Sword of Moonlight Forum

Sword Of Moonlight Games => Games (Dormant Projects) => SeaGuard => Topic started by: AsusX2 on October 18, 2009, 01:06:02 pm

Title: New SoM Demo SeaGuard
Post by: AsusX2 on October 18, 2009, 01:06:02 pm
As i said in the general discussion board I am working on a new kings field game that takes place after Kf4. Making the game and my own music is easy, What i dont know is (1) how to get space to post it. I dont use online much. I created my first E mail acct. just to log onto this page and Converse about SoM. (2) Weather anyone will even care? I will finish the game myself because i want to Play more Kf and they wont make anymore,? so I will. Hope you all are into Kf as much as i am. If so, you will really eajoy This small Offering, Will Keep you posted. :smile:
Title: New SoM Demo SeaGuard
Post by: AsusX2 on October 18, 2009, 02:17:45 pm
I have finished a Small demo for you all, But i dont know how Post it. Please Help! Thanks.
Title: I think i got it! Here's my Demo
Post by: AsusX2 on October 18, 2009, 02:22:59 pm
Hope this works. If it does Enjoy!
Title: New SoM Demo SeaGuard
Post by: AsusX2 on October 18, 2009, 02:53:36 pm
If you are interested in trying this Demo eMail me at AsusX20405@live.com and You can Tell me how to send it. I think you will really enjoy it. Thanks.
Title: Re: New game
Post by: dmpdesign on October 18, 2009, 03:48:24 pm
Fantastic.

You sound just like me with the whole, if no one cares Ill make it anyways mentality.

Thats good to hear.

As for space...we can hook you up with that.  Send me a private message with your email address and we will see about getting you some space.
Title: Re: I think i got it! Here's my Demo
Post by: dmpdesign on October 18, 2009, 03:57:09 pm
We are gonna need quite a bit more than that file.

I am sending you an email with the information on what to do ;)

Title: Re: I think i got it! Here's my Demo
Post by: HwitVlf on October 18, 2009, 04:46:02 pm
Me wanna copy!
Dmpdesign will give good advice about getting your demo uploaded so I'll check back later
Title: Re: New game
Post by: Holy_Diver on October 18, 2009, 09:20:38 pm
Don't worry about hosting it. We can take care of that. Someone will help you if you want to post other teaser/trailer stuff before you're finished with the game. Good luck! And don't give up!!
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on October 18, 2009, 09:47:17 pm
Unless someone objects, I'll merge these four similar topics in this board next time I come around. Let me know if I'm missing something :smokin:
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on October 19, 2009, 07:51:57 am
Check out the new demo here:

http://www.swordofmoonlight.com/demos/Kf5Demo.zip

Thanks Asus!
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on October 19, 2009, 09:39:20 am
Its missing some custom textures, but for now its still playable.  Likely I have all the custom files you need so I will download it at home, throw them in the right folders and update the download .zip file tonight so the textures will be in there.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on October 23, 2009, 12:47:26 pm
I forgot to update the download, my apologies.

I will make sure to get to it this weekend.  Anyways, has anyone given this a try yet?

So far it looks like youve got a good knack for the SOM tool, I am definitely eager to see more on this project!
Title: Re: New SoM Demo SeaGuard
Post by: darchangel on October 23, 2009, 01:58:06 pm
Tried it...a couple of things that you need to watch for:

When you give that sailor guy the compass, instead of it disappearing from your inventory you end up with 255.
Not sure if it was just me, but those faeries are a pain in the arse...they killed me before I could even reach them... :mad:

Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on October 23, 2009, 02:37:08 pm
Haha same with me, they yelled at me too!

Im guessing that area is just not supposed to be reachable at the start of the game.
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on October 25, 2009, 11:10:33 am
o.K. THAT was just a demo, so you could see my thought process and usage of som. (by the way, I can get through the faries (your not supposed to kill them, yet, just get the herbs and iron mask!)) The Training facility IS, hard but i have beat it many times to make sure I had a good player vs Enemy balance. I do know about the compass, it was just an idea of mine. This map is more of a sketchpoint for me, it will be in the game in a finished state, but for now this is it. I am glad to see someone enjoying the demo.If you all do end up liking it and wanting more, just let me know and i will try to get it to you.
Title: Re: New SoM Demo SeaGuard
Post by: darchangel on October 25, 2009, 11:25:51 am
I was able to run in and get the herbs and mask...but even the other faeries around the houses just shoot me on sight, very hard to get anywhere near them.
Speaking of which, inside the training facility is a faerie and it killed me almost as soon as I walked in the door...curse those faeries! I wish I had the power to turn them to stone  :wink: :wink:

It is always good to see what other people have in mind when they put a game together...keep it coming, we'll keep on playing it.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on October 29, 2009, 11:50:18 pm
I forgot to reply, I uploaded a newer version of your demo so that everyone can have all the textures for the custom stuff.

the download link remains the same.

