simple machines forum

Please login or register.

Login with username, password and session length
 

News:

Remember to make your own backup of posts before submitting.

 
 

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Verdite

Pages: [1]
1
Demos / Re: Moratheia
« on: August 16, 2020, 02:25:05 PM »
Sorry that I missed these. They look amazing.
Sadly, I haven't much news to post in this Moratheia board. As always, I crave and miss my project, but life takes the stern and very often leaves me with no time left to work on it.

EDIT: Thanks for the comment about my game being dark. I always strive to create scenes with atmosphere and mood. Sometimes it isn't easy with SoM.
With the houses, my initial idea upon reviewing them a while ago was to close them down and add more detail instead of roomy space. But after seeing your comment, I'm pleased we share the same idea. The large spaces give a much colder and atmospheric vibe.

I hope to get back soon with some news or information.
Verdite

2
Projects, demos, and games Information / Modern ps1 games
« on: March 13, 2020, 03:07:52 PM »
I wrote a long post about this topic, but it got lost somehow when I hit an F key by accident. I didn't post it.

To summarize my reason for posting...
PS1 games have just the right level of detail to allow us to perceive what we are seeing, while subconsciously perceiving the other, missing details. Despite low levels of detail, PS1 games have had bigger impacts on our generation (referring to mine and HolyDivers) of gamers. I'd like to share some games made recently. When I see these games, I feel a lot more atmosphere and interest, in comparison to modern games.

Aka Manto (KF style)


Gameplay video: https://youtu.be/tXJmJcozwHc


Sauna 2000 (Horror)
Actually terrifying.


Gameplay video: https://youtu.be/9td6u9rjIdY

3
Demos / Re: Moratheia
« on: July 07, 2019, 03:51:51 PM »
New artwork, depicting a key character and item.

4
The ST sound effects for walking & falling are great. Have you tried relistening to the TAC footstep SE? Although they might sound a bit too Holland-ish (clogs)

I know that even the earliest M&B uses multiple different footstep sounds, including different sounds for different surfaces. I know we've discussed having sounds built into map tiles before, I just thought I'd drop it off here.

If you've no joy finding a good sound I'm sure I could rummage around in my sound files. I've a recording of walking around in a castle basement which yielded a few good results that could be used as a 'general' footstep SE.

5
Hello, I'm pretty much back to normal so I felt like dropping a thought off here before I set about making fixes...

I've been thinking over where I went wrong on the lower half of the model, as I followed the same design / AA fix principals for the whole model. I've attached a comparison image to show where I made amendments, if they are wrong please let me know.

6
Demos / Re: Moratheia
« on: January 25, 2016, 07:39:49 PM »
Despite being unwell I managed to update some of the text and added a placeholder title.

Oh, I'd also like to say, again, thank you so much for offering encouragement and good feedback, Holy. I'm very grateful for your support.  :thumbsup:

7
Checked over the whole of set 1, and amended 3 major offenders. The worst offender was 0030, which had to be rebuilt from scratch along with pixel perfect UV replication.
Files up for testing in the Public and joint effort files section, to make sure we're 100% on the same page.
I'll step up set 1 after checking over set 2 on my next bout.

Cheers,
:smug:

8
Welcome to the map piece tinkering thread.

I put this under projects as it's a joint effort between Holy and I.
Holy at the helm with ideas and scrutiny, and myself bearing the monotony of conversions*, modifications, etc. :coffee:

So rather than bounce emails back and forth about tinkering with the map models in order to achieve map pieces that'll work with the new AA system, I've opened this thread to hopefully improve workflow and discussion. I'm expecting him to make edits to this (top) posts when I've missed something, and to the Required modifications section. I don't mind editing in his ideas for convenience.

I'll place a :smug: beside my posts in the ideas section.

EDITED: I guess I am :saint: then. *The "monotony of conversions" should cease to be a thing before the end of 2016, if I meet all of my goals for the year.

Project summary
Verdite says: :smug:
Modification of the original SOM pieces is required in order to achieve an accurate representation of the new AA system (and show it off.)

