LavaLit

OpenBoR => Mod Center => Completed => Topic started by: Pierwolf on May 22, 2012, 05:22:16 pm

Title: Knights & Dragons: The Endless Quest
Post by: Pierwolf on May 22, 2012, 05:22:16 pm
So, here we are! after a long development, i finally can release my last game, Knights & Dragons: The Endless Quest.

UPDATE 2.0

- fixed all dialogues; now, if you don't skip them, they stay indefinitely on screen, making them easy to read.
- fixed some monsters offscreenkill that prevent the characters to advance in some stages.
- fixed paladin heartquake move (no it gives you xp when you kill enemies with that)
- some fixed here and there on most stages.

LAVALIT LINK (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=259)

RAPIDSHARE LINK (https://rapidshare.com/files/1126116144/KD_TEQ.7z)

enjoy!




I've always liked the "journey" more than the destination, and the journey-themed games with branches that lead you to different paths have always intrigued me; So i was wondering on the addition of a map system like this since the development of my old castlevania demo, and after going through two other quick games (Final Fight Gold and Golden Axe Legend) to experiment other small things, i've decided to start the development of this one, using once again the simple core mechanics of the 90' fantasy capcom games and the feeling of the old TSR Dungeons & Dragons roleplaying game that i love so much, but this time adding a rich map system full of quests to choose from, to give it the feeling of an Open-world game to explore, where you can go wherever you want and do whatever you want.

in the beginning i was thinking of using the main characters from the two capcom D&D arcade games (i will still use them someday, maybe for the sequel of the first Knights and Dragons, since i've ripped a lot of things from those games), but then i've decided to re-use (even if i've ripped almost everything from scratch again) the main characters from two of my favourite capcom games of all times (King of Dragons and Knights of the Round) because i think that those beautiful sprites have still a lot to say, and the feeling they give to me is still strong.
So, in a way this game can be considered like a sort of spinoff from my first K&D game.

the map system and the unlock system (i will never stop thanking Bloodbane, for helping me develop it so much better with the scripts) allows you to feel like you're playing a different game everytime, and there are so many quests' combinations that every time you play it will be different from the last!
furthermore, the soundtrack i've choosen this time is really epic and immersive and i think it fits perfect with the game.

In the process, the game has become more and more complicated than like it was intended in the beginning, and i've immersed myself so much in its development, but in the end i'm very happy with the final result, and i hope you too will!


so, before leaving, i will give you some tips to survive longer in the realm of Karameikos: ;)

- first of all, learn how to block! It works like the old capcom games (behind + attack button at the same time). You can even block right after you've been hit, if you are still on foots, to prevent further damage. Learning the right timing is essential and  VITAL in the advanced and difficult quests. Once you will be able to master it, the game will become more easy for you! practice is the key.

- explore carefully the map before embarking in a quest: maybe sometimes there are green quests left that you have to complete before unlocking a yellow one, and the same can apply with blue and red quests. so try to complete as many easy quest as you can, before embarking in the more difficult ones: remember that you start with ONE life only (and in order to gain another one, you have to store 5000 xp), and while the green quests are very easy, the other colors are NOT!
in total, there are 12 easy quests (green ones, spawning from the beginning of the game), 9 medium quests (yellow ones, you have to complete a set of specific green quests to unlock each of them on the map), 6 blue quests (hard ones, same morking, only you have to complete the yellow quests), and 3 final quests (red, you have to complete the blue ones) for a total of 30 different quests! try to beat them all, if you can!

- you can always visit a tavern (gray markers on the map, you unlock one everytime you finish a green quest) before embarking on a new quest, in order to refill your energy.

and here it is the description of the playable characters:

- THE BASIC CHARACTERS:

Fighter:
Available from the beginning of the game. Easy to master and unleash big damage. he recover MP slowly, though. his oil flasks remain on the terrain for a while.

Wizard:
Available from the beginning of the game. His spell are powerful and spectacular and he's the fastest in recovering MP. with the right timing, you can cancel and combo the tornado, fireball and lightning bolt spells (in this order) for huge damage.

Cleric:
Available from the beginning of the game. A support character, almost indispensable if there are more than 1 player. his healing spells are some of the most useful special moves of the game, and he can paralize opponents too, allow the other players to hit them for free.

Thief:
Available from the beginning of the game. A sneaky character, the fastest in the game, but he has few HP. he has long reach with his knives too. his spark bag special move stay on the terrain and damage the enemies near it.

Dwarf:
Available from the beginning of the game. The more resistent of the group, he has a lot of HP. he's slow but hit hard, and his trowing axe has a good reach too. he can roll on himself for multiple hits with final ice damage.

Elf:
Available from the beginning of the game. Perfect for players who like to hit enemies from distance, his arrows have the longest reach. his magic is very useful too; he can polymorph the enemies, so that the other chars can hit them for free.  his magic missile can hit the enemies wherever they are on the screen.

- THE ADVANCED CHARACTERS:

Paladin:
Complete all the GREEN quests to unlock him. Half support, half tank. he can heal himself and the others, like the cleric, and he can also hit very hard and has a good reach with his striking multiple hits attack.

Barbarian:
Complete all the GREEN quests to unlock him. Strong and fast, all together, but he's the weakest to block. he can become even faster with his berserker rage move, although in this state he can't recover MP and, most important, can't block at all. you can return to the normal state performing the move again (or if you are hit by an enemy!).

Bard:
Complete all the GREEN quests to unlock him. Another useful support character. he can exploit his invisibility spell to arrive unscathed near the other players, and heal them all with his healing spell.

Arthur:
Complete all the YELLOW quests to unlock him. The all-round character for excellence. strong in every skill, he can summon merlin with the power of fire.

Lancelot:
Complete all the YELLOW quests to unlock him. He's very fast. he can summon Merlin with the power of lightning.

Perceval:
Complete all the YELLOW quests to unlock him. He's very strong. he can summon Merlin with the power of earthquake.

Mordred:
Complete all the BLUE quests to unlock him. The strongest character of all. use him if you want to go through the game in "easy" mode.

Knight:
Complete all the BLUE quests to unlock him. Quite the reverse of Mordred, he is the weakest character of all. use him if you want to go through the game in "hard" mode.

