Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / RPG Engine

Author
Message
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 22nd Dec 2006 17:39 Edited at: 22nd Dec 2006 17:39
They are just db plains.

Texture object number,image
set object number,1,0,0
set object transparency number,4 <--- might be this

except for the nick nacks (headstones, street signs, NPC's, roof segments) everything else is a DB plain

Text is not AA

http://www.cafepress.com/blackarrowgames
Check out my great stuff here
tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 23rd Dec 2006 05:23
I had 3 year old drivers for my graphics card. Apparently they've fixed a few bugs since then.

Got Oct 2006 drivers, and everything looks spic and span. I will continue testing in earnest now that the trees and entryways look so nice.

I'm not a real programmer but I play one with DBPro!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 23rd Dec 2006 06:24
Glad to hear that, I was wondering how I might have to go about a graphics test and change transparencies accordingly, or worse actually model all those elements.

http://www.cafepress.com/blackarrowgames
Check out my great stuff here
David Gervais
Retired Moderator
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 23rd Dec 2006 13:03
Where's my beta link? Hmmm? I DEMAND link, Geiv!! lol

Cheers Hobgoblin, have a Great Holiday season.

Be safe and have fun
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 23rd Dec 2006 17:14 Edited at: 23rd Dec 2006 17:19
send me an email Dave and I will be glad to link you to it. I take it you removed yours so goons like me don't keep emailing you for graphics

EDIT:

updated exe and 2 updated mapfiles.

xpgoal now included, several minor fixes, caverns should now load about 10x faster. command keys "+" speeds up the combat text "-" sets it back to normal.

copy the 2 updated mapfiles to the maps folder and overwrite the old .exe

http://www.cafepress.com/blackarrowgames
Check out my great stuff here

Attachments

Login to view attachments
draknir_
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Netherlands
Posted: 24th Dec 2006 06:46
Hey hobgoblin, i just sent you a detailed report, but since you asked ill post my specs:

P4 3.0 ghz
1 GB RAM
Geforce 4 MX 440

Not the very latest in hardware, but it runs the game perfectly.
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 24th Dec 2006 07:58
Quote: "And I'd like to vote for a 6th character slot, but have it (or all of them) open for monsters or mercenaries to join. I always liked that part of Bard's Tale when monsters could join the party. Allowing them to advance as well would be awesome."


Never noticed this part of your post was so worried about the transparency thing.

monsters and mercenaries will be able to join your group, and yes they can advance, except in the case of a select few that are true "Named" characters. The 6th slot is very likely, however I first will have to rework the UI screen for it. Summoned creatures on the other hand (those cast by spells) do not take up a character slot. We won't be seeing them for a little bit till I activate the Summoning or Necromancy wizard Sub classes. they instead will have a mini Icon on the panel of the character that controls it and hovering over it will provide details about the pet. Rangers pets are permanent till killed but also will not take up a character slot.

Quote: "Hey hobgoblin, I just sent you a detailed report, but since you asked ill post my specs:"

already replied to thanks

I want to take the time to thank my testers who have responded to me, and luckily it looks like bugs have been pretty rare. The middle of next week I plan a release of new content for testing and upgraded/refined current content.

Noel

http://www.cafepress.com/blackarrowgames
Check out my great stuff here
tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 26th Dec 2006 23:55
Hi Noel-

Played the game some more. Thanks a lot, now my own DBPro project is behind schedule.

Just want more clarification of what you need from beta testers... do you want pure bug finding and us trying to break the game? Or does this include some suggestions for game-play/interface? I have been playing RPGs for a long time and have opinions of what works and what doesn't. But I want to focus on what you're looking for first.

Some more findings:


And a strong suggestion would be a mini-map of sorts. I don't know if that's planned for (perhaps you could send design docs or feature lists so we know where the game is heading?). But even some old RPGs had a minimap to work off of.

Keep it up! Looking forward to the next update (and getting past the crypt).