Required modifications
Holy answers RFC: :saint:
Eliminate all ("AA"-related) cracks for tiles that obviously mate with one another. Details in Replies.

Ideas and brainstorming
 :smug: 12/01/16
Uniform separate step model to apply to models of same height. Same will apply for all map pieces in other sets.

:saint:
I cannot grasp what this image is demonstrating (it's a little small for me to be honest) but I am automatically against tiles that bury themselves into the ground like potatoes or carrots. I am not especially crazy about SOM's original stock artwork, but it is very sacrosanct, if only because it represents From's original product. I honestly do not think we should invest too much into it right now. It will not produce the best showcases for SOM. I want to get defects out, but after that, I'd rather you focus on your own artwork, or help with the project to port KF2 to SOM. It's high time for SOM to make an impression on outsiders, one way or another.

17/1/16 :smug:
The image depicts a 'foot' model to go below map pieces in order to create steps. The extrusion of the roof edges is required, else there will be an unsightly gap.
Absolutely agree, I hope we can get this project done and dusted soon. I'd like to work on finishing up Moratheia after this. Hopefully with a new x2mdl in the pipeline to give me a boost.

17/1/18 :saint:
I'm not good at imagining these things. There won't be a new x2anything, you'll just save/export to DAE and the player/editors will automatically do any necessary conversion/caching, probably even without stop/restarting the running programs. Just remember, if you make new tiles for the original sets, they must have proper icons, that are easy to make sense about.


Public and joint effort files
17/01/16
Set 1 ready for AA testing. Not yet stepped.
Set 1 msm files.

12/01/16
Pristine, converted parts 0-78 are available to review here.
File is saved as an .mqo. This will require Metasequoia, or MetasequoiaLE to view.
Please make sure you place the Texture folder into your Metaseq directory, then merge it with the existing Texture folder.

9
I'd like to add mental and body fatigue to my game, so I would like to have a few extra statuses to let the player know how Ultorc (Rathmor) is feeling. Would it be possible to have a status that has no screen effects, and just use the text in the menu and an icon on screen?

If its not possible to create a new status, then could it be possible to rename an existing status effect, and remove its screen effect? I know that you can edit the on-screen icon for the effect in the data/menu.

What I would like to add is...
Fatigued
Exhausted
Critical

10
Demos / Moratheia
« on: August 14, 2013, 02:04:12 PM »


This is the official Moratheia Sword of Moonlight thread. All news etc goes in here.

Summary

Moratheia is possibly the longest and most involving Sword of Moonlight project to date that has been in development for over 2.5 years. Many iterations and tests of the game have been released in order to better polish the custom gameplay, system and enemies, as the project uses no original stock art from the original SOM install or any other game.
However the final public release is still being held back in order to offer the best experience the author intends to deliver.

With original and unique settings, music, sound effects, consistent imaginative art forms, faster combat, involving story and good pacing, Moratheia gives players a Kings Field experience like no other.


Site Administrator speaking: It's 2019, I'm putting a copy of my Moratheia 2.1 demo folder here in case anyone wants to see it. I didn't do anything to prepare it. You may want to change some settings. More in Reply #12. The file is 1.24GB big. It is Moratheia 2.1.zip in http://www.swordofmoonlight.net/holy and you need to combine these to form a download URL yourself so it's not too easy for WWW spiders to download/suck out this site's bandwidth. (EDITED: To be clear, you won't find the screens from Reply #9 down in this demo. I hope that version is ever published, but this is not it.)

2021 UPDATE: If you can there's a new supersampling mode you can toggle with Alt+F1 that will remove most of the cracks that are caused by the do_aa extension. It will come at a cost of "worse" game performance, so if your PC gets choppy when you turn it on, try to not use widescreen first, and then consider lowering resolution a little or just turn it off and live with the cracks. This demo could have much better frame rates but it has many, many unnecessary polygons (you can't even see) which nevertheless must be converted to pixels...

Oh and you should add the following to the Ex.ini file to get rid of most of the black pixels on the edges of grass and trees. A lot of these things have thick black edges originally but recently SomEx.dll has switched to defaulting to treating 0,0,0 as a hole in a texture whereas prior any color between 0,0,0 and 7,7,7 would form a hole.