- once you finish the game for the first time, you'll gain the option to restart it with all chars unlocked from the beginning!

anyway you will find other useful informations (like the special moves combinations for all characters) selecting the HOW TO PLAY option in the main menu of the game, so read it!



Wow, what a wall of text i've wrote! i'm sorry, and please excuse my english, it is not my mother language but i hope you can understand it anyway.

Enough talk! please enjoy the game, and let me know what you think about it!
i hope you will like it!

Regards
Pierwolf
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: zvitor on May 22, 2012, 05:36:56 pm
hell yea!!!
downloading
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: NickyP on May 22, 2012, 05:37:18 pm
 :cheers!: :cheers!:

Congratulations, Pierwolf! I can't wait to try it!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 22, 2012, 06:19:28 pm
Downloading now..
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: nedflandeurse on May 22, 2012, 06:33:19 pm
Good!! Thanks for the good work!
I'll try it ASAP.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on May 22, 2012, 08:12:59 pm
"Not now, mother, I'm downloading a game!"
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: slash128 on May 22, 2012, 08:13:15 pm
Excelent!!!!
I've been waiting for this since you announced it, congratulations and thank you very much for your hard work. :cheers!: :cheers!: :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Kyojinmaru on May 22, 2012, 09:24:57 pm
Thanks!!!

One question, in wich version of BOR I can play all your mods without problems?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Hanzo on May 22, 2012, 10:22:41 pm
Downloading this now!!!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on May 23, 2012, 12:48:23 am
wow this thing is huge 440mb! Congrats on completion.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: zankurous on May 23, 2012, 12:58:07 am
It is an impressive mod indeed and a definite improvement over your previous Knights & Dragons mod, I have just tried a couple of quests on the PSP (seems to work just fine by the way, yay!) and it certainly does feel like a full fledged action RPG full of details and plenty to read & explore!  :wow!:

Characters are diverse and the new special techniques available to them offer plenty of room for creating strategies against the enemy forces. Being able to switch among them between quests is definitely apreciated!  :)

Everything looks and sounds great, the character data is well organized, the story seems intriguing yet the font is easy on the eyes and it suits the game quite well. The music selection is pretty good as well. Man, even the "How to Play" section is very detailed and filled with valuable info and tips! I definitely must practice that block manuever...  :dunce:

The only little nitpick I have come across so far would be that your character´s data covers up part of the logo at the very end of the prologue sequence. Once again, this is merely a nitpick. :blushing:

All in all, this mod definitely ranks as your best work so far,  this is no easy feat to acomplish since your previous mods are far from being anything but awesome! Congratulations and a pat on the back on a job well done Pierwolf! Keep up the good work! :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 23, 2012, 03:33:32 am
Could anyone upload to another mirror please. I've reached my monthly limit so its uber slow now (5kb if at all). I need something that has a resumable support (i think mediafire worx).
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 23, 2012, 04:19:34 am

The only little nitpick I have come across so far would be that your character´s data covers up part of the logo at the very end of the prologue sequence. Once again, this is merely a nitpick. :blushing:


thanks for your words, Zankurous, but you mean this? 'cause it works fine for me  :eyebrow_action:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 23, 2012, 04:36:45 am
Could anyone upload to another mirror please. I'm back in SA now and I've reached my monthly limit so its uber slow now (5kb if at all). I need something that has a resumable support (i think mediafire worx).

here it is a mirror link for you on 4shared. hope it can be useful.  :)
enjoy!

MIRROR LINK (http://www.4shared.com/archive/ROXJ0LIh/KD_TEQ.html)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: yuigx1 on May 23, 2012, 06:45:54 am
Dungeon & Dragon: Shadow Over Mystara 2 :cheers!:

How do I save the game? It's not possible to play it for consecutive hours..
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on May 23, 2012, 07:53:44 am
it is wonderful to see this released. i'll be playing it on my PSP! i'll let you know if i run into any issues.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on May 23, 2012, 08:56:29 am
Playing it. Everything looks great so far.
Heh, I like your Cthulhu quote for the graveyard boss.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Hanzo on May 23, 2012, 09:45:51 am
I'm having a blast with this game Pierwolf. In the original King of the Dragons, the main characters have one basic attack over and over. But you took the main characters by adding three to four combos give more of edge in combat. I also like the soundtrack in the game. Very epic-like and fits the tone of the game. Pierwolf you have really outdid yourself right here. Now back to playing this epic gem.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Expio on May 23, 2012, 09:49:00 am
Osom mod!

But I get countless crashes and I must quit the sound to run.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Hanzo on May 23, 2012, 09:50:39 am
Are you the latest version of OpenBOR? Didn't have any problems with version 3701.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on May 23, 2012, 09:53:20 am
I hate random crashes which don't happen on my PC.
It seems I need someone who can always reproduce this problem to do the test.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: zankurous on May 23, 2012, 01:20:37 pm

thanks for your words, Zankurous, but you mean this? 'cause it works fine for me  :eyebrow_action:

I found the problem. Apparently everytime you make your character jump as the logo comes scrolling into view during the prologue, the tremor effect causes a delay in the scrolling until it gets stuck. Otherwise, it works just fine! :)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Cyrus Annihilator on May 23, 2012, 01:45:16 pm
Why Pierwolf? WHY?!?! I got a text on Monday. I have to study!!! :eyebrow_action:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 23, 2012, 02:10:54 pm
Could anyone please upload to http://www.mediafire.com for me as that supports resumable download. 4shared doesn't :(

Edit.
By the way PierWolf. You should really add a image to your download.

[i m g]http://lavalit.com:8080/index.php?action=dlattach;topic=6718.0;attach=8638[/ i m g]
just use the above line but with out spaces.
(http://lavalit.com:8080/index.php?action=dlattach;topic=6718.0;attach=8638)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: nsw25 on May 23, 2012, 05:16:46 pm
great game, is there any chance we can have a dedicated block button ? when surrounded by multiple enemies on both sides i find it hard to block

great story and gameplay, this is going to keep me busy for a long time :)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Expio on May 23, 2012, 05:22:53 pm
Are you the latest version of OpenBOR? Didn't have any problems with version 3701.

tested with 2703 and 3071. The game crashes when you finish a quest.

