 PM
» Replies: 39
» Views: 31,097
In game menu translation
Forum: SOM Guides, FAQ and Help
Last Post: Azynt
2024-09-08, 01:22 PM
» Replies: 2
» Views: 953
Website Update Feedback (...
Forum: General Discussion
Last Post: Verdite Cat
2024-09-05, 08:48 PM
» Replies: 19
» Views: 10,770
kings-field.neocities.org...
Forum: King's Field Series
Last Post: Verdite Cat
2024-09-04, 12:30 AM
» Replies: 2
» Views: 2,415

 
  Area progression with SoM
Posted by: Verdite - 2011-10-08, 12:52 PM - Forum: General Discussion - Replies (8)

Ive noticed that SoM handles area progression really badly, and even the music takes a hit when moving via warp from one area to another. I believe that the fastest way alot of successful game companies handle area transition is through load screens, or a fade on / fade off. The latter is something ive been experimenting with recently... To my surprise it broke things down much better. You havent the nasty jump in music or that irritating shift you recognise when moving from level to level. Music can be stopped or changed during the shift too, giving a proper pause first before the next bgm.

Fade on fade off works with multi levelling too. Essentially you're defeating the KF tradition of area progress, but in terms of potential i think the fade comes out tops.

I'm writing this because i'm very tempted to move Rathmor to this method. I could do with a few opinions. ‎  Wink

Print this item

  Adobe Muse and the new website
Posted by: dmpdesign - 2011-10-06, 06:16 PM - Forum: General Discussion - Replies (2)

Well I have come to terms with the fact I suck too much at dreamweaver to get what Im really looking for on the homepage of this site. ‎  I know Guyra has popped up a test main page on an alternate link for testing, but overall I want to move away from relying on Joomla etc to build the site.

Adobe is launching a new software suite soon that includes a new product code named Muse. ‎  I have been toying with the beta recently and I must say, it is the definitive way to build a website for a coding noob like myself.

Once this software becomes available we can really dress this place up nicely.

Check out this demo video of what Muse can do...

https://tv.adobe.com/watch/muse-code-nam...code-name/

Print this item

  Forum Move
Posted by: dmpdesign - 2011-10-06, 06:11 PM - Forum: General Discussion - Replies (5)

Im going to try to move the forums early Saturday morning Eastern Standard Time, so they will probably be down from about 6am-8am whilest I figure everything out. ‎  If I am successful this board should be back on the /bbs url of the old forum with everything in tact, if not the down time may be longer or you will see the forum come back up here.

Print this item

  Retrieving map data from KF games
Posted by: Guyra - 2011-10-06, 12:48 PM - Forum: SOM Guides, FAQ and Help - Replies (19)

Would it be possible to retrieve map data from the official KF games? Preferrably so one could open them in common 3D modeling software.

Print this item

  Holy darkside Batman! SoM has shadows!!!
Posted by: HwitVlf - 2011-10-04, 10:59 PM - Forum: General Discussion - Replies (18)

Something Ben said got me curious so I did some tests and just realized that lamp Objects in SoM actually cast a shadow behind map Pieces! Maybe everyone else already knew this but I didn't. It seems to be a fairly complex ability since I put a tree in front of the lamp and it cast a somewhat tree-like shadow on the wall behind the tree. ‎  It only affects map Pieces, but still it could add a lot of immersion if handled right. COOL!! Attached is a sample project to show off the effect.



Attached Files Thumbnail(s)
   

.zip   Shadow.zip (Size: 28.72 KB / Downloads: 123)
Print this item

  Dark Souls
Posted by: dmpdesign - 2011-10-04, 06:27 PM - Forum: Souls Series - Replies (21)

Splurged for this game today, got the guide for it too, its a nice hard bound book with tons of sweet from software style artwork in it. ‎  If any fans of Demons souls are out there, I recommend it so far :)

Print this item

  Enemy/Equipment Stats made more simplyer
Posted by: HwitVlf - 2011-10-04, 12:19 AM - Forum: SOM Guides, FAQ and Help - Replies (3)

I came up with some fairly simple formulas for setting the stats on equipment and enemies that should keep gameplay somewhat balanced. It's set up around 'levels' meaning ‎  a level 10 player with level 10 equipment ‎  will be suitable for a level 10 enemy. It's based on a player starting STR/MAG of 5 and 100HP.


