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Post Info TOPIC: Basic Information
Tr


King Lifthransir

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Thanks for the feedback nova10, I'll do some work to the grass to make it more blended, I'm also aware you can't get back into the town, I haven't completely finished the river quite yet, as for the stores I made it 2 sqaures because I thought I might need to add something in the 2nd sqaure later on for the shop code.

And the path I'll try doing some more work on it.

Update: I Redid Some Graphics work, the new version is labled B and .000026

-- Edited by Tr at 19:54, 2005-08-09

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I just tried to download, but have not been able to get it.

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King Lifthransir

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the link is this: http://www.freewebs.com/travisrezka/TSC.zip - Copy this into your browser.

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Thanks.

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I am in agreement with nova on the grass. It also seemed to me that some of the colors might be a little to bright or the wrong tone, for example the river and grass did not blend very well, but overall good work. The graphics issues can probably wait until development progresses a little more.

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King Lifthransir

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At least you haven't seen the original one. The path was quite....for lack of a better word....horrid. But, I look forward to the next update. Keep up the good work.

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Tr


King Lifthransir

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Yeah the orignal path was pretty bad, it didn't turn out the way I was aiming it to be. I'll keep you guys posted. I'll start work on this again in a few days for others to comment before I continue my progress.

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HaHa graphics always suffer in the beginning.

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Anonymous

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The only issues I can see with this are typical beta issues. Graphics, which can be dealt with at almost any time during development, and things like being able to walk on water, etc. Nothing wrong with it at this stage, though. Looking forward to new betas.

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Would anyone like to help on graphics? TR probably has his hands full with a lot of the programming and could use some help.

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King Lifthransir

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I've just started doing basic things, but am no good at graphics. (My game has got basic monsters, inventory and spells).

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googl Do you want your own forum for your project?

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No. I'll post the game as soon as I'll finish it, but don't expect it sooner than in 2 weeks.

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King Lifthransir

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Sorry, forgot to log in.

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Alright.

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COTW Beginner

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Hey everyone! I just stumbled on these forums hoping against hope somebody had finally gotten their mitts on the Castle of the Winds source code. I'm sitting here at a Dell XPS laptop sixteen years (that blows my mind) since CotW was released, and am still having a great time runing around in those dungeons.


I think it's great that somebody's making their own CotW-type game, and although I've just kinda popped out of nowhere, I'd love to sign on as a graphic artist.


I'm almost at the end of a VG design program and I'm excellent with Max, Photoshop 7-CS2... just about any mainstream software. I can't program to save my life, but I'm great at the graphics end of things.


If I can get some contact info, and the tile specs and stuff for the graphics used within Stone Castle, I'll see what I can come up with for you.


Hoping to hear from you soon.


 


 


 


 



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That sounds excellent. Hopefully, TR reads the forums pretty soon.

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King Lifthransir

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Concerning my game, I've almost finished. The graphics is fatal quality, but will be configurable with piecesets. Maybe import from the original CotW? I've made inventory, fighting, character attributes, potions, healing and teleport spells already. Because I have dial-up and rarely connect, I can't publish the game (I even don't know how). Could anybody send me an e-mail? I'll reply with the game attached as soon as the game will be completed (wait 3-4 days) My email: ggl (at-sign) vp.pl.



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COTW Beginner

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Piecesets are perfect. If anyone sends me a set of those I can crank out some good replacements for dungeons, items, players, etc.


You can contact me at: Tucow_The_Great (at) hotmail.com



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I can be reached at castleofthewinds@gmail.com

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Tr


King Lifthransir

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Uhm an Update:

Last wednesday my harddrive reached 60GB being used, and parts of it started corupting in places (Lack of memory I was told) With this I had to format my computer (it became not useable within a matter of hours after reaching 60GB) and i'm afraid that i could not gain access again to the source of the stone castle I just got my computer up and running again, (4GB is being used right now) so I don't have my tools installed anymore. I'm sorry everyone. Good luck googl, I hope your game is good can't wait to see it.

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King Lifthransir

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I send Hrungir the game. If You didn't receive (sometimes my letters get lost), tell me.

It doesn't feature any good graphics (I can't draw). However, it has the most important things already, which Tr's game didn't have.

Graphics: if anybody could do something, I'd higly appreciate (just edit IMAGES.BMP), or I could ask Rick Saada for permission for using original CotW graphics. I am already working on 3 projects (+castle = 4), so have to divide the available time. I worked on this 3 days (well, 1 of them only designing on the paper), so don't expect too much...