I play with a fat psp and I dont have problems with the demo.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Nozomi on May 23, 2012, 05:52:18 pm
Are you finished this project already? :really: When did you started this project?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on May 23, 2012, 10:08:54 pm
Just want to say, this is truly fantastic!
I love the new characters. The game world is really alive. The stages are very interesting, with plenty of traps and monsters that fit in, thematically.
It kept me away from Diablo 3, for one night. I think that speaks for itself. ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: zvitor on May 23, 2012, 11:55:01 pm
great game, you really got the feeling of old game and added a lot of new features,
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on May 24, 2012, 12:35:51 am
First Impressions/Questions/Bugs

Build: v3703
Device: PSP 3000
CFW: 6.60 PRO B-10
Memory: Sandisk 16GB (verified real)

Issues with text speed:
the story on the first screen scrolls to quickly for me. i am unable to keep up with it. i'm forced to speed read it (i read slowly) and i end up skipping over parts of the story just to understand what is going on.

the text that appears before the quest pops off the screen much to quickly. i do not read as quickly as others, and i really wish there was an option to press "attack" to close the quest description when i am ready instead of it doing it automatically.

i have a similar problem during quest. any messages that appear on more than 1 message box seem to go by much too quickly. i'm half way through reading when the 2nd message appears and i never got to finish reading the first. here as well it would be really nice if the game waited for the user to advance the text manually by pressing attack.

this is an extremely story driven mod. but you are forcing the user to read the story at your pace. some of us are physically incapable of reading at such a quick pace. -=/

Main Map Complaints:
the cursor on the map moves a little slow. it takes a noticeable amount of time to really browse the map.

the quests start automatically as soon as the cursor is over the colored quest icon. The user should have a choice if they want to play that quest or not. it would also be nice if something popped up to describe the quest or summarize it.

i can not find a way to end a quest and return to the map to choose another. currently i am exiting the game and then reloading it. is there a better way?

Lack of a "cancel" option:
when in the character index, there is no way to exit. i wanted to double check something but then had to scroll through everything to get back to the game.

Bug:
when on the map screen, as soon as i select a quest the map will fade out. the music will stop and then blast back on for a split second, then stop again. unfortunately this does not happen each time, so it may be difficult to debug, but it has happened often.

Suggestion(s):
when talking to a person in the tavern it would be nice of the attack button only started the conversation. it looks a bit weird that i'm taking a swing a them and then they decide to talk to me. =P

i also noticed that when talking to them their text is often split using a hyphen. i think it would work better if their text just popped up on the screen in a larger box. you could set an alpha to that box so that the feeling of conversation isn't lost, perhaps even centering it on the screen.

I play with a fat psp and I dont have problems with the demo.

the psp phat has half the ram of the slim/lite. that could very well be your problem. your system has 32MB where the others have 64MB.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on May 24, 2012, 07:24:56 am
And yes, it would be nice to get a better sense of where it is you're going. Like, you "mouse over" and it shows a text box with the location's name and difficulty, possibly, a little info (like "The Capital of the Kingdom"). Then, if you press attack, you go in. I say this because, despite the awesome map, I'd like to know if I'm going into a forest or a keep (even though being surprised adds to the charm of the game)

Oh, I have an idea which might be kind of... evil.  :blushing:
I thought about this when I played the level where you get captured. Random Encounters: some "quests" move invisibly in the map, at random; if they touch the cursor, you have a small fight (a short level, with varying difficulty), without the confirmation you'd get when choosing a regular quest.

Question: if you complete all green quests, you can't play easy quests anymore? I keep dying on the yellow ones, I want more lives!!!  :laughing:
(actually, grinding those random encounters might be punishment enough)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: D@rin on May 24, 2012, 07:34:35 am
IT runs on xbox ,please , say yes, baby!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on May 24, 2012, 08:15:26 am
Yes it works :D
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Vyck_St.Judas on May 24, 2012, 09:21:55 am
I'm a spoiled brat and the fighter is my favorite character thus far. I love the fact that they have combos now. I've yet to unlock the others. but looking under the hood, the new guys look sooooo fun to play.
On a side note, I made a bunch of new moves for the original knights and dragons, but they were kinda too convoluted to keep track of. I couldn't share without uploading the entire mod. This time I simplified things so i could just zip up the new sprites along with the Fighter.txt
I'll release, but only if Pierwolf is cool with it.
includes so far: (fighter only)
Run           : get from point A to point B a little faster.
Runattack : low damage Jumping knee lift.
Attackboth: mid damage launcher w. jugglepoints and Energycost to avert the spam/cheese.
also added some extra palette swaps to character select.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on May 24, 2012, 11:05:06 am
@Pierwolf - Just a heads up, I checked to see why the music was taking up so much space, they're all 44hz but some have very high kbps, some over 500kbps.  This isn't really necessary, the original mp3's or wherever you got em from were probably just like that. 

I uniformed them all to 44100Hz and 124kbps, now they're only just over 100mb instead of over 400+, there's no real quality loss at this format either.  Also a lot of the tracks were clipping so I dropped the volume a bit.

It might help some non PC users to do this.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Kyojinmaru on May 24, 2012, 11:11:08 am
I've played the mod a lot, is awesome, from the characters to levels and music. BOR is only worth thanks to your mods.

Thanks!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 24, 2012, 04:13:54 pm
wow, i missed the internet for two days and i wasn't expecting all this replies! anyway, i'll try to answer them:

Dungeon & Dragon: Shadow Over Mystara 2 :cheers!:

How do I save the game? It's not possible to play it for consecutive hours..

it saves automatically when you exit the game, then in the main menu, instead of choose "new game", you have to choose "load game".

