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On the other Castle of the Winds forum it has been discussed and the person doing the program said they had been back at work on it.

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Anonymous

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Yep, So far I got a Few Features for the game play working.

- Directx 8 Support (So if you don't have Directx 8 the game isn't going to be playable)
- Color Depth of 32bit
- So far runs Smoothly on WinXP, I have not tested this for Win98 or 95 because I have no access to these 2 or any other version of windows.
- Some Sounds are being made but not many.

Now I just need to make some Monsters, Items, Weapons and armor stuff and I'll be well on my way to starting the first area of the game.

One last thing though, I've tried to do a random level generator and I've had no such luck, But i promise I'll make the game more fun just to make up for the feature not being included.

Any Ideas?


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Tr


King Lifthransir

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That was me, it logged me out for some reason.

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It would probably be good to have a lot of monsters, items, levels, etc. That is one way I think the game would be better. I will try to think of more things later.

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Tr


King Lifthransir

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Yep, I'm thinking I'm going to do about 70 - 75 Dungeon levels total in 2 or 3 different worlds. And I'm thinking around 75 - 100 Monsters, and Alot of items maybe 200?

I Did do some Graphical work on some items such as Diamonds, Rubies, and Emeralds and a cool looking fire ball type object.

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What program are you using to do the graphical work?

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Tr


King Lifthransir

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Adobe Photoshop 7, and sometimes i'll use paint.

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How do the items that are done look?

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Tr


King Lifthransir

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This is the Diamond I made, Right now i'm going to try to work on what the player is going to look like.

Edit: sometime in the next few weeks I'll have demo put up with some of game code working.
Update: I got Some of the game code working, nothing big, the player now can move dispite it's not the real player image yet, the screen also moves with the player so when you start moving so does the screen in the direction of the player every so many moves, I'll post a demo of that soon.

-- Edited by Tr at 02:11, 2005-07-22

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King Lifthransir

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Tr, so far, it sounds really good. If you want someone to test it out on Win98, I will gladly help you. As for the random level generator, I suggested this:

1. Well, first off, I have a few guesses to make. The number of rooms is random, how they look: square, etc... is also random, where there are placed are also random, the pathways between them are random, traps, monsters, and items are also random. I'm guessing using " ( " or " ) " [re-randomizes the floors you go to] to go up/down instead of " < " or " > " was how they tested it. Whether doors were "secret" or not were most likely also random. I can go on if I want, but I'll cut down on this post.

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Tr


King Lifthransir

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I could try that, If I don't get it figured out I'll make up for it.

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Tr


King Lifthransir

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Okay so I do have the promised exsample.

The exsample isn't that great, the walls you can't walk thourgh Are not the final type of walls, the player sprite will be done I just grabed a .gif i had on my computer for now.

Stone Castle Beta 0.000000012

If you can't access the file with the link above type this into your address bar

http://www.freewebs.com/travisrezka/TSC_Beta_0.0000012.exe

-- Edited by Tr at 19:46, 2005-07-23

-- Edited by Tr at 19:47, 2005-07-23

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Anonymous

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I can't run the demo. I keep getting this:
Failed to allocate back-buffer. Your graphics card might not have enough memory.
Try to reduce the screen resolution or color depth and run again.


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King Lifthransir

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That was me....I forgot to log in

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Anonymous

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If the movement and display systems represent the rest of the game's quality, I'd say this is going to be a treat to play.


I hope you'll release more betas as this becomes a playable game.



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Anonymous

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I just ran this on my 98 machine.


The first time I ran it, it said
"Failed to allocate back-buffer. Your graphics card might not have enough memory.
Try to reduce the screen resolution or color depth and run again."


I reduced the screen resolution from 16-bit to 256 colors, then it asked me to upgrade to at least 16-bit colors, at which point it ran fine.


I set the default back to 16-bit, and it still ran fine.


Seems almost like an error, but not quite.



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King Lifthransir

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Anonymous wrote:

I just ran this on my 98 machine.
The first time I ran it, it said"Failed to allocate back-buffer. Your graphics card might not have enough memory.Try to reduce the screen resolution or color depth and run again."
I reduced the screen resolution from 16-bit to 256 colors, then it asked me to upgrade to at least 16-bit colors, at which point it ran fine.
I set the default back to 16-bit, and it still ran fine.
Seems almost like an error, but not quite.




At least that worked for you, I still can't try it.

