So far the game is pretty fun, very challenging and reminiscent of a From Software game style.
Its 29.99 new for the nintendo DS (Im amazed its a DS game) and the pro ratings arent favorable but the player reviews have been nothing but 9s and 10s.
I really think anyone with a DS might want to give this a shot.
First off, remember that every 'IF' command has to be ended by an 'END IF' command. An 'IF' command lets you make a condition that must be fulfilled in order to carry out the commands listed in between the 'IF' and its 'END IF'. In the following example, the message and the enemy will only be enacted if Counter00 (named 'PayerHasMoonlightSword' in this example) is set to '1'.:
IF ('Counter00-PayerHasMoonlightSword' =1)
Display Message (Enemy says 'Nice sword. I'll take it off your dead corpse!'
Activate Enemy ('Final Boss')
END IF
------------------------------------------
An 'OTHERWISE' command goes in between an 'IF' and its 'END IF'. The commands listed between the 'OTHERWISE' and 'END IF' will only be enacted if the condition on the 'IF' is NOT met. In the following example, the 'too bad' message will only display if Counter00 does NOT equal '1':
IF ('Counter00-PayerHasMoonlightSword' =1)
Display Message (Enemy says 'Nice sword. I'll take it off your dead corpse!'
Activate Enemy (activate 'Final Boss')
OTHERWISE
Display Message (Enemy says 'Too bad you don't have a better weapon. I don't fight weaklings.'
END IF
-----------------------------------------
An 'IF (Message Choice)' is pretty much the same but it gives the player two on-screen choices. If the first response is chosen, the commands after ?IF (Message Choice)? will happen. If the player makes the second choice, the commands after OTHERWISE will be carried out instead.
IF (Message Choice):('Do you want to set sail?' Choice1='Yes' Choice2='No')
Warp Player (to ship)
OTHERWISE
Display Message ('Ok, let me know when you're ready to leave.')
END IF
------------------------------------------
You can also embed an 'IF' command inside another 'IF'. In the following example, if the player answers 'yes', it will trigger the second 'IF' which will only let him sail if 'Counter01-PlayerStength' is greater than 50.
IF (Message Choice)-('Do you want to set sail?' Choice1='Yes' Choice2='No')
IF ('Counter01-PlayerStength' > 50)
Warp Player (to ship)
OTHERWISE
Display Message ('No, You're not strong enough yet. Come back later')
END IF
OTHERWISE
Display Message ('Ok, let me know when you're ready to leave.')
END IF
-----------------------------
IF anyone finds this confusing or has more questions, feel free to post. OTHERWISE don't post. . . (ha ha ha! I slay me )
Attached is a project showing one way to repeat a timed sound effect.
The 'Trigger Loop' event which is currently set to 'When Examined' can be changed to activate 'If Approached' or such.
Here's the breakdown
-------------------------------------------
Event#1 (Event Trigger=[trigger can be anything you want it to be]) [This Event starts up the loop in Event#2]
Control Active Leaf (Target='Event#2' - Move to Leaf01)
--------------------------------------------
Event#2 (Event Trigger=Always On) [This Event actually plays the timed/looped the sound effect]
Leaf00
Change Counter Value (Set 'Counter00-Times Played' to 0)
Leaf01
Play Sound Effect
Alter Counter Value (Raise 'Counter00-Times Played ' by 1)
Begin Timer00
Control Active Leaf (This Event Forward by 1)
Leaf02
IF ('Times Played Counter' =4)
Control Active Leaf (This Event to Leaf0)[This ends the loop after 4 plays]
OTHERWISE
Set Timer Value In Counter (Acquire Value From 'Timer0' & Set its value in 'Counter01-TimePassed')
IF ('Counter01-TimePassed' =3)[This waits 3 seconds before replaying the sound]
Control Active Leaf (This Event Move to Leaf01)[This restarts the loop]
END IF
END IF
-----------------------------------------------
Alright, so I got enlightened greatly today by TheSpaceBetween into the true canon history of kings field and the many characters that inhabit the game's universe.
I had up until now, used the knowledge that was readily available in the U.S. releases of the game, by documenting the truth glass history of every objects/npc/enemy and place in the games we had here. I used that knowledge to the best of my imaginative ability, combined with some stories that were available in several references in the US released strategy guides, martin's kings-field.neocities.org, and some fan made stories to piece together what I thought a solid chunk of lore to add to the series through my game.