Playing it. Everything looks great so far.
Heh, I like your Cthulhu quote for the graveyard boss.

hehehe, i absolutely LOVE Lovercraft. and if there is some skyrim fan out there, let see if you can find some quote from that game too.   ;)


I found the problem. Apparently everytime you make your character jump as the logo comes scrolling into view during the prologue, the tremor effect causes a delay in the scrolling until it gets stuck. Otherwise, it works just fine! :)

mmm i've tryed jumping all the intro long and it doesn't happen to me. that's indeed strange..


great game, is there any chance we can have a dedicated block button ? when surrounded by multiple enemies on both sides i find it hard to block

great story and gameplay, this is going to keep me busy for a long time :)

no way, i like the block system the way it is, really, it's just a matter of practice!  ;) actually i can play the whole game with one hand only, blocking almost 90% of the attacks with all chars, even those who have a low defense score.  ;D

First Impressions/Questions/Bugs

Issues with text speed:
the story on the first screen scrolls to quickly for me. i am unable to keep up with it. i'm forced to speed read it (i read slowly) and i end up skipping over parts of the story just to understand what is going on.

the text that appears before the quest pops off the screen much to quickly. i do not read as quickly as others, and i really wish there was an option to press "attack" to close the quest description when i am ready instead of it doing it automatically.

i have a similar problem during quest. any messages that appear on more than 1 message box seem to go by much too quickly. i'm half way through reading when the 2nd message appears and i never got to finish reading the first. here as well it would be really nice if the game waited for the user to advance the text manually by pressing attack.

this is an extremely story driven mod. but you are forcing the user to read the story at your pace. some of us are physically incapable of reading at such a quick pace. -=/

i will think about this. you are not the only one that complain about this. it seems i will have to re-think the whole dialogue system.

Quote
Main Map Complaints:
the cursor on the map moves a little slow. it takes a noticeable amount of time to really browse the map.

i like this way. i've spent a lot of time drawing the map from scratch, i want to enjoy the particulars and the music when i travel it!  ;D

Quote
i can not find a way to end a quest and return to the map to choose another. currently i am exiting the game and then reloading it. is there a better way?

Lack of a "cancel" option:
when in the character index, there is no way to exit. i wanted to double check something but then had to scroll through everything to get back to the game.

i didn't understand what you mean here, sorry; can you be a little more specific?  :dunce:

Quote

Suggestion(s):
when talking to a person in the tavern it would be nice of the attack button only started the conversation. it looks a bit weird that i'm taking a swing a them and then they decide to talk to me. =P

i also noticed that when talking to them their text is often split using a hyphen. i think it would work better if their text just popped up on the screen in a larger box. you could set an alpha to that box so that the feeling of conversation isn't lost, perhaps even centering it on the screen.


as i've told before, i will redo the whole dialogue system.

thanks a lot for your accurate test, Blastyrant!  :cheers!: :cheers!:



Oh, I have an idea which might be kind of... evil.  :blushing:
I thought about this when I played the level where you get captured. Random Encounters: some "quests" move invisibly in the map, at random; if they touch the cursor, you have a small fight (a short level, with varying difficulty), without the confirmation you'd get when choosing a regular quest.

really evil! it show you are playing Diablo a lot this days! fortunately for me, the demo and the only online system have really disappointed me enough for not buying it, so i've totally concentrate my energy on my mod!  ;D ;D ;D

Quote
Question: if you complete all green quests, you can't play easy quests anymore? I keep dying on the yellow ones, I want more lives!!!  :laughing:
(actually, grinding those random encounters might be punishment enough)

as i've already told, is all a matter of practice!!! this is not an "easy" game!  ;)

I'm a spoiled brat and the fighter is my favorite character thus far. I love the fact that they have combos now. I've yet to unlock the others. but looking under the hood, the new guys look sooooo fun to play.
On a side note, I made a bunch of new moves for the original knights and dragons, but they were kinda too convoluted to keep track of. I couldn't share without uploading the entire mod. This time I simplified things so i could just zip up the new sprites along with the Fighter.txt
I'll release, but only if Pierwolf is cool with it.
includes so far: (fighter only)
Run           : get from point A to point B a little faster.
Runattack : low damage Jumping knee lift.
Attackboth: mid damage launcher w. jugglepoints and Energycost to avert the spam/cheese.
also added some extra palette swaps to character select.

i don't think i will modify the chars anymore, but feel free to send it to me to show your improvements!  :)

@Pierwolf - Just a heads up, I checked to see why the music was taking up so much space, they're all 44hz but some have very high kbps, some over 500kbps.  This isn't really necessary, the original mp3's or wherever you got em from were probably just like that. 

I uniformed them all to 44100Hz and 124kbps, now they're only just over 100mb instead of over 400+, there's no real quality loss at this format either.  Also a lot of the tracks were clipping so I dropped the volume a bit.

It might help some non PC users to do this.

that would be kind by your part, BeasTie! if you can send it to me i will provide to update the game!  :cheers!:

in the end, a little update: i'm working to implement a LEVEL UP SYSTEM right now, if i will be satisfied with the final result, i will add it to the game! for now, enjoy it and thank you very much to you all, guys! you are the best community i've ever being part of!



 thank you very much to you all for the reply!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: leprechaun on May 24, 2012, 05:42:41 pm
men this game is awesomeeeeeeeeeeeeeeeeeee

**** off best best besttttttttt :cheers!: :cheers!: :cheers!: :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: rafhot on May 24, 2012, 05:59:59 pm
Quote
in the end, a little update: i'm working to implement a LEVEL UP SYSTEM right now, if i will be satisfied with the final result, i will add it to the game! for now, enjoy it and thank you very much to you all, guys! you are the best community i've ever being part of!


amazing news it will be using some kind of persistent score? will be per character? or by player session?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on May 24, 2012, 06:22:30 pm
Lack of a "cancel" option:
when in the character index, there is no way to exit. i wanted to double check something but then had to scroll through everything to get back to the game.

i didn't understand what you mean here, sorry; can you be a little more specific?  :dunce:


Sorry about that...

On the main menu select "How To Play"

Pressing any button here advances this help area, forcing the user to be here until they reach the end. I went back to the "how to play" area a few times to double check some information and found that there is no way to exit this area without reaching the end of the dialog boxes. A cancel button would be a nice addition. Perhaps pressing left and right to navigate the windows (previous/next) and pressing attack closes the window and takes the user back to the main menu.
 
Quote from: Vyck_St.Judas

On a side note, I made a bunch of new moves for the original knights and dragons, but they were kinda too convoluted to keep track of. I couldn't share without uploading the entire mod. This time I simplified things so i could just zip up the new sprites along with the Fighter.txt
I'll release, but only if Pierwolf is cool with it.
includes so far: (fighter only)
Run           : get from point A to point B a little faster.
Runattack : low damage Jumping knee lift.
Attackboth: mid damage launcher w. jugglepoints and Energycost to avert the spam/cheese.
also added some extra palette swaps to character select.