Not counting graph, the game has got everything at the basic level: spells (heal, move, identify, attribute), monsters, inventory. I'm especially proud of full d&d support in the inventory. Source (C++Builder 6, should work on earlier too) included, feel free to improve and tell any changes at forum. I've got a bit weird style of indentation and ignore marigin; sorry, I got used to it.

Todos:
- item editor. It would be beautiful if the monsters, items etc. (in the future: levels, story) wouldn't be hard-coded. Scenarios? like original Castle, Hrungir's scenario? The game could have then a Spell/Item directory, contatining all the items the character already seen.
- graphics!!! Not only pieceset, but also an engine. (convert this to C# and use DirectX .net?)
- character speed. I wonder how the original Castle implemented it? Having much carried does not impose any penalty.
- the hint window doesn't disappear if you hold the right button, move the mouse off the playfield and then release the button. Also, it doesn't disappear in the inventory, looks like oddity of Win32 controls.
- better inventory. There are no slots like in original (a place for armor/bracers/weapon), just a kind of autoequipping...
- make the ability to go up/down (have to change the play array 2d -> 3d)
- more items
- I had several problems while writting the game, so had to use 'non-normal solutions'. Marked them 'kludge' in the code.
- formulas! How much % does Heal Minor give? How HP damage gives a hit with X Str, Y Dex against a monster with Z Str, T Str? probability of hit/miss?
- icons for spells (e.g. Heal Minor = small red cross, teleport = hourglass)
- probability of items. A potion of heal minor is more often found than the gain level one.
- level of the spells. Learning Heal Major should be allowed later than Heal Minor.
- monster intelligence. Currently, they just chase you and may strike another monster if in path. Also, it's easy to hide behind a rock...
- ranged spells (e.g. attack) and timed spells (e.g. Shield)

If it comes to the random room generation, there are some alghoritms creating mazes. But these mazes are used only with entrance and exit, without loops or rooms (just corridors). I would have to analize one.

I didn't implement my ideas completely, but to a great degree. I will still try to maximize the use of spells. Currently, the only way to gain a level is to cast "gain level", which is done automatically after having enough experience... A lifedrainer will cast "lose str/int/con/dex" etc. Castle has timed and non-timed spells. Timed are all defensive, Slow, Sleep, Levitation, Detect Monsters etc. Non-timed are the rest. After wearing an enchanted/cursed weapon, a non-timed spell is cast. After wearing off the reverse spell should be cast (Gain Strength -> Lose Strength etc.). The exceptions are defensive and Detect Monsters, which will have to have the non-timed counterparts (Gain AV, Gain Resistance), because almost all items may have "increases the character's armor value", "makes the character resistant" etc. effect.

Also, could anybody make an icon (*.ico) to the game?

To Gil:
may I use Your icons, the ones You post in the custom icons text?

To Tr:
I don't know DirectX programming. However, I have Delphi, which is your development tool. Could you make the game once again? I mean only the first version, where one could only walk with the red circle. I could look at the source and try to incorporate this to C++ code.

To Hrungir:
could You place the game somewhere? I can send You by mail the next versions too, and You could publish them.

To artists (especially Olaf):

The pieceset stores only a little part of icons. Could You make others, in separate .bmp files? I mean:
- Kobold
- Goblin
- Goblin Figher
- Hill Giant
- any other monsters (Skeleton etc.)

spell icons, 16x16 format:
- Heal Minor, Medium, Major, All
- Phase Door, Teleport
- Identify

magic items:
- Gain, Lose Stat (original had blue/red sign similar to radiation)
- Elixirs of Heal M/M/M/All
- Blank Scroll = Scroll of (none)
- Distillation of Water = Potion of (none)

other, things-to-be:
- Dagger (normal, enchanted, cursed)
- Armor (norm, ench, cursed)
- Amulet (n, e, c)
- Belt
- separate icons for packs? large, small etc.
- Chest
- Ring (n, e, c)

I've chosen 32x32 because it's the size of original Castle and the inventory uses Windows Controls which require 32x32. If You prefer any other size, please tell me. However, this change will mean that I will have to change the inventory screen much, and this can last a long time. I look forward to any graphics. I will try to make the pieceset contain every bitmap in the future version.




Something strange has happened. I don't know how I changed it, but the inventory tree view is no longer transparent. Sorry. The transparency is still on the gamegrid. I hope I will find how to correct this as soon as possible. Also, now an AV sometimes pops up after exiting. It's harmless (the game tries to access data after deletion). I hope the next version will be better. Any suggestions or thoughts would be appreciated.