I'm not a real programmer but I play one with DBPro!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 27th Dec 2006 04:14
Quote: "Just want more clarification of what you need from beta testers... do you want pure bug finding and us trying to break the game? Or does this include some suggestions for game-play/interface? I have been playing RPGs for a long time and have opinions of what works and what doesn't. But I want to focus on what you're looking for first. "


First and foremost of course is bug location/breaking the game etc. One other tester who is not on the forums has done a pretty good job with that so far doing things someone would likely never do just to make sure there are no problems. Bugs are my top priority, but I am very open to suggestions, I may not take them but I am open to them

Quote: "And a strong suggestion would be a mini-map of sorts."

This is one suggestion however, that will not be in the game. What there will be in some cases is a "drawn" map that the party may get before an area, vague in general, but designed to define a few major features that the group should know about. I really like no mini-map, personaly I loved having to make my own maps in the early RPG days, or to say to heck with it and hope I remember the path. a map would make spells like Know Direction pointless and getting lost near impossible.

Quote: "Type C when non-spellcaster selected and spell book activates
which is empty. Spell descriptions also show up where the spells
should be, but there are no inactivated (gray) icons. Must right
click to get out of it (spacebar should work too?).

Right click on item to sell it, and the red to show
cannot buy certain items is removed.

Speed of combat scrolling is faster when there are more
enemies, should be constant no matter how many enemies
(and finer control with +/- keys) ?"


I didnt notice the spacebar was not working in the spellbook, thanks.

there are a few visual problems with items in the store during selling or dragging an item in inventory and I am tring to clear them all, thanks.

speed of combat is not faster when you are facing more enemies, but it does fluctuate depending on how many polygons (hidden or not) are in front of you. That problem is killing me since I already have it set to adjust the scroll rate according to how many MS each loop takes and it is still bonkers. the +/- will be fine tuned alot once I get the main problem with the scrolling fixed.

http://www.cafepress.com/blackarrowgames
Check out my great stuff here
tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 27th Dec 2006 09:19 Edited at: 27th Dec 2006 09:20
Quote: "speed of combat is not faster when you are facing more enemies, but it does fluctuate depending on how many polygons (hidden or not) are in front of you."


I've seen a consistent difference between vs 8 enemies and vs 4 enemies, but perhaps it was just a coincidence.

Quote: " I really like no mini-map, personaly I loved having to make my own maps in the early RPG days"


Hope you reconsider, as the enjoyment of making maps on graph paper is not common even among old time gamers. New gamers will not bother doing it and just get frustrated. Even DevilWhiskey (similar to your game) had to add an automap after an outcry by their potential fanbase. I think it was just something crude which showed the walls & doors and nothing else, like Bard's Tale III.

In the end it is your game, just giving my perspective.

I'm not a real programmer but I play one with DBPro!
draknir_
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Netherlands
Posted: 27th Dec 2006 10:49
personally i wouldnt mind not having a mini map as long as the player is provided with a static 'area' map for the wilderness.

another idea would be a map that fills itself in as you explore, and its accuracy could depend on your rangers tracking skills imagine getting lost because your stupid ranger drew a wrong turn in a dungeon >_<
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 27th Dec 2006 11:06
My biggest problem with a mini-map is it makes a maze obsolete, ever notice you never see mazes anymore, I have several puzzles designed around the confusion of a shifting dungeon, a mini map could kill that. Though I suppose I could have it able to turn on and off. I am hoping my idea of art that represents a map of a former explorer etc will be enough so that people who have no desire to map or attempt to remember a path will still be satisfied.

http://www.cafepress.com/blackarrowgames
Check out my great stuff here
tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 27th Dec 2006 16:34
Might and Magic printed maps of the wilderness were one of the coolest things I've seen. So if you're doing that, that is great.

This whole time I was saying minimap, but I meant automap.

An automap doesn't have to be a real-time updated thing. Like it doesn't need to take over your paper scroll window. It could be a popup screen the user has to invoke with "M" or something. There are also different levels of mini-mapping.

The most basic one is just a substitute for graph paper. Meaning it just shows walls and doors on squares that you've been to. It doesn't have to show a marker of where you currently are (although that is nice), and can be just a dot and not an arrow.