I would also like to see some attack updates. This game is a wonderful example of modding. It is challenging, fun, and exciting to play. One thing I feel the game is lacking are special moves. For example, our wizard only knows 3 spells! I fully understand that adding more unique moves to each character is not an easy task. I do hope that you consider it.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on May 24, 2012, 09:39:00 pm
@PW - Np, I'll sort it out an send you a link ASAP.

Edit: Link sent.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Vyck_St.Judas on May 25, 2012, 05:28:39 am
Adding finishing touches to "Fighter". I'll send it to you tonight. Is a mediafire link ok?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on May 25, 2012, 08:47:17 am
When the first KnD came out, I made a Fighter variant (among other things...), which didn't have fire attacks. I'd have to dig it up to show it, but it would be nice to see other people's work too.

If it's ok to Pierwolf, there could be a separate thread for variants (characters, monsters, levels, etc).
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 25, 2012, 09:12:13 am
After reloading a saved game, the green quests I completed show up again is this normal?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 25, 2012, 09:45:33 am

Could anyone please upload to http://www.mediafire.com for me as that supports resumable download. 4shared doesn't :(

the limit for mediafire (not premium) is 200 mb update, and since my mod was 400 mb i wasn't able to update it.

Anyway, Beastie send me the modified music tracks and sfx, with much more compressed files, i will work to implement them in the game this weekend if i'll have the time, so i can upload the game on mediafire for you!



Quote
I would also like to see some attack updates. This game is a wonderful example of modding. It is challenging, fun, and exciting to play. One thing I feel the game is lacking are special moves. For example, our wizard only knows 3 spells! I fully understand that adding more unique moves to each character is not an easy task. I do hope that you consider it.

maybe for my next mods i will think something more complex. for now i'm satisfied this way.  ;)

Quote
On the main menu select "How To Play"

Pressing any button here advances this help area, forcing the user to be here until they reach the end. I went back to the "how to play" area a few times to double check some information and found that there is no way to exit this area without reaching the end of the dialog boxes. A cancel button would be a nice addition. Perhaps pressing left and right to navigate the windows (previous/next) and pressing attack closes the window and takes the user back to the main menu.

ok, you was talking about the HOW TO, i haven't understood the first time, sorry.  :dunce:

anyway, i don't know if it is possible to do what you propose, the HOW TO section permits only animated gifs for now.

amazing news it will be using some kind of persistent score? will be per character? or by player session?

for now it will be for player session, if i will succeed in doing it. i've already tested that if you quit the game and reload it, the level remains persistent.  ;)

Adding finishing touches to "Fighter". I'll send it to you tonight. Is a mediafire link ok?

ok.

When the first KnD came out, I made a Fighter variant (among other things...), which didn't have fire attacks. I'd have to dig it up to show it, but it would be nice to see other people's work too.

If it's ok to Pierwolf, there could be a separate thread for variants (characters, monsters, levels, etc).

ehy guys, at least give people the time to play and enjoy this one before starting with the variants!  :wow!:  ;)

After reloading a saved game, the green quests I completed show up again is this normal?

no it isn't. are you sure are really the same ones? there are a lot of green quests, maybe you've confused a quest with another?



thanks again to you all!  :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: rafhot on May 25, 2012, 10:14:46 am
Quote
    After reloading a saved game, the green quests I completed show up again is this normal?


no it isn't. are you sure are really the same ones? there are a lot of green quests, maybe you've confused a quest with another?

it happens to me too,

i had beated all the green quests and some yellow ones in a direct shot... then.. i quit to main tittle and loaded to continue and it worked fine....

then i quit the openbor.exe  to continue another day and when i load it back  the yellow quests got locked again and all the green ones re-appeared   i continue with my score and lives but the quests got back to green
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 25, 2012, 10:27:28 am
Quote
    After reloading a saved game, the green quests I completed show up again is this normal?


no it isn't. are you sure are really the same ones? there are a lot of green quests, maybe you've confused a quest with another?

it happens to me too,

i had beated all the green quests and some yellow ones in a direct shot... then.. i quit to main tittle and loaded to continue and it worked fine....

then i quit the openbor.exe  to continue another day and when i load it back  the yellow quests got locked again and all the green ones re-appeared   i continue with my score and lives but the quests got back to green

Yep...I have the latest version of OpenBOR also..  :eek:

Unless there's a difference between 3704, and 3703...

Edit:
How rude of me....It's an awesome mod other then that..

I also love the Final Fight Gold CE mod....I'm adding some of the enemies as Players currently, although for the life of me I can't figure out how to add additional palettes properly, I added in the Alter.gifs, added the idle.gifss to the primary sheet, and added them to the char.txt file with the remap command...still won't work..other then that one other thing I noticed was Poison and Roxy's names were backwards (doesn't poison have pink hair?), tried changing it and the game wouldn't load past the first area and so changed it back, I'm not much of a editor...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 25, 2012, 11:16:20 am
Green quests also came back with me this is what I did (if it helps).

I played all green quests then went and took a look at the next 3 playable characters towers point but still kept to the archer (from beginning to end). Then exited the game renamed the pack file and the save games and restarted, then all the greens where back although I must add before then I landed doing a re-load before exiting and the greens where finished.

Carried on playing and when I did mixed quests then the system saved and loaded fine.

By the way, :applauding: way freaking AWESOME game  :applauding:. Has a very D&D feel to it and just the right kind of hard asswell.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 25, 2012, 11:35:42 am
Well I don't really have time to play all the green quests in one sitting...but thanks..
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 25, 2012, 12:17:12 pm
matman, have you downloaded it? i'm trying to upload it to mediafire but it keeps me giving error 502  :(
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 25, 2012, 12:54:48 pm
Got it last night, brother downloaded it for me from work and I finished it today, although I did miss 3-4 red stages. Didn't release taking the ancient dragon(by chance) would finish the game but mate. Bloody well done. I love the way you changed alot of the familiar backgrounds by turning them into night/day and all sorts of other cool things.