It turns out that where ascii's translation wasnt left blank (a ton of it was left blank), it was also misleading.
This puts me in a bind. I love King's Field, i have spent over a year to make dark destiny adhere to the lore and history of the game so it would provide insight into things not explained in the king's field universe on the US shores. The game itself tells a very detailed story of many of the key characters in the series...and after my talk today I find that my background information needs major redrafting to be correct with canon information. pretty much to the point that my game's timeline is broken completely and makes no sense to anyone that reads the original information.
With that said, he thinks he could get me a copy of all the information he has by january...and i could attempt to salvage the game and attempt to make the story make sense, at least mostly.
So my question is this...seeing that my game is more or less done and ready to be played, should i delay it another month and try to make it correct, or make minor adjustments in an attempt to adhere to what we already know from the US KFs and assume that no one will be any the wiser?
I really need good input on what to do here...I am pretty bummed out right now.
OK, so I am play testing dark destiny yet again...and I notice one of my defensive duration spells isnt working at all.
I check the magic parameters and everything is 0s...though I know for sure I registered them with numbers.
So I try again, and again...and again....shit. its not working, every time I try to create a defensive spell with a duration it gets reset.
So I look into it a bit...open the magic.prm file and start to piece together what is going on.
For anyone that is planning to create a magical spell that has a duration (whether its curing you, protecting you from poison etc...) you will have to follow the below fix unless John is able to fix this SOM bug via a patch.
-----------------------------------------
Here is the layout of the magic.PRM file:
- There is a single character at the beginning of the magic record that indicates the spell graphic...this is highlighted by a light blue box
- This is followed by a single space then 30 characters reserved for the spell name, this is highlighted by the red box.
- The next character is blank followed by two characters that make up the MP cost.
- Another blank character follows then 1 character to set the recovery speed. I dont know how SOM defines this number, so just set it in the editor, this parameter is highlighted in yellow.
- Another space follows then a 2-character slot for the HP recovered parameter. This is highlighted in pink.
-The next 5 spaces are trigger slots for the status recovery. These will either be 00 for off or 01 for on. This is highlighted in purple.
OK...all of the above is properly configurable via the editor. This next section is the part you have to pay attention to to make the spell work.
-after the purple comes 3 blank spaces, modifying these doesnt seem to do anything to the spell. leave these all as 00
- after the three blank spaces comes the parameter slots for the defensive stats between 00-255. In the picture I have them set to 255 the max stat. These are highlighted in orange.
- additionally you must also set the duration via the hex editor. after the defensive stat comes two more blank spaces...leave these as 00. The next two spots highlighted in black are the parameter settings for the duration. The numbers correspond to the 10s and the 2 decimal places. An easy way to get a valid number for this is to set up a dummy offensive magic and monitor the range number you input. copy the hex value for that range and it will directly correspond to the duration.
- the rest of the space corresponds to the spell description, and this can be edited via SOM's editor.
--------------------------------------------
Hope this helps, and hope maybe john can find a way to get SOM to do this conversion properly via the editor someday.
I made a lava waterfall I call lavafall for FBTW and wanted to share it with all whom would like John's Waterfall with lava texture it works and looks fantastic enjoy, more to come:)
(1) Put blnk.txr into your object MODEL folder (If you have the waterfall you should already have this).
(2) Put lava003.txr and LavaFall00001.mdo into your object MODEL folder.
(3) Put the lavafall.prf in you object PROOF folder.
(4) Be sure to set the lava fall up in the parameter as it will now be an available model.
Default size is 1.0 but can be enlarged just as the waterfall to add a fiery cliff side or a fire cave or such.
Happy Modeling.
weiss pointed me here, and asked that i offer my resources to anyone who request them.
i just turned last weekend, im an animation director for nelvana entertainment and ellipse. and also an old school kingsfield fan.
im really greatful places like this exist, we are a happy few and an endangered species unfortunately.
but also fortunately i guess, because we arent a fad. so no annoying young punk types who are in it just to be cool ;P
hope people are doing well, i will do my part to keep this board alive and colorful.
people can contact me anytime! :)