If you have a popup screen that shows the basic map you've seen, with no markers of objects on the map (or player position)... just walls and doors, traps such as spinner traps and teleporters will still work just fine and mess with the player. You can make it smart enough so it will only draw a square on the map adjacent to a square you've already seen but that might mess up a simulated "teleport" travel by boat or something. So if you teleport to some distant corner, your automap will stop generating. And in a maze you would still need to keep track of where you are and where you need to go since there is no marker (a marker could be a special ability of a ranger or something).

Anyways maybe I'm in the minority.

I'm not a real programmer but I play one with DBPro!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 28th Dec 2006 00:54
[href=http://www.greatgamesexperiment.com/user/Hobgoblin Lord]http://www.greatgamesexperiment.com/user/Hobgoblin Lord[/href]

Added this to GGE

Newest update should be soon all

http://www.cafepress.com/blackarrowgames
Check out my great stuff here
tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 28th Dec 2006 07:25 Edited at: 28th Dec 2006 07:28
Couple things found recently-



Some more suggestions for gameplay (yeah I know I'm full of these )


...oh and just want to say, the artwork is amazing!

I'm not a real programmer but I play one with DBPro!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 28th Dec 2006 09:13 Edited at: 28th Dec 2006 11:34
Thanks Tiresius,

I will check out these problems. One question though is about Ulric the red in the graveyard. There should be no way for someones dialog tree to step back, is there any chance you talked to him then died or left the game without saving it, thus his dialog level did not save so it went back a step when next you talked to him?

EDIT:

Side note here: I need a little help, I need some simple low poly NPC models for the game. I have tried my hand at making humanoids and I always end up with 4k polys or something silly like that. I am looking for models at the detail level of Darkmatter 600 polys or so, they do not need to be animated, I can do the uv unwrap and texturing as well I just mainly need the meshes in .x format that I can open in lithunwrap. Any help would be appreciated just drop a note in here if anyone is interested and I can give you some details on the models I need.

Thanks all

tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 28th Dec 2006 14:45
Hi Noel-

It's possible I talked to him then died or quit by accident with the escape key. It's tough to keep track of what has been done when playing after a while.

In a version for beta testers will you have some sort of hack or godmode that will allow us to build up an advanced party for testing (or load one from a save)? Just something to keep in mind, might help out later on.

I'm not a real programmer but I play one with DBPro!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 29th Dec 2006 01:52 Edited at: 29th Dec 2006 01:53
Hey all,

Time to next update will be a little longer then I thought, with the kids home from scholl this week it has slowed me up some. WHile waiting if all my testers could gather their thoughts so far on the following subject and post their response, be honest.

1) Game speed - is it adequate in your opinion.
2) Graphics - your full impression of the graphics in the game (note trees have been replaced you just have not seen them yet)
3) Interface - easy to use, pain in the ass?
4) Inventory system - something I really want feedback on to make sure it is up to par.
5) Combat system - there will be more additions here, but before I knock them all in I want your impressions on it.


Quote: "In a version for beta testers will you have some sort of hack or godmode that will allow us to build up an advanced party for testing"


I might not be the right person to ask about this

Here is my initial draft for what the maps you will find will be like, they will be an item and when you click them something like this will pop open.



Attachments

Login to view attachments
tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 29th Dec 2006 05:33 Edited at: 29th Dec 2006 05:34
Here are a few issues:



My responses, I just cleared out the caverns (I think).


I'm not a real programmer but I play one with DBPro!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 29th Dec 2006 12:13
Quote: "One thing I'd like to note is it looks like the trees and other
objects are turned towards the player, as I'd expect. The problem
is that I can visually see this turning sometimes. Unless you're
using automatic sync in DBPro there should be a way to get all the
3D objects turned before it does it's next sync? Or maybe it
waits until the player is fully turned 90 degrees before it fixes
the pivot of the objects... perhaps moving them in the middle of
turns (when the camera is moving fast) would work too?"


I noticed it only recently but it has already been fixed as you shall see

Quote: "It would be nice to be able to
move objects around in your pack, so you can keep all potions at
the top, etc. Moving items between characters is easy, and
buying/selling items is fine and intuitive as well. There should
be an icon or some option to just drop an item, though."