The gameplay is much improved and feels alot ......epic like, not sure what to call it but you got it on this one.

The music was great aswell. its a nice and dangerous thing to depart from the original soundtracks. DJ did the rocking on this game.

The ai is really great, there was almost no edge of screen battles. The stage design fit the world map, the enemy placement was not repetitive although I wish there was a step on that damn scorpion button  :P

I only played the elf so far but I will be trying the other characters soon. I was wondering if all the playable's are balanced or is the advanced playable's tougher?

Funny thing , I am/was in the process of creating a free roam world in chapter 9 of mixmasters and it would of also interact with npc by hitting them  ;D

edit...
That you can skip the intro screens with the scrolling text......sheeeeer genius dude.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on May 25, 2012, 02:00:47 pm
yes, we need a scorpion smashing button!   ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 25, 2012, 06:20:41 pm
game is updated!


Fixed music and sfx (thanks to BeasTie for this!) now the file is much more smaller to download (160 MB)

Added a LEVEL UP system; for now it is sort of "fake", when you level up you only gain max health and mp, but i hope to add a permaent augment in the attribute in the future.


new download link in the first page.

enjoy!  :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: rafhot on May 25, 2012, 07:18:35 pm
uhull  i am a rogue lvl 9  :P
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 25, 2012, 09:07:20 pm
Awesome can't wait for the full fledged level up..

Just a couple of things I noticed....

1.) The levels still reset when you quit out of OpenBor, now call me silly but other then the level, and points of the character that sort of defeats the purpose of a save feature right?

2.) The characters health goes down a bit when entering a stage even after going to the tavern and filling it.

3.) What's the point with the 1 next to the name of the class/character before it was a life counter, is it still that?

4.) Doesn't filling up the life (and I know it's temporary) kind of defeat the purpose of the taverns in between levels some? Why not adjust the max hp a bit after each level up?

5.) How do edit preexisting palettes for the characters using Photoshop, I'd like to change some of them? I only know how to do the main one, but the alters don't work for me..

6.) I know this is asking for a lot but is there any plans of implementing different weapons and shields like the original KOD? it was cool seeing the characters get different weapons akin to Knights of the Round, if that's not possible how about a few weapons you can buy in stores exclusive to each class type..Just a thought it's still impressive as is..

Love the mod btw...  :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erifpiR on May 25, 2012, 11:45:11 pm
game is updated!


Fixed music and sfx (thanks to BeasTie for this!) now the file is much more smaller to download (160 MB)

Added a LEVEL UP system; for now it is sort of "fake", when you level up you only gain max health and mp, but i hope to add a permaent augment in the attribute in the future.


new download link in the first page.

enjoy!  :cheers!:

This Version 1.1? or old version 1.0?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 26, 2012, 04:04:41 am
game is updated!
Fixed music and sfx (thanks to BeasTie for this!) now the file is much more smaller to download (160 MB)
Added a LEVEL UP system; for now it is sort of "fake", when you level up you only gain max health and mp, but i hope to add a permaent augment in the attribute in the future.
new download link in the first page.
enjoy!  :cheers!:
You should (once you've done all your updates) release the HD music pack cause I don't have good speakers but I have seriously kick azz headphones and going from 500bitrate down to 128 (I guess thats the setting you use now) is a huge difference in quality.

Once I get the updated version downloaded I'll take a look at the level up system (if its still not working properly).

How about uploading just the text files?

I've been thinking of creating a update package system for stats so it lands up being like the various game updates that I do.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 27, 2012, 12:51:42 pm
Got it last night, brother downloaded it for me from work and I finished it today, although I did miss 3-4 red stages. Didn't release taking the ancient dragon(by chance) would finish the game but mate. Bloody well done. I love the way you changed alot of the familiar backgrounds by turning them into night/day and all sorts of other cool things.

The gameplay is much improved and feels alot ......epic like, not sure what to call it but you got it on this one.

The music was great aswell. its a nice and dangerous thing to depart from the original soundtracks. DJ did the rocking on this game.

The ai is really great, there was almost no edge of screen battles. The stage design fit the world map, the enemy placement was not repetitive although I wish there was a step on that damn scorpion button  :P

I only played the elf so far but I will be trying the other characters soon. I was wondering if all the playable's are balanced or is the advanced playable's tougher?

Funny thing , I am/was in the process of creating a free roam world in chapter 9 of mixmasters and it would of also interact with npc by hitting them  ;D

edit...
That you can skip the intro screens with the scrolling text......sheeeeer genius dude.

what you mean by scorpion button?  :eek:

all chars should be balanced except the last 2, morded and knight, who are respectively the strongest and the weakest.
 :cheers!:

Awesome can't wait for the full fledged level up..

Just a couple of things I noticed....

1.) The levels still reset when you quit out of OpenBor, now call me silly but other then the level, and points of the character that sort of defeats the purpose of a save feature right?

2.) The characters health goes down a bit when entering a stage even after going to the tavern and filling it.

3.) What's the point with the 1 next to the name of the class/character before it was a life counter, is it still that?

4.) Doesn't filling up the life (and I know it's temporary) kind of defeat the purpose of the taverns in between levels some? Why not adjust the max hp a bit after each level up?

5.) How do edit preexisting palettes for the characters using Photoshop, I'd like to change some of them? I only know how to do the main one, but the alters don't work for me..

6.) I know this is asking for a lot but is there any plans of implementing different weapons and shields like the original KOD? it was cool seeing the characters get different weapons akin to Knights of the Round, if that's not possible how about a few weapons you can buy in stores exclusive to each class type..Just a thought it's still impressive as is..

Love the mod btw...  :cheers!:

1) are you sure? it doesn't for me  :-[

2) yea i noticed this too. it should be 'cause not all the chars have the same amount of health.

3) those are the lives.

4) not so much, 'cause lets say you finish a quest with a very little of health remained, you can go in a tavern to refill it before the next quest, and don't forget that you can change your character only in there.

5)i suggest you to go HERE (http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Main_Page), you should find all the informations you need.

6)maybe in my next mod i will think about this  ;)

thanks for your test, flemw1234!  :cheers!:


You should (once you've done all your updates) release the HD music pack cause I don't have good speakers but I have seriously kick azz headphones and going from 500bitrate down to 128 (I guess thats the setting you use now) is a huge difference in quality.