BTW, I really like some of the terrain you are using, its odd when you make a game you think youve tried all the logical ways you can use map  pieces, then you play someone else's and you see a ton of imaginative things you never tried.  Keep it up!
Title: Re: New SoM Demo SeaGuard
Post by: lavaelf1024 on October 30, 2009, 10:51:56 am
Gonna check it out and see if there's some stuff I can use. 
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on October 30, 2009, 08:48:36 pm
Could someone describe the goals/scope/and state of this project for those of use without time to download it and goof around. Screenshots are always nice as well.

Is this the "KF5" and what does SeaGuard mean? PS: Guys, I'd be careful about tacking numbers onto KF, that's sort of Fromsoftwares' exclusive right l I would think. It's ok I think if you use an already established number and a subtitle. Like even DD could be called KF2 DD or whatever because it seems inline with the KF2 world or whatever. Though it's just KF in the US anyway I suppose, so I reckon Todd's already thought of this.
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on October 31, 2009, 12:25:01 am
God! I've just spent 4 solid days working out the enemy table's. :goodnight:
I've almost filled up an entire notepad while replaying and taking notes on enemies, there stats and counters. That is a real pain, but, I finally got them all correct. I've been modeling the kraken but i'm having problems changing the format to work on som correctly. my models look good, hope I can use it. Next, i'm going to try to animate it. The game is still going well. I did stop using Vista 64 with som. I found it easyier just to build a couple lower end machine's and use them as workstations with my server. One is for the purely for the editor, One is for Meta, (I find it easyier to model what I want while i'm looking at the maps) and the x64 for testing, Running fruity and Photoshop. All in all this is definatly a worth while project. Well sorry for blathering, Just wanted to talk, hope I did'nt bore anyone. Talk to you guys later. Seeya
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on October 31, 2009, 01:27:20 am
Just wanted to make a quick note...seeing as you are using a network situation to run SOM, be careful if you are hosting the files on one machine and editing on another.  I ran into an issue where I had SOM map editor open on one machine, and again on another, made a change in one, saved the other as well and it blew up my event table beyond repair...luckily I had a backup.

Just please make backups if youre doing the whole network thing :) 
Title: Re: New SoM Demo SeaGuard
Post by: kilroyfx on October 31, 2009, 01:15:29 pm
Nicely done AsusX2, checking your game out !! Nice to seem others interested in KF, I was working on a small game that happened before the KF1 game. Funny that your continuing
the series.  Check out my trailer on YouTube. Look for "Before Melanat" If you need any suggestions or help simply ask.  I have a lot of models, audio, and building tools. Also I have extended experience wrangling that SOM into creating some neat effects.

I had to add, to this.  Just played your game, looks great !!  It really has a nice atmosphere to it.

Is this the "KF5" and what does SeaGuard mean? PS: Guys, I'd be careful about tacking numbers onto KF, that's sort of Fromsoftwares' exclusive right l I would think. It's ok I think if you use an already established number and a subtitle. Like even DD could be called KF2 DD or whatever because it seems inline with the KF2 world or whatever. Though it's just KF in the US anyway I suppose, so I reckon Todd's already thought of this.

Gawd, call the game whatever you want.  Don't even begin talking about legal issues - something you know nothing about.  Play the game and enjoy it !!!!  SeaGuard means what it means, maybe its in the game maybe you should use your imagination.  SOM is not about money or legal issues.
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on October 31, 2009, 09:19:39 pm
Gawd, call the game whatever you want.? Don't even begin talking about legal issues - something you know nothing about.? Play the game and enjoy it !!!!? SeaGuard means what it means, maybe its in the game maybe you should use your imagination.? SOM is not about money or legal issues.

Todd asked me to function in mod capacity. And there's only one way I know how to do that. Leave the fighting words at the door. If you got a problem with something someone said then respectfully disagree on the point. If you got a problem with someone then that's your problem, please don't make it everyone else's. Inciting trouble can get your posts reprimanded/split and or bad "Karma" should it be decided to keep tabs on that (this is very fair versus the usual completely arbitrary perma-ban you could expect from virtually anywhere else)

We will work out a compact before the membership numbers in here get too be too out of hand. As long as I'm involved in administration, verbal incitement, bullying, and stalking, will not be tolerated. This is how I run forums. Otherwise, anything goes. Don't call people trolls, flamers, or anything implying infraction of any unspoken policies. At worst you'll get yourself carded on the grounds of incitement. These are simple rules designed to unambiguously protect everyone's basic dignity and freedom of expression and participation. And most of all the openness of these forums. Bottom line is no one is going to have their way with anyone in here, so don't even try it. To avoid "incitement" you should be careful when speaking directly towards individuals. Mob behavior will not be tolerated. Consider leaping to someone's defense instead.