April 2022 UPDATE: A INI setting (shown below) called do_fix_trip_zone_range=no is needed to change maps because it seems the transfer events aren't situated at the same elevation as the level geometry.

Code: (Moratheia Ex.ini) [Select]
[Bugfix]
;this demo was made when black colors up to 7,7,7
;were taken to be colorkey pixels (even though the
;game program requests a pure black only colorkey)
do_fix_colorkey = no

;this is needed so map change events extend out to
;infinity elevation. I'm not sure why they're not bound
;to objects at the ground level, but they're not
do_fix_trip_zone_range = no

ATTACHMENT INFO

I'm uploading my Ex.ini file in case it's helpful, but be warned it has changes to the damage formulas. I doubt you can play this demo without such changes anyway.

11
Beginner and other Nonsense / Re: Dark Souls get
« on: June 10, 2013, 01:42:13 PM »
Hadnt discovered this until today (yeah I was shocked too) and I really enjoyed reading your recorded ups and downs.

While I know the thread is already coming up for 5 months in age, i'd like to comment on a few sections of the post that I agreed with.

"So your weapon gets dull of course... you sharpen it, but it also breaks. And say if its at 50% then the next swing has a 50% chance of the weapon breaking in two! I think that would present way more interesting scenarios too. Add an element of chance..."

Something that bothered me in Dark Souls was the mythical durability on some weapons. I could pierce a wall with a rapier a few times to chip off 1 durability. I'm gonna be brave and say From designed these simple durability elements for people who just wanna forget the basics of combat and focus on harvesting enemies because thats what Dark Souls is all about. Defeating enemies is simple in Dark Souls yet threatening. A true fighter knows when to avoid and when to initiate combat because he knows his weapon isnt made of graphene during such times. Unfortunately this game offers little in the way of avoiding conflict.
You are the predator in this game, really.

"Likewise if you don't wear a helmet... your head should not be protected by the armor stat of your boots. If you are hit in the head, well lights out. You'll find that this approach radically simplifies things in the defense dept. No longer do you have to factor every piece of equipment into your game's balance."

The overall defence system is something that I think comes from game series like Final Fantasy where the main character's face has to be shown at all times. Helmet-less characters seem popular, probably due to easier facial recognition. Not practical for fighting games.

"If your helmet is at 50% then there is a 50% chance that the next hit will go through it. Higher for pierce, lower for smash of course. Then you're mortally wounded unless you have something up your sleeve. "

Again, factoring in realism is really immersive, but players who just want to fight, numbly enjoying crushing their enemies wont think about being careful. Being careful takes away the fun. If you're not thinking about outsmarting your opponent.

Equipment should have 3 different 'damaged' textures that can be easily swapped on / off instantly (using something like paledit) like in Rival Schools (ps1) the characters expressions are done through swapping their face textures.

"Finally rolling is retarded. It's not worth wasting buttons on, and being invincible while rolling is just cheese. "

Wouldnt surprise me if the rolling idea came from a designer who was an eastern martial artist or had a fascination with it. Wheras a boxer knows to stay on his feet for manouverability, facing his opponent at all times. Rolling exposes your back too easily.

12
Beginner and other Nonsense / Re: STICKY: A Player Bill of Rights
« on: January 19, 2013, 01:42:46 PM »
 :yarr:

Dark souls has an autosave that activates every time you pick up an item or press start. You can effectively exit the game at any time, even when invaded... By holding down the ps button and manually quitting. Problem is that if you are faced with an enemy when your phone rings you are more likely to be beaten up before finishing the process or warping to a bonfire.

Totally agree about the save / load. But dark souls is almost a leap into the unknown, different setup and breaking traditional gaming methods. Or should i say ethics.
Strangely alot of people prefer it this way, or just dont notice.

The trekking back and forth in my opinion is like pushing players to keep noticing the detail. Or to make people think the game is huge when its not that big.

 :firstmate:

Pages: [1]