Once I get the updated version downloaded I'll take a look at the level up system (if its still not working properly).

How about uploading just the text files?

I've been thinking of creating a update package system for stats so it lands up being like the various game updates that I do.

thanks MatMan, for now i will test the fixes made by volcanic in the apposite topic, i will post an updated version of the mod after having tested it!
thank you so much for your help!

what you mean for uploading just the text files?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on May 27, 2012, 02:35:11 pm
Thanks a lot :D
I will try it on my xBox and come back make my feedback ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 27, 2012, 03:54:25 pm
Thanks for the reply...

"1) are you sure? it doesn't for me  :-["

Positive, it happens after you exit right out of OpenBOR then go back in, I've done the graveyard level at least 4 times...? Unless the intention is to do this
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 27, 2012, 04:06:21 pm
Thanks for the reply...

"1) are you sure? it doesn't for me  :-["

Positive, it happens after you exit right out of OpenBOR then go back in, I've done the graveyard level at least 4 times...? Unless the intention is to do this

when this happens? when you finish the quest and you quit when you are on the map? or while you are still in the graveyard level? if the answer is the 2, yes is intentional, if you quit the game while you are on a quest, then you have to restart the quest from the last stage you are in (for example, the graveyard quest is composed by two stages - the second one is when you have to fight some skeletons, and then the boss appear - if you, let's say, quit the game during the boss battle, when you load the game you restart from the begin of the boss battle stage again).
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Dark_Ryu on May 27, 2012, 04:17:14 pm
So, here we are! after a long development, i finally can release my last game, Knights & Dragons: The Endless Quest.

UPDATE:

Fixed music and sfx (thanks to BeasTie for this!) now the file is much more smaller to download (160 MB)

it works with the latest version of openbor. it should work on the psp too (i'm testing right now)

Thanks Pierwolf,
Exactly which OpenBOR version we use? What is recommended for the game update?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 27, 2012, 05:09:42 pm
i make the game constantly updated with the latest versions of OpenBOR, so the latest, the better.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Vyck_St.Judas on May 27, 2012, 08:59:46 pm
Check your PM's.  :)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 28, 2012, 12:56:22 am
Thanks for the reply...

"1) are you sure? it doesn't for me  :-["

Positive, it happens after you exit right out of OpenBOR then go back in, I've done the graveyard level at least 4 times...? Unless the intention is to do this

when this happens? when you finish the quest and you quit when you are on the map? or while you are still in the graveyard level? if the answer is the 2, yes is intentional, if you quit the game while you are on a quest, then you have to restart the quest from the last stage you are in (for example, the graveyard quest is composed by two stages - the second one is when you have to fight some skeletons, and then the boss appear - if you, let's say, quit the game during the boss battle, when you load the game you restart from the begin of the boss battle stage again).

No that's the thing all the stages I've done default to green after I quit right out of openBOR (not just go to the title screen I mean close it alltogether).....the only thing it manages to save is character progress....
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: zankurous on May 28, 2012, 03:49:15 am
Thanks for the reply...

"1) are you sure? it doesn't for me  :-["

Positive, it happens after you exit right out of OpenBOR then go back in, I've done the graveyard level at least 4 times...? Unless the intention is to do this

when this happens? when you finish the quest and you quit when you are on the map? or while you are still in the graveyard level? if the answer is the 2, yes is intentional, if you quit the game while you are on a quest, then you have to restart the quest from the last stage you are in (for example, the graveyard quest is composed by two stages - the second one is when you have to fight some skeletons, and then the boss appear - if you, let's say, quit the game during the boss battle, when you load the game you restart from the begin of the boss battle stage again).

No that's the thing all the stages I've done default to green after I quit right out of openBOR (not just go to the title screen I mean close it alltogether).....the only thing it manages to save is character progress....

I have the exact same problem while playing it on a PSP 3000: did all the green quests, saved the game and exit OpenBor, yet when loading the game all progress is gone with the exception of the exp level. Perhaps it was intended to beat the game in a single session in order to unlock its extras? (This can be difficult since by the time all the green quests are finished, its more than likely that the PSP runs out of memory and OpenBor shuts off by itself, losing any progress made in the process...) :hmm:



Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 28, 2012, 04:55:32 am
i make the game constantly updated with the latest versions of OpenBOR, so the latest, the better.

Can't remember if you did or didn't but I think that supplying a version of openbor.exe with the zip is a good idea because it prevents problems further down the line, like a couple of years from now the new openbor engine might not work so great with it then people need to struggle to find a working one.

Anyways, I've finished the game with the archer, wizard and nearly done with the barbarian. I take it the barbarian and the group of hero's his with is stronger than the default 6 characters cause I'm breezing through the stages with him, he is just a great character .

Didn't really enjoy the wizard, he just doesn't feel wizardy he kinda feels like a fighter with lightbulbs but then again I haven't enjoyed any of the wizards in any of the capcom games.

Man, that lich king on that red mission is just ridiculous hard and the fact that you can't kill his 2 big pets kinda sux and is it just me or can you block his blizzard attack cause I don't think that I did once. I might try killing him with the barbarian (should be easier then) but with the wizard it just wasn't fun at all.

I'm not sure but that archer does seem very week cause I really did struggle with him ( but he was alota fun ) especially those horse stages, his arrows attack is just to narrow. Its actually pointless shooting with him and I thought it was just the way you had all the players setup but when you compare him to the barbarian and wizard he really is pretty useless.

So far my favorite mission is that dinosaur stage,  >:D brilliant  >:D.

edit..
I forgot to mention but the barbarian always starts with less than full health on a quest start, even after I goto a INN.

O and it might be a good idea to hasten the dialogs in the inn.

Dbl Edit...
Can't wait to see what you've done with the other characters.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on May 28, 2012, 06:07:17 am
I am experiencing the same issue others are describing. When I load my previous game I have my experience but all of my quests have been reset. The taverns I unlocked are gone. The entire map has reset it self back to the way it appears the very 1st time you play. It is as if I have not played at all =(.

If I keep OpenBOR open, exit out of the game, and then load my game, everything as as it should be. If I exit out of OpenBOR, run OpenBOR again, load my game, all of my quest progress has been reset.