Finally, on a practical note, SOM is very much about legal matters. Trademark infringement is serious business. If you want your game to be universally respected, don't call it KF5 6 7 or anything like that. Just use common sense. Especially in the states you're already skirting tight territory if KF is in your title.
Title: Re: New SoM Demo SeaGuard
Post by: kilroyfx on November 01, 2009, 01:38:45 am
If your using SOM your game will not get sold, will not make money, you would have to make absolutely sure you did not use any intellectual property from any other source.  Go call a legal attorney if you can afford one.  Have you ever sold a game, or anything else for that matter, are you an attorney...??  Have you ever gained commercial rights for logos, audio or likeness of another product??? No one wants to think about those things, and they shouldn't have to...You need commercial rights to use any model, audio, texture, phrase or likeness of KingsField to start selling it, no one has those commercial rights.

This is about making a Kings Field game that is all about fun. Hate to burst your bubble. Just don't be a wet blanket all the time....having a KF game universally respected is an oxymoron.  Look at games today,  the gaming community will not bow down and respect a remake of a remake.  I think the whole point of using SOM is to have another KF game, another episode, another level - so people can enjoy more of something that was once great and cutting edge.  If you strip the name, any reference, the models and audio you won't have a KF game.....and then you might as well start programming in a 'REAL' language.....making a game these days involves a lot more than one interface.

And, I was leaping to someone's defense.  You have a way of bumming people out, and I don't want to see another person leave the forum. You cannot demand respect from people because you think you have power...so your saying I cannot express my opinion or else you will take some sort of 'action' ??  Who's the real bully.
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on November 01, 2009, 03:21:36 pm
Just for future ref. Seaguard is the name of the town in the demo and my use of kings field 5 will NOT be in the game! It was just to express the ideology and format of the game design. OK, so as far as SoM, I only run som on one mach. seeing as I only need one SoM running at a time. The other Lopro is strictly for Meta so that i can model a part while i look at the debug map. This helpes me design the part to fit seemlessly, Textures, edges, and so on. I do back up my maps constantly. I've learned my lesson about not saving as I have lost my Seaguard once already and do not wish to create it for a third time. Vista x64 really does not like SoM! DMPDesign, have you found any other problems with using a network for this project? I would like to not run into any further problems. So far, everything is working great so any help in this area would be great. remember I'm used to hardware and have not really been programming since Basic. I found Css, Html and Xtml to be fairly easy and i'm a very quick study. I'm now trying to learn Visual basic and C. seems alot like what I used to do, just with more commands, for ex. 255 colors is now over 1,000,000, Hahahaha. I'm finding all of this really fun and wont be giving up anytime soon. It does seem, however, Holy Diver either does not like me, Which is fine by the way, or I have offended him, which was never intended on my part, (Sorry H.D. if i have done this) as i can be a bit arrogent, but I am VERY good at what I do and will not be pandered to, belittled,((I.E. The problem is not som or the computer!) So i take your comment as it must be me!), or swept under a carpet! If you guy's would like me to leave this forum, all you need to do is ask and I'm gone. My goal here is to talk to others interested in SoM and maby help some if i can. Anyway, Seems like a great time to move on to other conversations as this ons should be over. hope you all have a great day. talk to you soon.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on November 01, 2009, 04:28:25 pm
Whoa buddy, no one wants you to leave.

Keep building your game, we all want to see it:)
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on November 01, 2009, 05:56:42 pm
It does seem, however, Holy Diver either does not like me, Which is fine by the way, or I have offended him, which was never intended on my part, (Sorry H.D. if i have done this) as i can be a bit arrogant, but I am VERY good at what I do and will not be pandered to, belittled,((I.E. The problem is not som or the computer!) So i take your comment as it must be me!), or swept under a carpet! If you guy's would like me to leave this forum, all you need to do is ask and I'm gone. My goal here is to talk to others interested in SoM and maby help some if i can. Anyway, Seems like a great time to move on to other conversations as this ons should be over. hope you all have a great day. talk to you soon.

I like everyone, and we don't want anyone to leave. I'm not sure where you got the idea I don't like you. Probably some people don't like me right now, so you might have confused one of my posts directed towards mitigating one of these people with posts intended for you.

Anyone who reads too much into my posts might be offended. However that is not my purpose here nor is it ever my intention.