At the beginning you have several items... play with them (choosed at random). Some are unidentified (at random); use Identify, watch out for losing potions... To fight, use the Monster button (actually, it casts the Summon Monster spell) Use Gain potions much - it's sometimes hard to win with a Giant with bad attributes. Str determines damage, Int max mana, Con max HP, Dex chance to hit.

I hope our community will like it. Happy castleofthewindsing!

-- Edited by googl at 23:38, 2005-08-22

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COTW Beginner

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Really sorry to hear that, Tr. I hope you can recover your files somehow.


 


googl:


There's just one more thing I need to know before I get crackin' on those bitmaps. The pixel dimensions are fine. I just need to know what kind of colour palette I have to work with. Are you just using the original palette like CotW, or can I use a wider spectrum?


Once I know that, I'll bitmap the list you've provided and post samples here on the forums.


Another fun idea- if you're up for the extra programming, I can also make a bunch of revised male/female player icons for different armor/weapon combos. This would be a pain to do for every single armor/weapon/helm combination in the game, but if you can 'layer' images on top of eachother, a generic picture of a shield, say, can be layered above the player icon to look like he's brandishing it. Have the armor in a seperate layer, and you can stack stuff on without using too many images.


That said, I can't wait to get started.


I've been waiting for a project like this to sink my teeth into.


(EDIT)  Before I forget... what's the background transparency colour for the bitmaps? I'd suggest the hot pink, since nobody likes seeing it anyway.



-- Edited by Olaf at 01:28, 2005-08-23

-- Edited by Olaf at 04:51, 2005-08-23

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I will check to see if I received the game and also try to get it up on a site when I have time.


......I didn't receive the game 



-- Edited by Hrungnir at 15:08, 2005-08-23

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King Lifthransir

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To Hrungir:


I sent the game again (castleofthewinds[at]gmail.com). If You still don't have, I will send to Olaf.


 


To Olaf:


Any colour, I choosed some kind of pink, but it can be any. About different character icons: nice idea, however, I don't know if I will be able to use it. The color palette is also Your decision. There may be 32 colours as in original as well as TrueColor depth. The game just loads from bitmap, so it's auto-adjust...


Update:


I made a new version. I forgot about it and send Hrungir the old. The new version has got no AV flaw. But I have still problems with inventory transparency. If the data is not read from a file, it works, strange (because it works always on the playgrid, whether with piecesets or not). Added Restore Mana, rings, Remove Curse and very basic Magic Arrow.


 


Does anybody have an idea how to implement M Arrow path? I mean:


P



                       W
                                  M


Suppose the player P shots at monster M. Will P hit M, or hit the wall W? The arrow could go


P
 ----------
          ----------
                   -------W----
                               Y


so hit the wall. What about more general cases? Another example:


P
 W
 M


Will the arrow travel by right side (so hit the wall) or left side (hit the monster)? Both? Any algorithm? Suppose the player at (a,b) shots at (c,d). Will the arrow touch a wall at (e,f)?


I will send the next version after bigger changes, most probably shops or weapons. If I will have time, then there will be also traps and several levels.



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COTW Beginner

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Started working on images. But before I go too crazy, let me know what you think of the style:


Note that the .jpg probably killed some detail whereas the bitmaps themselves are crisp.


Image Hosted by ImageShack.us


I can change the style to better match the original CotW if you like, or keep on doing what I'm doing.



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I think they are looking pretty excellent.

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King Lifthransir

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I sent the newer version to Olaf. Now you can't equip a scroll, must use a belt to activate. I fixed several bugs in the second version. The bitmaps could be a bit smaller, but it's up to You, the game accepts any format (resize the pieceset)

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COTW Beginner

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The actual bitmaps are 32x32, as requested. I just scaled them up for the preview.


I'll keep cranking away.



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Tr


King Lifthransir

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(Hopefully this post posts, my account keeps signing me in and out every 2 seconds)

To googl:

I would make again but I start school in 10 - 15 days so I don't have alot of time because of the programming class i'm taking so I need to practice it alot, I have a few other heavy courses when school starts so I won't have alot of time.

To Olaf:
Computer was formated, everything is totaly gone unless one of my friends has the code or I have on a backup I don't have the game.

Anyways googl your game is looking good that looks really awesome to play I hope you finish really soon

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