I think I can get on this before the next update, dropping for sure, pack juggling should not be all to hard. You would be suprised what the heck it takes to run that inventory though


Quote: "Using spacebar instead of escape key can cause
trouble too and should be changed."


good idea now that I disabled the escape key and changed exiting to Ctrl-x

Quote: "The combat system is nice. I'd like to see several groups of
monsters, maybe some distance variables like BT2&3 and others have
done in the past. Unless it's my imagination, it looks like
difficulty or number of enemies increases when your level does,
which is nice. Will the fighter classes ever be able to hit more
than a single hit?"


multiple groups will happen eventually. Its your imagination , actually the monsters get a very minor boost as you progress so lvl 1 monsters will get wiped quick by a lvl 4 party (in theory, there are still dice rolls). What you may actually be noticing is that random encounters seem to grow, it is an illusion however. encounter tables may have the same monster on them many times but in different strengths and if a group of monsters is far less powerful then the party there is a pretty good chance that they run away and never engage.

all characters will get multiple attacks according to their attack bonus. extra attacks are gained at +6/+11/+16/+21 etc. so once a wizard hits lvl 12 they will get a 2nd attack and so on.

Thanks for the input.
Noel

Duffer
21
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 29th Dec 2006 20:39
@ Hobgoblin,

Please accept my apologies. Really feel guilty - hadnt had time I wanted to beta test but certainly will do in next few days.

From existing play would concur with tiresius re 1-5 - Map might be better if multi colour even if cartoony. With the GUI, something showing active spells, potions, effects? With combat - maybe a little more involving? Some red stars, blood splats, sound effects? With world - agree about trees - boulders?, tall grasses? hillocks? statues? wells n fountains? approaching 2d image of monsters aka Champions of Krynn, SSI...?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 30th Dec 2006 01:56
Quote: "approaching 2d image of monsters aka Champions of Krynn, SSI...?"


as much as I would like to do this, it would constitute possibly hundreds of additional media pieces and take me another year to complete them.

draknir_
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Netherlands
Posted: 30th Dec 2006 18:43
i also have to apologize, i havent done much testing over the christmas break since my last report, ill get back to clearing those caverns

as for the response:

1) Game speed - I think its just fine, although i would like to see an option for faster scrolling text in combat, as sometimes when i face weaker monsters i find myself just jotting in aaada or aaadd and waiting for text to finish scrolling.

2) Graphics - I already gave a pretty extensive explanation of what i think should change with the graphics, you mentioned updated trees, what about that grass?

3) Interface - it has a steep learning curve since there are no in-game hints as to its functions, but mostly im happy with it

4) Inventory system - it would be nice if the items automatically line up after some have been removed (it looks pretty messy when you have stuff in all the corners and gaps in the middle)

5) Combat system - two or three different kinds of monsters in the same group would be pretty neat, though im unsure how it would then handle choosing which ones to hit
Duffer
21
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 1st Jan 2007 11:43
@ Hobgoblin - no worries with that suggestion!

Will endeavour to do some more beta testing this week - that array error is still happening btw (see older email).

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
David Gervais
Retired Moderator
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 1st Jan 2007 13:14
Hobgoblin, I sent an e-mail to npr***x@aol.*o* (real address hidden to avoid spam bots) over a week ago and never got a reply with beta link.

Let's start the new year right,.. search your inbox and rsvp please.

Cheers!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 1st Jan 2007 18:38
Dave,

Sorry I am not seeing it anywhere, even my spam folder. I have been checking it, but must admit I get about 200 emails a day to that address guess that's what happens when you have the same one for 11 or so years.

Try sending to modclass56 (at) aol (dot) com, that address gets 0 spam and only 1 or 2 emails a day, all relevant

MMC
17
Years of Service
User Offline
Joined: 2nd Jan 2007
Location: Here
Posted: 3rd Jan 2007 05:32
I have been reading through the thread and would like to take part in the beta, if possible. I'm currently studying Games Development & AI at uni, plus I would be willing to provide webspace (complete with forums, shop, Java IRC access, and any other feature you require), for free (maybe a small commission on any sales).

