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Author Topic: Knights and Dragons by Pierwolf  (Read 3466 times)

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Offline Hanzo

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Knights and Dragons by Pierwolf
« on: October 02, 2010, 11:52:46 am »
Hello people of Lavalit here's another review from my playthrough of Pierwolf's first completed game of Knights and Dragons.


Knights and Dragons is a fantasy-themed mod made by Pierwolf by utilizing characters from two well-known beat'em ups/hack -n- slash games The King of Dragons and Knights of the Round.

Story: 10/10 There are two story-based campaign modes, Road of the Dragons and Road of the Knights which is unlockable by completing the first story campaign. Also a Boss Rush for those who like a endurance test of the game's ferocious bosses. The story is a excellent mix of medieval and fantasy all meshed into one cohesive and fun-filled experience.

Controls: 10/10 The controls are easy to master and flexible to use to make way through the game and also executing special commands each of the characters with ease.

Gameplay: 10/10 The gameplay is amazing and action-packed with enemies coming from all sides and using the characters' special moves is what you need to get through with the realm of Knights and Dragons. I also like the multiple branching paths in this game as it will you choose your own way of completing your objectives.

Sound/Visuals 10/10 The music is really awesome and atmospheric to give a majestic feel to it and gets you all pumped when it jumps toward to the boss. Also the sound effects is pretty good when you hacking way at enemies or shooting lighting bolts or fireballs at them to see a grisly finish. The visuals is also nice and colorful using colorful blue skies to dark and grungy vistas to combine a essence of the game.

Overall 10/10 This mod is a masterpiece of combing two of my favorite games into one action packed adventure and a recommendation for your mod collection.




Keepin it Old School

Offline Pierwolf

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Re: Knights and Dragons by Pierwolf
« Reply #1 on: October 03, 2010, 05:28:34 pm »
thank you my friend, but i' think you're a little too kind with me! i don't deserve this 10/10 at all! :blushing:
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline Hanzo

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Re: Knights and Dragons by Pierwolf
« Reply #2 on: October 03, 2010, 10:21:34 pm »
thank you my friend, but i' think you're a little too kind with me! i don't deserve this 10/10 at all! :blushing:


sorry about that pier. :laughing:




Keepin it Old School

Offline maxman

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Re: Knights and Dragons by Pierwolf
« Reply #3 on: October 04, 2010, 03:42:52 am »
thank you my friend, but i' think you're a little too kind with me! i don't deserve this 10/10 at all! :blushing:


sorry about that pier. :laughing:

Hey, no probs. Everything's good.
Dragon Duo (W.I.P./Outdated demo (2010 version)) (in progress)
Captain Commando (in progress)
Unelmia: Dreamers' Fate (collaborating with contress/taskmaster) (in progress)

Best OpenBOR mods:Spoiler
1. World Heroes Supreme Justice
2. Golden Axe Myth
3. Art of Fighting: Beats of Rage Remix III
4. A Tale of Vengeance
5. Valdivia Ransom City (demo)
6. Sega Brawlers Megamix
7. Super Fightin Spirit
8. Angel-0

Offline Damon Caskey

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Re: Knights and Dragons by Pierwolf
« Reply #4 on: October 04, 2010, 12:07:58 pm »
I've retired from giving full reviews... they were never well received. But I'll be happy to leave some feedback:

The gameplay is technically not my bag of apples. That's not a knock on your work, just my own taste; I was never into King of Dragons due to the over simplistic fighting engine. But your quality was awesome; a near spot on replication. The Knights were also a great approximation, and to me much more fun to play.

The multiple paths and storytelling were great, few modules take advantage of this.

The main flaws were some pretty glaring typos and grammar errors. It was bad enough in places to distract from the story; try to pay attention to those next time. There were some nasty animation errors here and there too. Lancelot's recovery for example, is very spastic; you should have used jumpframe/landframe to replicate the original.

Overall a very fine job. I'm looking forward to the next one!  :cheers!:

DC

PS: Good to see you back!
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline zamuel

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Re: Knights and Dragons by Pierwolf
« Reply #5 on: October 09, 2010, 10:26:07 am »
I've retired from giving full reviews... they were never well received.