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Tr


King Lifthransir

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Uhm, I am working with DirectX 8, so that does use alot of graphic memory, So far I can get it to only run in 16-bit and 32-bit (32-bit works the best)

I haven't tried it on any older machines, Just the one computer I've had for awhile now since my old one crashed up to bad. I'll look into why that might happening, Great to know it works on 98 Thanks I'm glad it isn't running slow for anyone yet.

To Nova10:
Your graphics card might be outdated, or you might just need to increase your Video Cards memory.

Now I'm work on the First town and get it working, I'll release a small beta of that, and I will have lots of sprites, so Next Estimated Beta update is about 2-3 weeks.

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King Lifthransir

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I'm making a CotW sequel too. I've got some results, but you'll have to wait (i'm on a trip for 2 weeks) Things which ought to be in the remake include:


1. The player should be treated like a monster, with the same datastructure. Everything available to the player should be available to the monsters and vice versa: collecting/using items, non-full view of dungeon, being affected by traps, attributes (Str/Int/Con/Dex/mana/HP/speed)
2. Maximal use of magic. Every potion/scroll should contain a spell. The (none) spell would be a special case: casting it would make the character wait (like using space in CotW), it would be used by distillation of water/blank scrolls. Some items would cast a spell with the effect lasting as long as the item is wield: boots of levitation, amulets of resist etc. Several spells are indexed using a number, with negative numbers meaning reverse: Healing (4), Heal Major (3), Heal Medium (2), Heal Minor (1), <none> (0), Cause Minor Wounds (-1), ..., Kill (4); Neutralize Poison (1), <none> (0), Poison (-1); Resist Fire (1), <none> (0), Vulnerability (-1); Phase Door (1), Teleport (2); Slow monster (1), haste monster (-1). Adding some spells between these could extend the number of spells: very strong fire resistance, great teleport etc. Most of spells shouldn't be allowed to learn. There could be an option to reverse the spell.
3. The items shouldn't be hard-coded. Their attributes (AV, weapon value, weight, price, icon) should be read from a data-file.



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Tr


King Lifthransir

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Cool.

Also There should be an Update Very soon, I got the Town's Layout the way I wanted it, I'm working on it more now that I'm no longer in Summer School.

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Administrator

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googl if you would like I could set up a forum for your game.

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Tr


King Lifthransir

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Okay Next week, I'll have an Update, With some New Sprites, the title screen, and some of the story put into the game.

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Sounds excellent.

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Tr


King Lifthransir

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I'm Starting work on the Player Sprite like I promised that I would have done by next Beta version.

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King Lifthransir

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Tr wrote:

Uhm, I am working with DirectX 8, so that does use alot of graphic memory, So far I can get it to only run in 16-bit and 32-bit (32-bit works the best)

I haven't tried it on any older machines, Just the one computer I've had for awhile now since my old one crashed up to bad. I'll look into why that might happening, Great to know it works on 98 Thanks I'm glad it isn't running slow for anyone yet.

To Nova10:
Your graphics card might be outdated, or you might just need to increase your Video Cards memory.

Now I'm work on the First town and get it working, I'll release a small beta of that, and I will have lots of sprites, so Next Estimated Beta update is about 2-3 weeks.





Actually, DirectPlay wasn't enabled, so I couldn't run the Beta release. Looks great, can't wait till the next Beta release.

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Tr


King Lifthransir

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Glad to hear that it worked

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King Lifthransir

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When can we expect the next Beta release? I can't wait to try it out

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Tr


King Lifthransir

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Hopefully next week sometime, I've been busy the last 2 days, and I have to make sure some dudes clean off the egg they just egged my house with, so I'll start working hard to catch up on sunday, I also have to go see my friend tommrow who comes back from floirda, so i won't have any time.

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Tr


King Lifthransir

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Okay, So I got an update, It's uploading right now, So far in this beta, I've done a few things, I Did most of the town, stores don't work yet, I totaly forgot about the title screen, I had it nicely done and forgot to save it


Tsc.zip Click here to download



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King Lifthransir

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Looks alright, however, if you leave the town you can't get back into it, so you should momentarily block that off until that area is done. Also, the path in the town looks quite rough and doesn't blend into the other parts of the path. The stores are quite fine, but you can go two squares into it instead of one like in the other CotW games. You should also try to get the grass to blend together. But, I congratulate you on your work. Keep it up

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