Player Weapon Stats:
+3 ATK points per level, spread across 3 damage types
For 'Elemental' weapon, ‎  - 50% to all non-elements and add it to elemental


Example, Lv10 Sword =10x3 ATK points so:
Normal . . . slash=10, smash=10, stab=10
Elemental . slash=20, smash=5, ‎  stab=5
Elemental ‎  .slash=5, ‎  smash=5, ‎  stab=5, ‎  Holy=15



Player Armor Stats:
Note: Armor's effective 'level' is the total level for all equipped armor. So 5 level 2 armor pieces = level10
+5 DEF point per level
For 'Elemental' armor suit, ‎  - 50% to two non-elements and add it to elemental


Example, Lv10 Armor =10x5 ‎  DEF points so:
Normal Armor Total . . . . . . . .Lv10 ‎  slash=6, smash=6, stab=7, flame=6, earth=6, water=7, wind=6, holy=6
‎  ‎  Actual Equipment - ‎  Helm ‎  Lv1. .slash=1, smash=3, stab=1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Chest Lv2. .slash=1, smash=1, stab=2, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ‎  holy=6
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Arms ‎  Lv3. .slash=1, smash=1, stab=1, . . . . . . . . . . . . . . . .water=7,wind=5
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  feet ‎  ‎  Lv1. .slash=1,smash=1, stab=2 . . . . . . . . . . . . . . . . . . . . . . . .wind=1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Shield ‎  Lv3. .slash=2,. . . . . . . . .stab=1, flame=6, earth=6

Elemental Armor Total ‎  . . . . . Lv10 ‎  slash=12, smash=3, stab=4, flame=12, earth=3, water=4, wind=6, holy=6
‎  ‎  Actual Equipment - ‎  Helm ‎  Lv1. .slash=3 , smash=1, stab=1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Chest Lv2. .slash=2 , smash=1, stab=1, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ‎  holy=6
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Arms ‎  Lv3. .slash=4 , smash=1, stab=1, . . . . . . . . . . . . . . . . .water=4,wind=5
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  feet ‎  ‎  Lv1. .slash=3 , . . . . . . ., stab=1 . . .. . . . . . . . . . . ‎  . . . . . . . . . . .wind=1
‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  Shield ‎  Lv3. . . . . . . . . . . . . . . . . . . . . . . . . flame=12, earth=3





Enemy Attack Stats:
+8 points per level, spread across 3 damage types
For 'Elemental' attacks, ‎  - 50% to all non-elements and add it to elemental


Example, Lv10 Enemy =10x8 ATK points so:
Normal . . . ‎  .slash=26, smash=26, stab=27
Elemental . .slash=13, smash=13, stab=14, Fire=40

‎ 


Enemy Defense:
Note: Enemy Defense stats are always left at '0' unless they are 'elemental'.
+10HP per level
For 'Elemental' strength/weakness +/- 2 defense points per level to element


Example, Lv10 Enemy =10x10 HP and 10x2 Elemental so:
Normal . . . . ‎  . . . . . . . ‎  . HP=100, all defenses set to "0"
Elemental weakness ‎  . . HP=100, FireDefense= ‎  -20
Elemental strength . . . . HP=100, FireDefense= +20



I could perhaps make a tool to automate setting stats, if it's worth it.

Print this item

  Model Artwork Needed
Posted by: dmpdesign - 2011-09-30, 06:46 AM - Forum: General Discussion - Replies (5)

ok gang, I know youve been cooking up some snazzy enemy/npcs for SOM.

Id like to build a masthead for the forum displaying the work of the members so what im looking for are high res 'renders' from meta with pure black backgrounds (makes it easier for me to photoshop it out) ‎  of your work, whether it be enemies, npcs or weapons and armor.

any help would be greatly appreciated.

Print this item

  bug report
Posted by: dmpdesign - 2011-09-30, 05:30 AM - Forum: General Discussion - Replies (4)

Please post any bugs you find with the forum, ill try to correc them asap so we can move this back to the original forum link.

thanks

for now ignore the theme graphics - it will be a work in progress.

Print this item

  Email Alert
Posted by: HwitVlf - 2011-09-24, 09:57 PM - Forum: General Discussion - Replies (4)

Just a heads up that there seems to be a virus-email bouncing around the SoM community. The viral emails have only a link which takes you to a Russian site that does bad things to your PC.

I first got several viral emails from Johnnnypark's email address, but since have gotten them from a couple other members of the forum here so it may have spread. Last viral-email was from Tom's email address and I could see a copy was sent to Verdite as well.

Print this item