Also, I believe a dynamic map system of some sort would be useful... even if it gets things wrong (according to the skill of the party). Plus it would make changeable dungeons pretty interesting, as the map would say to go one way, but you find a wall is now in the way, which wasn't there the last time you were there.
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 4th Jan 2007 03:27
Ok, Kids are back in school, holidays are over so I am back on updating.

MMC I will consider it, as of right now 2 of the people that signed up for BETA testing have not replied at all, I am assuming the holidays got in the way, but if I do not hear from them soon I will replace them.

Dave, still no email showing up from you, did you send a new one? If not all is good, otherwise I am perplexed as to why it may be blocking you.

Noel

David Gervais
Retired Moderator
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 7th Jan 2007 12:06
Hobgoblin, I sent an email to your AOL (modclass56) address. It was titled "Hi there, got the link for me?". I sent it on January 5th.

I have had all kinds of problems with AOL friends. it seems like they do not like my ISP sympatico.ca (I heard that AOL spam filters do not like non .com extenders on the email address. so unless you add the address to an 'OK' list it gets blocked.) the same thing happens from .it, .au, .ca, etc.

Now that you know my ISP, try sending me an e-mail from your end david(DoT)gervais60 at my ISP.

I also have problems recieving mail from Hotmail accounts. if I add a hotmail.com address to my friends list then it gets in, but if not, it never gets here. Personally I think it's AOL and Sympatico's way of trying to discourage the 'free' competition. And in part I agree, any (excuse the expression) nincompoop can open a hotmail account and spam.

Anyways, I digress. sorry.

Have a great day, cheers!
Chris Franklin_
17
Years of Service
User Offline
Joined: 21st Dec 2006
Location: Home
Posted: 7th Jan 2007 12:26 Edited at: 7th Jan 2007 12:46
Can i beta test hob? please lol it looks awesome and i just went to download the open public demo but the file is no longer there

e-mail: [email]chris-franklin-2k6@hotmail.co.uk[/e-mail]

Desert conflict progress: 1%
Media: 25% Coding: 2% Gameplay: 1%
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 7th Jan 2007 16:11 Edited at: 7th Jan 2007 16:12
Dave link was sent .

To all my testers, looks like next week sometime will be the next update. Here is a excel sheet of what has been squashed or updated so far in the next build.

Noel

Chris, I will add you to the list of possible replacements for non-active testers, I want to give them a little more time still.

Attachments

Login to view attachments
tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 8th Jan 2007 07:04
Cool beans, looking forward to the update.

Hey if you're still having trouble getting scrolling to be correct regardless of polygon count, maybe use a higher definition timer? The Matrix1Utils have a hitimer() function that is really good and much better than the DBPro timer() function (if that's what you're using). Just thought I'd throw that out there.

I'm not a real programmer but I play one with DBPro!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 8th Jan 2007 08:09
thanks for the suggestion. So far I tried Timer and perftimer. The numbers all seem good but on occasion it will warp speed out of no where.

Odd question with the timer now that I think of it, Does it reset to 0 every day? if so I suppose someone playing around midnight could get stuck in an infinite loop if I dont make a change.

David Gervais
Retired Moderator
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 8th Jan 2007 14:54
I guess we have incompatible e-mails.. same thing is happening with my sister's account. she is not able to send me any emails. Sometimes you just have to let the gremlins win. Or face going insane.

Cheers!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 8th Jan 2007 16:18
Dave, did you not get the link? If you didn't and you want to set up a free Xdrive account I can share the file with you directly.

David Gervais
Retired Moderator
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 9th Jan 2007 09:54
My email seems foobar'd. Don't worry. I'll just keep an eye on this thread like always.

Cheers!
RickV
TGC Development Director
24
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 9th Jan 2007 22:46
Please post your best in game images to the TGC Gallery.


http://www.thegamecreators.com/?m=gallery_upload

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 18th Jan 2007 16:30 Edited at: 18th Jan 2007 16:33
Newest build of the game. I made it accessible to all since I was unable to send Dave a link before.

Many fixes from the last build.

