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  Old demo thread
Posted by: Verdite - 2011-05-02, 11:16 PM - Forum: Moratheia - Replies (78)

Demo link.
Rathmor demo

Bugfix available
Copy these files into your data/map files to fix bugs

Updated 08/07/13
While the demo is completely out of scope for the final version of Rathmor, it is available again for those who want to enjoy it.


[Image: 2e3v0ue.jpg]

[Image: 2qml0sz.jpg]

Over a year has passed, and a game i am pleased with has finally materialised into a demo.

This is a taste of whats to come. While the demo may not reflect exactly what i intend to achieve, it does in a round-about way.

I hope you enjoy it!

NEW UPDATE 6/5/2011

Changes:
Two new maps added, with new enemies and treasure.
New music.
LOADS of new dialogue to read from npcs, monsters, items, objects.
New treasure areas, more balanced items available.
Complete overhaul of the caves - explore a new area.
Map of the caves. (updated 6/5/11.)
New custom enemy - Hiding in a secret room! Can you find him?
Many hours of re-balancing and bug fixing.
New sword event!!


Copy these files into your data/map files to fix bugs



The demo includes:

New never seen before items, armour and treasure.
A basic magic ward setup, and new way of attaining magic. (This is implemented only slightly in the demo.)
Five maps, each completely new and different to any game - All buildings, landscapes, everything built by myself, nothing is original SoM Stock.
Two new enemies. (one appears on behalf of Hwtvlf)
New textures on enemies and npcs.
Music composed and created by myself.
Art created by myself.
Rathmor Lore. (Use the Truth wand!)

A General interestingly different Medieval atmos!

There are a good two+ hours worth of playing time for the average player. Treasure hunters would probably spend up to 7+ hours.

Please, take time to view the readme if you dont know whats what. Actually, better to view it anyway.
And i'd love to hear from anyone about this demo, you can find an email address to contact me in the readme.
Please post any bugs here / email.

Enjoy!

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  SoM Damage calculator updated to v1.2
Posted by: HwitVlf - 2011-04-28, 03:02 AM - Forum: SOM Guides, FAQ and Help - Replies (4)

You will need Microsoft Excel (XLS) to use this or one of the freeware XLS viewers available.
HERE is the link to Microsofts free Excel viewer.

Enter your player's stats at top, and then a use on box below for each enemy in your game. ‎  The important info will "Hits to Kill" info on the left (red arrow in picture).


UPDATED to v1.2 (Attached). This update fixes a bug that was ignoring the "Enemy HP" field for all the enemy charts except the first.



Attached Files Thumbnail(s)
   

.zip   SoM Damage Calculator V1.2.zip (Size: 579.61 KB / Downloads: 191)
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  Keynote Reference Guide
Posted by: airflamesred - 2011-04-24, 11:10 PM - Forum: SOM Guides, FAQ and Help - Replies (72)

First attempt so I hope it makes sense



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  A triggered enemy
Posted by: Verdite - 2011-04-24, 10:30 PM - Forum: SOM Guides, FAQ and Help - Replies (4)

I'd just like to ask, theres the "triggered" option in movement, in the parameter editor.

I was wondering, does the trigger display a different animation? Or does it make the enemy start moving when you are at the distance you input?

Btw the reason why i'm asking is... I want an enemy to "emerge" out of the water when the player is nearby, and go into attack mode.

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  Happy Easter (inc mask file)
Posted by: Verdite - 2011-04-24, 01:48 AM - Forum: General Discussion - Replies (1)

Happy easter to all.

I spent a bit of time on a "fun" item tonight for som. Todd if you could upload it to the addons i'd appreciate it.

Hope everyone likes it. Its not meant to be so sinister... Try to use it for good events. ‎  Wink



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.zip   Rabbit Mask.zip (Size: 437.33 KB / Downloads: 137)
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  Metaseqouia texturing questions
Posted by: dmpdesign - 2011-04-21, 03:39 AM - Forum: SOM Guides, FAQ and Help - Replies (11)

For you Meta adept out there, I have a dilemma. ‎ 

I have recently started constructing some landscapes using the create landscape option in meta and have had decent results creating 3 x 3 map pieces with it, although when it comes to texturing, I hit a bit of a snag.

I have a lot of usable 256 x 256 textures, but what I am aiming to do is to tile them across a particle object...but I dont know if this is possible or how to do it. ‎  Basically the 256 x 256 itself is much to small to stretch across a big object thats roughly 6meters by 6 meters, but since the texture is perfectly tilable, I was wondering if I could force meta to tesselate the same texture maybe 3 times across and 3 times down to give the appearance of more details and to reduce the stretching of the texture across the faces.

Does anyone know how I can accomplish this...obviously normally i could just repeat the texture into one large texture and map it that way, but SOM wont accept anything over 256 x 256, so Im sort of stuck.

Any help would be appreciated.

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  This video explains it....
Posted by: Hguols - 2011-04-20, 07:22 AM - Forum: General Discussion - Replies (4)

https://www.youtube.com/watch?v=gC8LM_g-cOw

I already had most of the sheet music written in February, but the recording process took two long months to get the production just right, plus some additional on-the-spot writing.
This release is my crowning achievement! I'm so pleased with how this turned out!

This entire album is already on iTunes (took 'em like 1 day to put it on there!) and the CDs are in production.
Other digital distribution is on its way!

Sorry! Just thought I'd gush about this here!

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  *cracks knuckles* Ready?
Posted by: Hguols - 2011-04-17, 06:16 AM - Forum: General Discussion - Replies (58)

Its been long enough. ‎  Since I finished my 4th album, I'll be working on another game here pretty soon.... ‎  Once some of this fog settles....

....but I mean that. ‎  Very soon. ‎  ( ^ - ^)

Oh, and by the way, any and all custom stuffs would be greatly appreciated....

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  King Harvine Wind Knight WIP model
Posted by: dmpdesign - 2011-04-16, 05:47 PM - Forum: SOM Guides, FAQ and Help - No Replies

Thanks to everyone's help I have a semi complete wind knight model working in SOM.

It still needs some ironing out, but at least its fairly functional.

So far it has two types of attacks (the second animation needs some work though) and it will defend.

Spells dont work yet, so dont bother giving him any spell abilities. ‎  I plan on finding which hex of the prf I need to mod to speed up his movement a bit, but all in all I am pleased with the first enemy ive made (well, by I, I mean group effort :P)



Attached Files
.zip   EKNT.zip (Size: 266.24 KB / Downloads: 127)
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  Fortresscraft hits #1 on XBox Indie - released today!
Posted by: dmpdesign - 2011-04-08, 01:53 PM - Forum: General Discussion - Replies (15)

So far so good, top rated game on the marketplace for indie games.

Hopefully this means good sales for a change :)



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