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Tile gap!!
Forum: SOM Guides, FAQ and Help
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Need help translating the...
Forum: SOM Guides, FAQ and Help
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(LOST MEDIA???) The Lost ...
Forum: SOM Games General
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Tutorial Images Missing
Forum: SOM Guides, FAQ and Help
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Brigandine GE : Hex Edito...
Forum: Brigandine: Grand Edition
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world of fire
Forum: Diadem of Maunstraut
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Vault of ideas(Mods/hacks...
Forum: Brigandine: Grand Edition
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In game menu translation
Forum: SOM Guides, FAQ and Help
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Website Update Feedback (...
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kings-field.neocities.org...
Forum: King's Field Series
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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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Quick question |
Posted by: Vicious - 2009-11-03, 05:51 PM - Forum: Diadem of Maunstraut
- Replies (13)
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Heyo just started up DoM for the first time and I have a query.
Is there anyway to disable the ingame gamepad?
I prefer to map my controllers using an external program (Xpadder) and the in game config is interfering.
I can't set up my controller properly in game anyway (it only supports 8 of my 12 buttons and no analog mapping).
Also, what are the chances of the memory leak issue actually affecting me?
Is it even a problem on modern systems, because the game is kind of old now correct?
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Anyone got a large picture of the Excellector? |
Posted by: scott - 2009-11-02, 02:09 AM - Forum: King's Field Series
- Replies (34)
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As the name of the subject says: Anyone got a large picture of the Excellector? I would like a pic of all 3 so I can begin working on a project. I'm going to try to make life size wooden models of all three Excellectors and maybe the Moonlight Sword. If anyone has any pics I could use I'd be very thankful. If I have the time I may make another set to sell on e-bay if anyone would like them. So again, any detailed pics would help me a lot.
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YAY! It's done!!! |
Posted by: Hguols - 2009-11-01, 10:41 AM - Forum: King's Field Series
- Replies (13)
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I got my King's Field Additional II walkthrough completely finished! John helped too!
Check it out!
https://www.hguols.com/kfa2FAQbyTom.zip (29kb)
...I've submitted it to GameFAQs, and it should be there soon.
EDIT: I had the file up as a txt, but since some browsers will display this funny (and notepad won't) here's the zip instead. ^_^
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Anyone building a SoM map using a widescreen monitor? |
Posted by: HwitVlf - 2009-10-31, 04:36 AM - Forum: SOM Addons
- Replies (19)
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If anyone here is building a SoM map using a widescreen monitor with at least 1440x900 desktop resolution, I could use your help as a tester. I need some opinions on material that I might put in the next patch. Drop me a line at weissvulfATyahoo.com if you'd like to help with testage/opinionage- thanks :)
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Enemy descriptions/etc |
Posted by: Holy_Diver - 2009-10-31, 02:14 AM - Forum: SOM Guides, FAQ and Help
- Replies (6)
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I'm looking over the files that are output into a final game filetree, looking for text that needs translating. I'm noticing that a lot of text about enemies is output, like the names of their skills and the descriptions in the parameter editor. And it dawned upon me, afaik the descriptions in the editor have no purpose in the final game. Or is there some way to access that info? The truth mirror etc doesn't seem to work on enemies, or does it?
As for the enemy skill names, I don't know why they're there. I seriously doubt they're used to lookup anything in the sfx files.
Just never utilized output data I reckon.
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