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Brigandine GE : Hex Edito...
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world of fire
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Vault of ideas(Mods/hacks...
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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
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Hello! :D
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Unable to climb stairs ma...
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Mista Fopa didn't give a ...
Forum: King's Field Series
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Wiki rendering issue.
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A Couple Newbie Questions |
Posted by: BurningDoom - 2009-11-17, 01:08 PM - Forum: SOM Guides, FAQ and Help
- Replies (5)
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I am a longtime King's Field fan, but I am extremely new to this software or anything like this. I really only downloaded the software so I could play fan made games the original KF game with an English translation. I have a couple of questions:
1. Okay, so I have everything installed. I went to open the sample game that comes with the download, and the game itself works fine, but when I talk to NPC characters in the game, the dialogue box appears, but there's no dialogue.
2. Does anyone know where I can find an English translation of the original Japanese version of King's Field to play on this software?
Any help would be appreciated. Thanks!
-Nate-
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Holy banned, site downage |
Posted by: dmpdesign - 2009-11-16, 11:34 PM - Forum: General Discussion
- Replies (5)
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Sorry for the down time today folks, I decided it was time to move on from our current administration and have disabled holydiver's account at this time.
In doing so I broke some links on the site and restored from a backup that was unneccessary (thus the loss of all of today's data more or less).
I apologize for the downtime.
If anyone has questions on my decision to ban holy please contact me privately.
If you are holy and reading this, please email me so I can get your digitaldevildb.com and resources transferred to your control on another domain.
Lets leave the rants and flames and immaturity out of this thread.
Thanks.
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NEW UTILITY FINISHED (Pumpkin Paster Map Edit tool) |
Posted by: kilroyfx - 2009-11-16, 12:18 AM - Forum: Tools
- Replies (19)
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After making it through Beta-Testing, and a few rounds of bug fixing.......I am posting a small utility that works alongside of SOM's map editor program.
Please download and try it out, let me know of any bugs, suggestions or general comments....It's basic function is to add more functionality to the current map editor. It will allow you to rotate map sections and duplicate items,objects,npcs, enemies....and rotate them with your duplicated map section.
It has numerous other features.....
Tutorial Video:
https://www.youtube.com/watch?v=jaey9RC1uSY
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Somcom 2.0 |
Posted by: Holy_Diver - 2009-11-15, 08:06 PM - Forum: General Discussion
- Replies (42)
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There is a preview of the new website theme here (https://www.swordofmoonlight.com/wp-index.php/)
The graphics will get better, and there will probably be a fullscreen background in time, however the basic thrust of it is in the can. The font for Windows environments is "Arial Unicode MS", I'm not sure what will be done for Mac and Linux (Linux probably has better options) yet, however this font is pretty much the only game in town. Things look a little funny on Webkit browsers (Safari/Chrome) but I'm planning on customizing the stylesheets against these agents.
If you have any complaints as for the theme, you're welcome to air them / we can attempt to ameliorate them one at a time.
However I would prefer this thread focus less upon cosmetic concerns so that instead it can be a survey/conference rabout how the new website should work and be organized etc.
The new website is built upon Wordpress. The old website's pages can be either retained with banners alerting readers to the new site, or converted into redirects to the new pages. Wordpress anyway is not compatible with these pages for the most part because it expects all of its page urls to look like directories.
My personal intuition is the site would not work well with a traditional unified sidebar (ie. a link to every page or a parent of every page on every page)
I think that sort of site, though great for archives, is a bit unnerving for many readers, especially with this kind of subject matter. And I don't think the website itself will be completely thematically unified from page to page.
My present thinking is to make the core pages like mini websites. And I reckon we could start by modeling them upon SOM itself. For instance www.som.com/main/ could be about/like SOM_MAIN.exe, then www.som.com/main/edit/ could be like SOM_EDIT.exe, then www.som.com/main/edit/map/ would be about the map editor and so on. Www.som.com/main/edit/run/ could house like a generic game manual for playing/planning SOM games as well as covering difficulties of the runtime build process (which personally to this day I've still been unable to pull off game intact)
Main would actually be the real unadulterated homepage of the website with a big hairy sidebar.
The front page I'd like to call the Exit page because Home seems a little domesticated for the theme, and because if you "Exit" the Main page in SOM fashion you end up on the home page. It just has the welcome message login links and announcements/news highlights like now.
Then there could be a News (or maybe Info or Press) page, which is like a traditional WordPress blog, with archives and latest headlines basically from all the blogs throughout the website. I'd like each project/game to have a blog and their own page(s) ...I will also set it up so you can post game blogs that won't show up on the news page so you can have exclusive/more detailed information about/for your game if you want.
Then I like the idea of having a special page called Mini, where people can make quick posts about non-news topics like howtos and things. Something people can easily wade thru quickly looking for ideas.
Possibly a Games page highlighting games would make sense. However I'm unsure where games should be parked. It's probably best left to the game makers how they want to do that.
I want to reserve www.som.com/ex/ for my SomEx extension work. And www.som.com/ex/lang/ for translation via SomEx.
