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Hello! :D
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Re: The Maunstraut 2009 Project |
Posted by: Holy_Diver - 2009-09-15, 03:56 AM - Forum: SOM Games General
- Replies (18)
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I think I'm going to have to get to the bottom of the first map on exit bug that crashes the game if I'm going to get back into the saddle with this one.
I'm thinking I'm just going to copy the project and start deleting huge sections of the map and see if that doesn't make it go away (to at least narrow things down)
Could you (Todd) outline anything you were able to rule out back when you were trying to figure this out? Did you ever do any new work with your cliffside set btw? Because I just can't shake the feeling it's something about those map pieces. Though it makes no sense. Of course with SoM it could be anything.
I really adore everything I've done with this, but I'm just at a point I'm not sure where to dive into next. I'm thinking maybe I should work on building the new Winds Lair from scratch. My basic concept there was to try to make a series of floating islands (in air) connected by your bridges primarily, though it would be cooler to have stone like bridges like something out of Ico one day. The stone bridge pieces wouldn't cut it.
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Kilroyfx found, alive and well! |
Posted by: dmpdesign - 2009-09-15, 03:00 AM - Forum: General Discussion
- Replies (43)
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Well a few of you might know I had been trying to track down the author of several Youtube videos regarding an SOM game that was in development that basically no one here had heard of.
After a 2 month absence, the author contacted me tonight, and the conversation was not only interesting it was inspiring.
It turns out mr kilroyfx (i will leave his name undisclosed until he decides to join our boards) had likely been in contact with your friend and mine, one JDO whom I am assuming he got his copy of SOM with the translation from. It appears, however, not unlike a few of the folks that are active on these boards (Holy I am pointing right at you) he has a grasp for programming etc that far exceeds the limitations of SOM.
Within about a 2 hour conversation, I was honestly taken through a first person tour of the entire game he was making with SOM. He laid out programs he had created to inject pages of text straight into conversation boxes, advanced scripting programs that could automate creating events that moved objects in a very complicated manner in just a few seconds, then allow you to tweak settings and have it erase and recreate the event at the click of a button. He went on and on about the underlying story plot of the game, about the maps he had created and the whole concept of AI.
AI...and no I dont mean the generic junk you think of when you'll play my game, but I mean real world style interaction with npcs. Somehow through massive text injection coupled with constant random timer optimization, he had created npcs with personalities...that would interact differently with you dependant on how you played the game, and even how fast you clicked through their conversation! In other words, if an npc detected you were ignoring what they were saying just to creep through the dialogue quickly, they would change their mind about talking to you and walk off agitated. Holy shit?! Also he described how he created a dream world, dependant on what you had accomplished and what part of the game you were working on, that when you entered the dream, you would be whisked away to a dream like state, where you could possibly find answers to questions on the quest you were working on.
Anyways, sadly enough, mr kilroyfx feeling rather deflated that the only feedback he got on his videos was quite negative (this is fake, this looks non-kingsfieldlike etc etc) decided to move on from the project. It remains probably 30% complete, and we will likely never get to experience melanat as he was prepared to paint it. He has moved on to producing some games that I think everyone here may enjoy in the future, I will not spill the beans about any of it, but they will likely be available for the XBOX live arcade, and from just listening to his visions I have decided they will be games worth downloading when they come out.
It always pains me to see people start SOM and give up, especially so knowing he was as far into his game as he says. There may be a silver lining to this though...well there is for me and may be for the SOM community.
#1, he gave me the original animation for his melanat island model/video, so I can toss that crappy Bryce island I made and put something decent in my opening cinema.
#2, and more importantly, he is going to upload his project files as well as copies of the auto-it programs and some other various tools he was using to simplify and expand the functionality of SOM. I will of course promptly deliver the program files to Holy to make heads or tails of, but with his project space we will have access to a plethora of new models, map parts and an inside look to how he was using SOM in ways we may not have tried to accomplish things we may now think impossible with the tool. I figure at the very least it may help Holy in his efforts to rebuild SOM properly, and for a change let him delve into something created by someone on his level of programming.
So in short, hopefully the guy joins the forums and can help us out on things like breaking the animation coding for enemies and npcs (he dabbled in it a bit he said but wasnt 100% able to figure it all out). It would also be nice if we might be able to get him to finish his game, or move it to someone's able fingers (now Im pointing at Tom, cuz this guy's ideas were WAAAAY outside the box for his game concepts, and that my friend is your department).