Known issue: opening a map while in a shop will sometimes draw the inside of the shop when the map is closed rather then the the shops image. Still working on this one, but as far as I know there are no crashes.

http://plus.xdrive.com/u/1081439736/134045078x00ZiHnFOKsMcRLrnwQ

If you have an aol email or AIM id you can log in with that to open the folder, otherwise you will need to make a free xdrive account to open the folder.

Thanks
Noel

draknir_
18
Years of Service
User Offline
Joined: 19th Oct 2006
Location: Netherlands
Posted: 18th Jan 2007 21:44
xdrive requires me to sign up for AOL mail to login to download the file... could you please upload on rapidshare or yousendit instead?
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 18th Jan 2007 22:23
I will see what I can do, I looked at rapidshare before and it was giving me a file size limit.

tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 19th Jan 2007 03:32
I can't get stuff from XDrive Web, I have an account. IE just barfs on it after 12% downloaded. Mozilla craps out too. There's got to be another way to send stuff.

If you want your own host I can get you a deal on Dreamhost through their referral program.

I'm not a real programmer but I play one with DBPro!
Roxas
19
Years of Service
User Offline
Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 19th Jan 2007 11:18
Hobgoblin lord you could make other account for xdrive and give it's information here so TGC user's could use it..

I have no soul.. I nobody.. I have no heart.. I have felt in the darkness.. Im the darkness.. Whatever..
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 19th Jan 2007 13:09
Hmm i Made that one a public folder so anyone could access it, hav not had much of a problem with people grabbing from it before (except tiresius). let me try a standard link.

http://download.xdrive.com/s/208516126GGzPE7U30JnVeJ5sgq4&partner=plus

Duffer
21
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 20th Jan 2007 18:44
@ Hobgoblin,

The public link only allows you to download 3-4% of the beta and then it freezes...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 20th Jan 2007 19:02
did the standard link work fine? I tried the public so that the link would not eventually expire.

David Gervais
Retired Moderator
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 21st Jan 2007 11:43
The game downloaded fine, played a bit, it's comming along nicely..one comment.. How do you exit the game? I have to do a ctrl+alt+del to end task. Not a proper way to exit a game.

keep up the fantastic work Hobgoblin, Cheers!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 21st Jan 2007 14:34
Sorry should have made that more clear Dave, I only posted that CTRL-X exits in the excel document above. eventually I will be putting in a menu system as well to exit. Glad you finally got it.

tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 22nd Jan 2007 03:57 Edited at: 22nd Jan 2007 03:57
I got it from my XDrive desktop account, not sure if you had to manually put it there but thanks for doing so if you did.

Is this a bug-fix release or has some content been added? I didn't see any new maps and the merchant area is still empty except for the silent NPC that just stands there.

A couple things found:


I'm not a real programmer but I play one with DBPro!
Hobgoblin Lord
19
Years of Service
User Offline
Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 22nd Jan 2007 04:53
Mostly Bug Fixes, some new content, you may have noticed that the NPC's are a little longer winded now and multipage speeches have been implmented. Updated alot of the monsters treasure sheets, added alot of static encounters and chests (especially to the crypt). The walk throught tree is not right , the collision near the entrance is from the cavern itself (though the model makes it look like you could squeeze through there.).

Quite a few changes to the monster stats, alot of new items, maps added in. new trees of course, added in the grass sprites. A few other cosmetic changes. If all goes well with this round of Bug crushing then next release is going to be almost all content.

Thanks for the note on the text overlap, think that arose from implementing the maps actually.

tiresius
22
Years of Service
User Offline
Joined: 13th Nov 2002
Location: MA USA
Posted: 22nd Jan 2007 06:53 Edited at: 22nd Jan 2007 06:54
Hey Noel-

Played some more to check out the new content. I like the visual
maps. If they are in a majority of areas (or separate pieces of
maps found within the same area to be pieced together by player)
then I guess automapping is not needed really.

Couple more issues found:


I'll probably play more in a couple weeks. I've got a bunch of other stuff on my plate right now.

I'm not a real programmer but I play one with DBPro!

Login to post a reply

Server time is: 2024-11-24 03:37:09
Your offset time is: 2024-11-24 03:37:09