I think we're planning to put all of Todd's current install/tutorial pages into a special series of pages at www.som.com/intro/. He might want to pare them down to be more introductory/save some more detailed info for detailed explanation pages in the main pages however.
I think add-ons and official (From Software) tools can be parked under Main. Managing add-ons (as in game resources) effectively will probably a bigger project than the website itself. Adding/power-browsing add-ons will probably be integrated with the Wordpress control panel. I am also going to hopefully succeed at unifying the forum user accounts with the main site accounts. So if you do register with WordPress before that time, use the same login name/password as your forum login codes so to avoid any problems with your account in the future.
Anyway, this is your chance for input and question asking.
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Pedestals/Keys and Events. |
Posted by: dmpdesign - 2009-11-13, 07:07 PM - Forum: SOM Guides, FAQ and Help
- Replies (3)
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I am making this post because someone had a request how to handle multiple keys/pedestals and getting them to work with events. You can use the below information in any similar scenario, so I figured I would post it here in case anyone else had a similar question.
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Scenario: I want to create a lock in my game that requires you fill 2 pedestals with a key that will be used one time to unlock the the box (similar to Orladin's keys or Corridor keys in KF2 US).
OK this situation really isnt that difficult, but there are some concepts in SOM that you must realize first before proceeding. SOM has some features I like to call bugs, that can make this a bit tricky, so lets note them first shall we?
#1 - Make sure your keys are not consumable! SOM has really poor range and angle refinements when it comes to using a key at a specific door or chest or pedestal. Because SOM doesnt have a developed AI, it doesnt know whether or not you meant to waste a key if youre not facing the pedestal just right, so using the key would mean waving bye bye to it forever if you werent standing right where you need to be for it to activate the lock. So for all purposes, one use keys should always be NON-consumable.
#2 - SOM doesnt consume a key when you place it in a pedestal, so you will always have to create an event that consumes this key when placed in the pedestal else you will have unlimited keys in no time. This is important to note and needs to be dealt with to keep your game from having this flaw!
Ok with those two key points stated, we can proceed with creating the proper events.
First we will need three counters, lets call them pedestal 1, pedestal 2, and magic box. One for each pedestal that is modified when the key is placed, and one for the box that we will have appear when the two keys are in their slots.
For the first pedestal counter (the one we named pedestal 1): we will have it toggle the counter when the key is placed. Also make sure the key can't be removed from the pedestal (these are both settings on the pedestal object itself).
Now attach an event to the pedestal object. This event should be 'always on' with a starting trigger of [counter value = 1, of the pedestal 1 counter]
-For the first leaf of the event, add a sequence 'change player parameter'. Edit this sequence so that it 'changes number of item, pedestal key, decrease by 1'.
-Also add a 'alter counter value' sequence to this leaf, and set it to alter a the third counter you made 'magic box' by increasing it by one.
-Lastly add a sequence for 'control active leaf' and set it to 'move this event forward one leaf'. This just makes sure that nothing screwy will happen by reapplying this event more than once.
Now thats finished, we can do the same thing to the second pedestal, except that it will toggle the pedestal 2 counter.
Once both of the pedestals have their keys in place, the player will no longer have those two keys in their inventory, and you have also adjusted a counter (magic box) to a value of 2. Since it will only become 2 once it is increased 1 time by each pedestal key, you can have an always on event triggered by the counter value = 2 of magic box to 'display object' on for the hidden box you want to appear.
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New EVENT program |
Posted by: kilroyfx - 2009-11-11, 11:04 PM - Forum: General Discussion
- Replies (39)
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I have recently "cracked" the .evt files in SOM. We now have the ability to delete,mass delete,duplicate, mass duplicate, store, and manipulate individual EVENTS from our maps that we create. I am starting this TOPIC because I am intending to add features to an existing program that I am working on.
When desiging maps what are some of the limitations or slow-downs people have faced??
I know personally, I have been annoyed that I couldnt copy/paste/rotate map parts...(that has been addressed) But, also I was amazed that When I delete sections of my MAP the items,objects and NPC dont delete with it...You have to go in manually delete your event and then delete the object one at a time.
Also, as soon as you write a cool event its very difficult to copy that event from MAP to MAP....or even object to object. It becomed very tedious. And as far as idea sharing its almost impossible to explain to someone else how cool your EVENT logic is....
What I am proposing is a program with features that may allow us to design EVENT(s) and share them with each other...to create a personal library.....in addition to giving us the power to duplicate,delete, and store EVENTS in a much more efficient way.
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Meta tags |
Posted by: Holy_Diver - 2009-11-08, 01:02 AM - Forum: General Discussion
- Replies (3)
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I just realized this forum was still using the digitaldevildb.com meta tags (occurred to me while browsing the new Wordpress theme)
I've copied the tags of the main website front page for now...
<meta name="description" content="" />
<meta name="Keywords" content="sword of moonlight, from software, king's field, dark destiny, ascii entertainment, dmpdesign,">
But I think we can do a lot better than this. Someone should come up with a description, and for keywords virtually anything you can brainstorm is worth tossing in. Video Game, Fantasy, Sci-Fi, First-Person, Game Design, for example are all fine keywords.
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