I think we're going to prevent some of this outwardly antagonistic behavior from spiraling out of control from now on. We hoped a hands on approach would not be necessary so soon, however thanks to all the extra traffic as late it's probably not a bad idea. Let's just hope we can all do a good job of things amidst all of our other responsibilities.

If you're ever offended by something someone has said outright to you, there is a link below each post where you can anonymously or otherwise report it to the moderators, which should send an email to the all mods registered email address.


PS: Thanks for more info about SeaGuard. Are you planning an epic full length sort of addition to KF? Or more like a sidequest adventure?
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on November 01, 2009, 06:16:15 pm
If your using SOM your game will not get sold, will not make money, you would have to make absolutely sure you did not use any intellectual property from any other source.? Go call a legal attorney if you can afford one.? Have you ever sold a game, or anything else for that matter, are you an attorney...??? Have you ever gained commercial rights for logos, audio or likeness of another product??? No one wants to think about those things, and they shouldn't have to...You need commercial rights to use any model, audio, texture, phrase or likeness of KingsField to start selling it, no one has those commercial rights.

If your product is noncommercial you still require licensing rights because you are A) using someone else's trademark in a non fair-use way, and B) you're taking part of that publishers market share. Why would people buy KF games, when there are free alternatives, as an example. That is the logic and precedent anyway, whether it suits you or not.

People who use, enjoy, and develop free software/art, and generally skirt the edge of what is or isn't commercially acceptable

Quote
And, I was leaping to someone's defense. You have a way of bumming people out, and I don't want to see another person leave the forum. You cannot demand respect from people because you think you have power...so your saying I cannot express my opinion or else you will take some sort of 'action' ??? Who's the real bully.

Bullying is not up to interpretation. If you're intentions are to defend someone however necessary or not, being offensive to others does not amount to defense, whether you perceive said others to be actually offensive or not. No one here is required to not bum you or anyone out.
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on November 01, 2009, 06:25:14 pm
These are not fighting words, if your referring to my post. But here is an example..... I really think you should not give out legal advice. And, if you do give out legal advice I think you should be held personally responsible for whatever happens to those who decide to follow it!! Have you ever been sued, gone to court?? Ever lose a lot of money?? I know you are dead wrong about half the things you say. You are not an attorney, so don't pretend to be one please. You do not even know how the SOM developers tool works, I don't think you have made a game, or even a level. I am sure you have not used every command in the event setup...and you do not understand the full potential of SOM.? Your insights into programming are lackluster at best, your examples of using counters and creating interesting logic are so basic that I have to ignore them.? I have not seen one model, piece of artwork or musical score from you.? Don't dull people's blade with your lame ideas, or confuse people with your distracting selfish thoughts.....Don't tell people what to post, don't call people fags and say you meant "bunch of sticks", don't use the n***** word, don't tell people not to play KF trivia, don't piss off people who know a thousand times more than you, and have decades more experience....? and don't threaten me with kudos, or banning.

I think your a phoney, and your a hypocrite.. . "Don't call people trolls, flamers, or anything implying infraction of any unspoken policies" you have already done all these things yourself.? Why don't we audit all your posts to see what I mean??

There, now those are fighting words. Feel free to run this through BeNice2.0.....

Whatever you think, hopefully we can all agree that you are basically vandalizing this thread.

We all do the best we can here whether we're certified anything or not. You're not helping anyone by posting antagonistically this way. If you feel anyone is "a phoney" you can PM them if you must.
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on November 01, 2009, 07:19:10 pm
I plan this as an epic as an addon would not allow me the creative lattitude i so look for, Actually i find it quite restraining. B.t.w. When i was making my tables for the enemy stats I made a flat simple map and placed one of every enemy in static positions. my Player's hp is set to 999, otherwise he was left unaltered lv 0 str 20 mag 20 and so on. by letting enemies hit me from afar and close i got very accurate data on the attack responce and defensive nature of the settings on each enemy. I knew you had asked if anyone had done this. I found that doing this was the only way to get an accurate balance between the player and enemies. Playing diadom I was unhappy with the balance as almost all enemies killed me in one shot. It was really boring however was greatly worth it in the long run. I'd rather make maps but this was nessasary.
Title: Re: New SoM Demo SeaGuard
Post by: Hguols on November 01, 2009, 07:58:10 pm
Hey AsusX2, glad you're here buddy!

Quote
Anyone who reads too much into my posts might be offended. However that is not my purpose here nor is it ever my intention.

I don't think we read too much into your posts Mick, I think you don't read enough into what you really say.
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on November 01, 2009, 10:31:00 pm
Hey AsusX2, glad you're here buddy!