Understandable, though a shame since they were detailed.  Even if someone disagreed with parts, you put thought into them.
FOLH Progress
Primary game: Done!
Extra mode: Done!

Street Team: Reign of the Iron Dragon - http://lavalit.com:8080/index.php/topic,6240.0.html

Offline anallyst

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Re: Knights and Dragons by Pierwolf
« Reply #6 on: February 28, 2011, 07:16:17 pm »
hello Pierwolf, your game has a bug:
landframe for hellhounds is set to 50, but the enumeration starts with 0, NOT with 1 !
since the animation has exactly 50 frames, the game will crash when a hellhound "falls" due to burning (i.e. with special of swordsfighter).

since you have that index wrong, i guess there are also similar bugs with wrong indices.
i saw the index 50 in every hellhound file at least.

i'd be glad if you could check your files for other bugs and reupload the game!
nice work btw, thank you :)

btw: i fixed the svn so that the game will shutdown in the future (and write the error to the logfile) when encountering this error. makes it easier for mod designers
« Last Edit: February 28, 2011, 07:18:30 pm by anallyst »

Offline magggas

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Re: Knights and Dragons by Pierwolf
« Reply #7 on: February 28, 2011, 08:23:17 pm »
btw: i fixed the svn so that the game will shutdown in the future...

Is that actually an good addition to the engine?

Offline anallyst

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Re: Knights and Dragons by Pierwolf
« Reply #8 on: February 28, 2011, 08:41:28 pm »
well, it will prevent the game from crashing suddenly...
but Plombo had the idea to just print a warning and reset the value to something working
i thinks that's the best solution

Offline magggas

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Re: Knights and Dragons by Pierwolf
« Reply #9 on: February 28, 2011, 08:55:41 pm »
Ah,i see ok.I  just thought there was not shutdown for that reason befor.
Just an misunderstand from me :-[

Offline anallyst

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Re: Knights and Dragons by Pierwolf
« Reply #10 on: February 28, 2011, 09:31:35 pm »
Pierwolf, there's another issue i forgot to mention:
once you die, and "press start to continue" shows, you have no way of choosing the fighter type
it always select the swordsman

Offline Pierwolf

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Re: Knights and Dragons by Pierwolf
« Reply #11 on: March 01, 2011, 06:29:10 am »
hello Pierwolf, your game has a bug:
landframe for hellhounds is set to 50, but the enumeration starts with 0, NOT with 1 !
since the animation has exactly 50 frames, the game will crash when a hellhound "falls" due to burning (i.e. with special of swordsfighter).

since you have that index wrong, i guess there are also similar bugs with wrong indices.
i saw the index 50 in every hellhound file at least.

i'd be glad if you could check your files for other bugs and reupload the game!
nice work btw, thank you :)

btw: i fixed the svn so that the game will shutdown in the future (and write the error to the logfile) when encountering this error. makes it easier for mod designers


thanks! i will check this immediately.


Quote
Pierwolf, there's another issue i forgot to mention:
once you die, and "press start to continue" shows, you have no way of choosing the fighter type
it always select the swordsman

unfortunately there is nothing i can do for this problem now. it's the way the command "skipselect" and "allowselect" work. i hope in the future version of the engine there will be a way to fix this problem.
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline anallyst

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Re: Knights and Dragons by Pierwolf
« Reply #12 on: March 01, 2011, 08:03:38 am »
thanks! i will check this immediately.
glad to hear!

unfortunately there is nothing i can do for this problem now. it's the way the command "skipselect" and "allowselect" work. i hope in the future version of the engine there will be a way to fix this problem.
hmm, it does work for double dragon unlimited....
as a workaround you could show the "choose player" menu whenever a level is completed.
also, when you unlock a new player, the screen is shown which displays the moves (i.e. thief).
when you press enter to skip the screen, it will immediately select the swordsman in the following screen (i.e. enter is passed on to the choose player screen)... that's also unfortunate. you'd have to wait until the screen disappears from itself.

Offline anallyst

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Re: Knights and Dragons by Pierwolf
« Reply #13 on: March 15, 2011, 08:37:25 pm »
pierwolf, i've seen you have the select player thing after using a credit working in final fight gold.
do you think it's possible that you apply this tweak to K&D and publish the fixed version (maybe together with the landframe fix) ?

 



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