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Another SOM oddity to look out for |
Posted by: dmpdesign - 2009-09-14, 06:48 PM - Forum: SOM Guides, FAQ and Help
- Replies (6)
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For all you game makers out there I wanted to bring this issue to your attention so you catch it when you make a game.
There are several pedestal objects in the game that allow you to place a key in them to trigger a switch counter. These can be set to allow you to remove the key or not, but beware, placing a key in the pedestal does NOT remove it from your inventory.
Now depending on how youre using the pedestal/key this may not be an issue, but be aware that once a key is removed from the pedestal you will now have 2 in your inventory...and this can be repeated to duplicate the key over and over. If you are working on something similar to the silviera key or rhombus key scenario this is going to be a problem for you if you dont catch it.
The fix is simple (well annoying but simple). Just have an always on event in the map where the pedestal exists that removes the key that is used from your inventory (change player parameter event) whenever the triggered counter the pedestal is set for=1.
The kicker here is though that you need to be careful on your counters for each pedestal as they must now all have a unique counter that they are attached to.
I was using a star gate/star key scenario similar to KF1 US in my game and couldnt figure out where all these damn duplicate keys were coming from until I looked into it and noticed the bug.
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Several errors, requesting some assistance please. |
Posted by: ArbalestX - 2009-09-02, 02:55 AM - Forum: SOM Guides, FAQ and Help
- Replies (17)
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Hello everyone, I've been working with the Sword of Moonlight tool for several hours now, and it seems that I've ran into several problems during my time.
1st) Frame-rate issues. It seems that no matter what I do, my screen is chugging out a horrible frame rate. While disabling a sky effect made the frame-rate better, It's still too low...
I've tried the following:
Change BGM, Draw Dist 30, Fog .5, And none of them seem to really work. I've done the preview option at the edit window, and it still chugs along...
I'm going to try and create a run-time to see if that would fix the issue...
2nd) Controller support. Joystick compatibility doesn't work in either test map or preview. Is it supposed to do that?
3rd) Some musics don't work. Are there requirements for a .wav to play in the game?
I would greatly appreciate if you could help me out, because I'm starting to run out of options.
Oh, and here are some of my specs:
Windows XP ServPack 3
Intel Core 2 Duo E6600 2.4 Ghz
2.00 GB of Ram
Nvidia GEForce 7600
DirectDraw is currently disabled.
UPDATE: Now the issue extends to more than just the game-maker itself, all the fan games run in a crippled speed. I'm guessing it's some sort of incompatibility issue...
Controller support works when I create a run-time version of the game, so that's no problem.
Still wondering about the requirements for wav files...
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Hook, Line and Sinker!!!! |
Posted by: Hguols - 2009-08-29, 04:07 AM - Forum: General Discussion
- Replies (98)
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My efforts with the band are on the verge of paying off.
There is a label interested in releasing the Hguols album and adding me to their roster!!!
The small but growing label is EEE Recordings and they're actually from the same state I am. (Illinois)
I've made good grounds on my next SoM project today, and now I have other work to do regarding the Hguols project.... (like getting the album artwork to them)
Looks like I'll be quite busy this weekend.
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Irritated and need help |
Posted by: dmpdesign - 2009-08-21, 10:14 PM - Forum: SOM Guides, FAQ and Help
- Replies (4)
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OK, a virus smoked my SOM laptop, so I had to reinstall everything.
Its a windows XP machine, and I have everything installed from my installer program + I copied over all my old files back onto the machine.
I have the proper fonts installed and versions of direct X etc. But I am having a problem I cannot explain.
Ever since reloading my computer, whenever I attempt to edit an event that uses a message it will not let me do any carriage returns in the text. So it forces me to put everything on the top line and after so many characters it continues off the box and I can no longer see what I am typing. The typing does allow me to fill the whole box, but it never shows anything past the first line in the editor. When I trigger the event in game, all the text is there as well, so I know it took the information, but just doesnt seem to let me format a carriage return in the editor.
I have uninstalled and reinstalled SOM, I have loaded different versions of MS gothic and eastern language packs, I have uninstalled and reinstalled directx and graphics drivers and so on and no luck. Its really pissing me off.
The issue also exists in the item editor, the system editor etc and I can't type in item descriptions etc correctly. Its always something with this damn program...spent the last three days wasting my time on this problem!
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