Quote
Anyone who reads too much into my posts might be offended. However that is not my purpose here nor is it ever my intention.

I don't think we read too much into your posts Mick, I think you don't read enough into what you really say.

People say what they mean (while they're being honest) but if you're bound and determined you can take anything you want away from their words. That said I've no clue why Asus would arrive at such a conclusion (my disliking him) ...Todd actually tried to find out why by reading thru all my posts. It takes all kinds.

Edited: Maybe because I remember leaving Asus/Todd to dig up my old level up tables hacking adventure thread alone. I dunno. Some people think you don't like them if you don't stick your tongue in their ear. Only Asus knows :rainbow:
Title: Re: New SoM Demo SeaGuard
Post by: lavaelf1024 on November 02, 2009, 11:07:39 am
Asus, are you making your tables in excel?  If you feel you have a good handle for your enemies would you be willing to share?  I've been trying to work this out for my first map.  I'm making a spreadsheet that will have all of the enemy statas as well as the equiptment stats so I can keep track of a baseline for player/monster stats.  I've been sorta disappointed at how high I need to set starting HP and attack of the enemies for even lvl 1 creatures so leveling up 2-3 times with the same equiptement doesn't cause you to go from 5 hit kills to 1-2 hit kills with a dagger!!!  I'm just amazed.  I hope to put some big time in between tonight and tomorrow as both kids are sick and I'll have to be out tommorow to watch them!!!
Title: Re: New SoM Demo SeaGuard
Post by: kilroyfx on November 02, 2009, 11:40:44 am
For those who don't have Excel, you can use openoffice.org and install their excel program. Its free and completely identical to excel, and much lighter than installing all those office products.

http://download.openoffice.org/index.html
Title: Re: New SoM Demo SeaGuard
Post by: lavaelf1024 on November 02, 2009, 12:17:38 pm
I've got both and was looking for to see if I could "peek" at what he's done for this.  Not gonna steal anything from it but it's something I've mentioned before about getting basic baseline info out there to make it easier on people.  I know I still need to do the leg work and don't feel it's right to have anyone do all the work.

No matter how perfect one person may have thier stuff set perfectly, unlsess you copy the stats exactly, it won't work the same for your game... 
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on November 02, 2009, 05:44:45 pm
Edited: Maybe because I remember leaving Asus/Todd to dig up my old level up tables hacking adventure thread alone. I dunno. Some people think you don't like them if you don't stick your tongue in their ear. Only Asus knows :rainbow:

Errr, turns out actually that was Lavaelf who was working on the level up tables^ ...I can't even keep names straight with all the accusations flying :sweatdrop:
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on November 02, 2009, 09:13:36 pm
dont know what you mean by tounge in ear???? that almost seems kind of offensive in itself. my issue was... you know what. I'm done with this conversation. I offered my olive leaf. if that was'nt enought for some then whatever!!!
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on November 02, 2009, 09:51:30 pm
No, I do all my tables by hand. as i've said i've filled up a couple pads of paper on weapons, armor and enemies. all my stats are based an an average between Kf1 - Kf4, as each game is slightly different. My stats more heavily lean toward Kf 3 and 4. but i've found they have balanced themselves almost automatically once I'd gotten to the right numbers. If your numbers are correct, the enemies do not get sugnifficantly easier as you level up. however this is primarily do to the fact that SoM's Factory level tables I found are Practically worthless. To find a good balance you will have to adjust som's level up tables to match your W c/A c and player charicteristics, and yes that IS alot of work! So be prepaired.
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on November 02, 2009, 11:11:04 pm
don't know what you mean by tounge in ear???? that almost seems kind of offensive in itself. my issue was... you know what. I'm done with this conversation. I offered my olive leaf. if that wasn't enough for some then whatever!!!
:ssh:
Title: Re: New SoM Demo SeaGuard
Post by: Hguols on November 03, 2009, 11:41:16 am
*sticks tongue in Mick's ear*

Tastes like you were abused as a child and have gone through a nasty divorce recently.

 :medpack:
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on November 03, 2009, 01:31:28 pm
I will hopefully have DD 'perfected' soon, I will update my tables for you guys to peek at when I am done.
Title: Re: New SoM Demo SeaGuard
Post by: lavaelf1024 on November 05, 2009, 12:49:05 pm
I think I'm close with the enemy stats but don't feel 100% comfortable I have it down.   It's weird as the leveling up and enemy stats are nothing like I've seen before and using any logic just makes you scream. 

