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Quest for a King 1.5, the first full release in over a year!
#11
Demos are there for feedback, and while positive feedback is good for the ego, negative feedback is how new features are born, bugs are fixed, and good games are forged.

After Quest for a King is completed, the djrpg project, a project to turn the fairly robust and scriptable engine into a full RPG maker, will live on. I want a real 1.0 release in the djrpg project before I reach a full FINAL release of Quest for a King. That's not going to happen if all I get is positive feedback. Smile

I'm going to shoot for a 1.51 release which fixes every issue mentioned in this thread.
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#12
Sounds good... I'll be waiting. :wink:
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#13
kewl!!!
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#14
Neato!!! Tongue

I also got the freeze-up while fighting those female guards in the castle. It didn't crash though. It acts like it was just stuck in a loop.

I found a menu bug too. I went to the controls menu and the text from the previous menu was still on the screen.
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#15
[Image: 677-r]

Might as well post progress on the next version in here. Smile

I've recoded the map format, moving the data on how to display a map from four files to one single .map file, and set everything up so there are no longer set block/don't block sprite ranges -- you can have floors set up to block and walls set to not block. This is done by simply making the same number positive or negative.

The new collision detection will be a bounding shape system which should allow players to slide past obstacles, unlike the current situation, which *is* a bit of a pain in the ass.

I hope to have a new demo by Monday, but no promises. I'll post again when I do.
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#16
Quote:The new collision detection will be a bounding shape system which should allow players to slide past obstacles, unlike the current situation, which *is* a bit of a pain in the ass.
In Lynn's Legacy we call that Proslide Factor (psf) :lol: :lol:
Oh, that screenshot reminds me... Mixed, erm resolutions (for lack of a better term) don't look too great... You know, when you have the majority of the graphics looking like 320*200, but then when you have one or two that looks like it's at 640*480... like the more pixelated tiles are just double size. I'd keep it consistent.
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#17
I'm going to move all the art to the higher resolution, bit by bit. Remember that a week ago QFAK was a 320x240 game, now it's a 640x480 one. The transition won't happen overnight.
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#18
Quote:The new collision detection will be a bounding shape system which should allow players to slide past obstacles, unlike the current situation, which *is* a bit of a pain in the ass.

Good job, thats just what I was about to suggest.

More: Its a good game! but there are definately things to be worked on, eg perhaps more frames in the animations would be nice, as 2 frames makes it look very jerky atm.

Good work though Smile
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#19
The animation is difficult for me, both from a rational programming point of view (I don't like having sprites thrown about the palette, so I have to either shift all the sprite numbers or create a Person sprite system so people have their sprites in seperate areas of mere objects), and from an artistic point of view (I'm not a good artist, but I'm a horrible animator -- does it show?).

EDIT: Another updated screenshot, this time of a working editor and a few of the new tiles I've added since the switchover.

[Image: 728-r]
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