It's wierd becuase I'll attack 4 of the same creatures and it'll take 5 for 1 and 10 for the next then 6 and so on.  The problem is I can kill one without getting destroyed then the next one will kill mebefore I kill him unless I use 2 healing potions (+10HP).  It's probally ok but need to go through and make a few SMALL tweaks and I think I'll have it.  Then I'll level up the character to different levels and see what happens with each weapon/armor at each level....

And I though this would be fun!! :doh:
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on November 05, 2009, 01:52:22 pm
Been on this step in my game for 3 months and counting.....it is definitely a pain in the ass.

I feel for you! :snail:
Title: Re: New SoM Demo SeaGuard
Post by: lavaelf1024 on November 05, 2009, 03:25:50 pm
The person/people who designed that aspect of the game were either extremely smart or had NO clue what they were doing.  There seems to be almost mo rhyme or reason to that control of the game.  I amazed a level 1 BASIC creature in my game needs to have 130HP and a dagger has to do like 30 total physical damage so when I get to be lvl 4 it's not a 2 hit kill instead of 5-6.

Extremely odd!
Title: Re: New SoM Demo SeaGuard
Post by: Hguols on November 05, 2009, 07:50:18 pm
I really didn't put THAT much thought into Diadem of Maunstraut's "charts".  I thought they turned out pretty good.  Sure things are a little sudden death for the first few levels, but its pretty consistent from then on.  I was pleased with it myself, and I've been told by people that I did that well on that part of the game.

I did put thought into it though.  I took into consideration armor + defense vs attack = damage.  (Probably why things are a little rough until some armor is found on DoM.)

I did a few workarounds though.  I didn't mess around with weights at all, and started with low single-digit numbers in about everything.  I didn't really complicate it too much either.  Chances are, if an enemy's strength was 5, his slash was 5, stab 5, crush 5....  and went from there.  (the latter enemies have all 60's and such.)  Defense was the same way.

Even a lot of the character's armor stats were the same way.  One set of armor would have all 5's, the next set all 7's.  I really didn't complicate it.

I mixed things up a little bit as far as weapon stats, but I was just barely putting more into it than eyeballing it, slightly more than the previous weapon.

Title: Re: New SoM Demo SeaGuard
Post by: lavaelf1024 on November 06, 2009, 01:23:22 pm
With that being sid, I might have to rethink what I'm doing then.  That was how I had started and then scrapped it when I had gotten some info from Todd (not that it was bad info).  I guess I need to but some time in and try it out both ways.  Based on what Tom said I was afraid if I did it that way just 2-3 level ups by the player might make it too easy.  Maybe I can find a happy medium and not have KILLER stats for the starting stuff just slightly beefed up compared to what I have them now.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on November 06, 2009, 02:16:35 pm
Before you scrap what you got so far, make sure you play DOM and see if its leveling/gear/monster ratio suits you.
Title: Re: New SoM Demo SeaGuard
Post by: Holy_Diver on November 07, 2009, 02:17:03 pm
The reason the numbers game is the way it is, is because A) if it was linear it might be very hard to make a really epic game B) the way it is is actually probably safer for casual game makers C) it had to be some way, however it really should have given people more control over the damage formulas. At the minimum it should have had options to make the numbers just like other KF games, the same way the level tables have some choices.

For my current project I've fixed all the variables possible including giving the player and monsters all 100hp. I only use stats from 0 to 9, but I had to multiply them by 10 after John figured out how strength/magic converted into atk/def stat bonuses so that the players' stats would not increase the damage too much either way. I think the rule of thumb is start the player with decent stats, and do all you can to make sure they can't obtain godlike power. And just to be sure, put some monsters toward the end of the game that would be a challenge even if the player's stats were maxed out. I usually just test maximum stats, except in the starting areas, there I also test minimum stats. I suppose on the other hand you need to decide if you want your game to be a challenging action game, or an interactive movie (which is how KF tends to be)

The biggest limitation in SOM games tends to be the really limited combat system. If you want a challenge you need to be more clever than one on combat.


PS/Offtopic: I'm on forum vacation for a little while. PM me if you have specific questions for me.
Title: Re: New SoM Demo SeaGuard
Post by: lavaelf1024 on November 10, 2009, 01:16:51 pm
OT:My game builld is going to be on hold this week with my brother in the hospital.  Also going away for Thanksgiving so November s going to be a wash. 

Was making headway on the stats then had some family stuff come up.  Hopefully when I pick this back up I can jump right back in.  I had played with the stats, both having them high (which I felt was unrealistic stats) then what I would have considered reasonable.  Looks like it's going to be more towards the hight side but playing with enemy defense I've been able to keep the hitpoint down.  The same shoudl work for the enemy damage stats as well!
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on November 10, 2009, 08:04:17 pm
hope your family gets better quick.

we all anticipate your game, but after waiting for for 5+ years on from to make another KF game, I think we can wait a while for yours without giving you a hard time :)
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on February 19, 2011, 08:43:15 am
Dusted off this demo and played through it again...Asus if youre out there, you really should finish it up, it was looking really good.

Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on February 19, 2011, 06:07:22 pm
Yup i'm still here
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on February 19, 2011, 06:40:03 pm
Playing through your demo has inspired me to start drafting plans for another SOM game (probably start it this summer).

Asus, I know you were having PC trouble working on your game, can we help you out in some way?
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on February 21, 2011, 02:30:29 pm
yup i'll let you know soon but my only problem is I cant see the map or items or anything in the little editor screen. Sooo.. I cant tell if the bridge piece (for ex.) is lining up with the cliff of the item I want on the table is on the table of floating 2 feet above the table. The only way to tell what I have done is Place a table and the item then run the Preview project to see if i got it right. :doh: I have to do it with EVERYTHING I place. So as you can see this is extremely frusterating and takes forever. :mad: Any help would be Appreciated Greatly.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on February 21, 2011, 10:01:22 pm
Im going to assume the issue with vista is you can't disable the directx 3d acceleration needed to make it work with the SOM map editor.

The only real work around I could suggest is getting an XP machine or an XP virtual machine to work on.

I may have a working XP box sitting around to donate to your cause if youd be interested, all I would ask is if you could help pay the shipping to get it to you.  I think unfortunately the way microsoft has changed things with vista/7 and direct x its just getting far beyond the compatibility range for SOM.

I have a vista box myself, and the only way I was able to run SOM map editor was either through a VM session (which is not that hard really and I would be glad to help you get one set up) or by disabling the graphics card and forcing my pc to run on the integrated onboard chipset...which even then it was hit or miss.

The Virtual Machine (VM) remedy is actually not terribly difficult to get used to.  You simply set up SOM as you have it now, somewhere on your Vista machine.  You then create a virtual machine of xp which once inside, you map a 'network' drive as the hard drive on your vista machine and you run SOM from the xp VM against the SOM project that is hosted on your vista drive.  this allows you to edit the map in xp, which is compatible with SOM since while in the virtual machine no direct x functionality is active (virtual machines dont recognize graphics cards/drivers).  But what this also means is you would want to actually test what youve placed in vista so you can see what it looks like.

Email me and I will get you hooked up.
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on February 23, 2011, 12:04:09 pm
I already have virtual pc set up It's just a pain in the ass to transfer files to vista but it does work great for som. I have been doing emu's for so long I decided to set Virtual pc a couple nights ago. Thats when I discovered the No joystick prob and graphic issue but I will be setting up Vm workstation 5 shortly to see if that works better.
Title: Re: New SoM Demo SeaGuard
Post by: HwitVlf on February 26, 2011, 01:32:39 am
Joy2key should fix the joystick problem.

Has anyone tried using Rivatuner to disable video acceletration in Vista/7?
Supposedly 7/vista won't allow you to disable acceleration because it's needed for their fancy desktop scheme.
But A driver based utility might bypass the block. I'm boycotting 7 so I can't test Riva myself.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on February 26, 2011, 10:44:15 am
I will try this today and let you know the result!
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on March 08, 2011, 10:47:40 am
did the riva tuner work?
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on March 08, 2011, 11:45:18 am
windows 7 machine has been on loan...getting it back tonight will test!
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on March 08, 2011, 07:13:23 pm
Unfortunately the ati catalyst driver version of rivatuner didnt play nice with my laptop mobile card.

You may have luck if your windows 7 machine is running with an nvidia card.

Sorry I couldnt test/help :(
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on March 08, 2011, 11:03:43 pm
well I got Vm ware  and Xp installer disk to run the  map editor to run som map editor perfectly for editing but emulating an older video card is a pain in the ass. To use test mode I have to switch my saved maps to my vista machene them to test or preview as the emulated card does not use driect draw at all. I've had far less luck with microsoft virtual machene. At least Vmware allowes me to use my native resolution for the wide screen map editor. Since I cannot test my maps on the vm, Joy to key is kinda useless. Vm ware also recognises usb devices, Ms vm does not have any usb support at all and it does not look as if it ever will.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on March 08, 2011, 11:23:20 pm
You should be able to remove the step of copying files.

If you map your vista machine's hard drive as the drive where sword of moonlight is installed on the VM session you should write to the vista machine's drive when you save and output your changes, so in other words you would only need to minimize the vm session and launch som on the vista machine to test with without having to copy files around.
Title: Re: New SoM Demo SeaGuard
Post by: HwitVlf on March 09, 2011, 12:19:24 am
You can do a similar setup on VirtualPC through the network.
On your real PC make your SoM project folder shared. It should then show up on your VirtPC in your network. Load/edit with the SoM installed on VirtPC so you don't have problems with the map editor, but test play your game by launching som_db directly from your real PC. You just need to make a special shortcut to som_db.exe with a few extra parameters:

"[som_db.exe location]" "[Project directory]" "[SoM Installation directory]" "[Map Number]"

For example to launch map 00 I would enter the folling in the shortcut:
"C:\Program Files\Games\Sword of Moonlight1\tool\som_db.exe" "C:\Documents and Settings\H\Desktop\Demo1" "C:\Program Files\Games\Sword of Moonlight1" "00"

You can make a different shortcut for each map.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on March 09, 2011, 12:27:43 pm
Funny you should post this...I had it on my list this morning to ask you if there was a way to quicklaunch the maps without going through the map editor.

Asus.

This method john arranged above is preferred because you may have the map editor open on your windows 7 machine and the VM xp machine and could have conflicts saving data if you accidentally output data from the windows 7 map when you had updated it in the VM (the reason I stopped using VM was because I did exactly that).

With John's method, it is safer because you are only committing changes from teh map editor in the VM machine and not opening the editor in the windows 7 one.
Title: Re: New SoM Demo SeaGuard
Post by: Verdite on March 11, 2011, 07:55:43 pm
This game is exceptional. I could feel alot of potential, eventhough i just wandered about for 20mins. You can certainly do alot with this game... The music is fantastic, especially the seaguard music. Did you make this music? And if so with what programme?
Title: Re: New SoM Demo SeaGuard
Post by: Xtremez on March 16, 2011, 07:50:27 am
Good day everyone, and thanks for letting me in on this chat string!

Well, let me introduce myself, I'm Xtremez, been a fan of all the KF games since PS1 came out with "KF2". So onto the next subject, I've been working on a new game called, "Curse of the Pharoahs". Has a number of different levels, Abu Simbel, Deir El Bahri, Kom Ombo and a few others, like a Labrynth w/ a Minotaur boss, etc. Being an Architect and Archealogist Im somewhat anal about the detailing and design of the maps, helps accuracy and intent anyway.

Well have most of the levels complete and need to start seeding the maps w/NPC's and Enemy's wanted to know if anyone would be interested in running thru what I have and giving me some pointers?

Write back and let me know! Thanks!

Xtremez
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on March 17, 2011, 04:20:08 pm
The problem with microsoft vm is it wont allow me to use my full resolution. the max res for mvm i can get is 12 x 10, Thats why I decided to use vmware. I will be trying the network drive idea today. Thanks
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on May 20, 2011, 06:30:36 pm
Yah I write almost all my own music. I use fruityloops pro xxl 9. It takes some work but Im really picky about my music. P.s. Im glad you liked it :smokin:
Title: Re: New SoM Demo SeaGuard
Post by: Xtremez on January 17, 2012, 09:33:59 pm
Man, love the first level..........nice fog. Drops off in the background nicely.............great music as well.
Title: Re: New SoM Demo SeaGuard
Post by: dmpdesign on January 17, 2012, 10:56:42 pm
Ya its a major loss when we lose development on these projects, thats why games like your pharoah title are so important to keep working on.  Each person has a unique way of using SOM, every time i play someone else's game I am simply amazed at the creativity and the outside of the box thinking.  I see people use basic objects and map pieces so much better than I did in my game and it really makes me want to play more.

SeaGuard definitely had potential, its a shame we havent seen any news about it in 9 months :(
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on September 21, 2012, 10:36:11 pm
Hay again, Sorry it's been a while since I've been able to log on but I'm still here. I live on top of a mountain where there is no internet and until recently have been unable to get no internet. Cable is out of range and sat is blocked by a rigeline. Verison just lowered there bandwidth so it reaches me. I still have the code for seaguard, and are still going on it. hopefully i will be moving in a couple of weeks. They have comcast where i'm moving. YAAAAY. And my new comp has win 7 with Xp mode. so after I install Som again I can do all my Programming and Testing on one machene. Again sorry its been so long. I'll be back real soon.
Title: Re: New SoM Demo SeaGuard
Post by: HwitVlf on September 26, 2012, 12:21:23 am
Glad to see you back! I live in the mountains too so I know it can be a headache to get decent internet connection.  :smash2:
Title: Re: New SoM Demo SeaGuard
Post by: AsusX2 on September 26, 2012, 05:22:49 pm
Thanks. My game is still go if win 7 holds up. I've sent dmp aan e mail but he has'nt gotten back yet.