Question:
When the fighter swings his normal attack, the sword disappears. I see what looks like an arm that has been cut in half. The arc of the sword appears, so you can see where it cuts the air, but the sword is missing.

Looking at the sprites, starting with a103.gif you can clearly see that the sword is missing. a201.gif is the same sprite and here the sword is visible. The same thing happens in ja04.gif, the sword is missing again.

Is this by design or was this a mistake? It looks rather odd that the arm is bent away from the camera but the sword is missing.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Vyck_St.Judas on May 28, 2012, 06:42:44 am
Thats just how Capcom chose to animate the original player sprites. There were also no combos in the game If I remember correctly. All the a201-a20X and a301-a30X frames in KD-EQ are custom made. 
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 28, 2012, 06:49:38 am
Quote
I have my experience but all of my quests have been reset.
I've only had this problem once but it has not happened to me since.

Question, when you exit where do you usually exit? ie map, in-game etc. oh and what version of openBor are you using, im' using v3.0 Build 3672 (you can check "Logs\OpenBorLog.txt", you can get it in my mixmasters game but I do believe changing the exe will reset quests) also what game set are you playing.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on May 28, 2012, 06:52:26 am
Just tried it on XBOX with the new music, seems to work! ;D

@MatMan - For what you said about 256kbps version might be a little better, I don't think over 500 is worth it thou.  The originals were clipped a bit anyway so they'll always be a bit distorted.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on May 28, 2012, 12:33:51 pm
Just tried it on XBOX with the new music, seems to work! ;D

Same for me ... works very fine on xBox :D
I really love this mod and the quest ;)
I will try to finish him :p

One bad point ... one live for one level is excellent for me and others ...
But like many other moders you forgot to make an EASY mode for the childrens :(
Mine have 4 and 8 years old ... impossible for us to play this mod :(
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 28, 2012, 03:04:29 pm
Quote
No that's the thing all the stages I've done default to green after I quit right out of openBOR (not just go to the title screen I mean close it alltogether).....the only thing it manages to save is character progress....

i really don't understand this error... it doesn't happen to me... how do you quit the openbor? you use the F12 button? or you abort it manually?


Can't remember if you did or didn't but I think that supplying a version of openbor.exe with the zip is a good idea because it prevents problems further down the line, like a couple of years from now the new openbor engine might not work so great with it then people need to struggle to find a working one.

ok i will do it in the next releases!

Quote
Man, that lich king on that red mission is just ridiculous hard and the fact that you can't kill his 2 big pets kinda sux and is it just me or can you block his blizzard attack cause I don't think that I did once. I might try killing him with the barbarian (should be easier then) but with the wizard it just wasn't fun at all.

i noticed this too.  i will fix it in the next releases.


Quote
edit..
I forgot to mention but the barbarian always starts with less than full health on a quest start, even after I goto a INN.

at this time, i really don't know why this happens. i will try to fix it in the next releases.

thanks for your feedback, matman!


Same for me ... works very fine on xBox :D
I really love this mod and the quest ;)
I will try to finish him :p

One bad point ... one live for one level is excellent for me and others ...
But like many other moders you forgot to make an EASY mode for the childrens :(
Mine have 4 and 8 years old ... impossible for us to play this mod :(


sorry for your kids, darknior...  :(

maybe they will play it when they will grow up!  :)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 28, 2012, 06:43:56 pm

UPDATE 1.8
- fixed one of the final stages.
- fixed the level up system: now everytime you level up you gain a permanent bonus of hp and mp.
- fixed the HOW TO in order to explain the new level up system.
- fixed the ending credits


Link in the first page! enjoy!  :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on May 28, 2012, 07:26:23 pm
Question, when you exit where do you usually exit? ie map, in-game etc. oh and what version of openBor are you using, im' using v3.0 Build 3672 (you can check "Logs\OpenBorLog.txt", you can get it in my mixmasters game but I do believe changing the exe will reset quests) also what game set are you playing.

I'm currently using OpenBOR v3.0 Build 3707 for the PSP. My PSP is a 3000 running CFW 6.60 ProB10 fix1. I am using it with default settings and running the most recent build of this mod.

When I exit it is always at the main menu. I get there by choosing to end the game. Then I exit OpenBor by pressing the PSP home button.

If I exit the game the same way, do not close OpenBOR, and instead load my save game, everything is as it should be.

I see PC and Xbox users saying everything is working fine. So perhaps the problem is with the PSP build?

I know my Pro Duo card is not write protected, I write save files to it every day. I have also made sure the card is not corrupted.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on May 29, 2012, 01:05:44 am
Interesting, can you post a zip file or your save folder?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: zankurous on May 29, 2012, 03:19:13 am
Here you go dude! The zip file contains the OpenBor save folder as well as two reference pics.

The first pic shows the overworld map with the graveyard quest already completed, the second pic was made after completing the minotaur´s siege quest. (I exited the game before the actual fight with the minotaur boss so that is were the save point was made, I then quit the game and from OpenBor using the menu options, then reloaded once again, defeated the minotaur and took the pic.)

As you can see, the pic shows the unlocked tavern in the map from the minotaur quest yet the previously done quest at the graveyard is once again available. :(

Hope this can be useful! :)

This was made using a PSP slim model 3000 using CFW 6.60 ProB10 fix1, OpenBor v3.0 Build 3707 and the latest update of KOD-TEQ ver 1.8.

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on May 29, 2012, 03:38:53 am
I don't see anything abnormal, the save files are all there and the contents seem OK.
But I do recall when I play this on PC, the green quests tend to come back after I quit the game.
So maybe this is a problem of the game itself. I haven't checked the game content.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on May 29, 2012, 06:51:32 am
It seems zankurous is having a different experience. When I exit OpenBOR I lose everything, the entire mod gets reset. My green quests return but also the unlocked taverns disappear.

If a similar behavior is present on the PC build then perhaps it is the mod and not OpenBOR. It is just odd to me that many are experiencing this but that Pierwolf is not. I'm curious what version of OpenBOR he is using.

I can upload my save files or whatever else if you still need them, just let me know.

Regards.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 29, 2012, 06:58:27 am
Quote
It is just odd to me that many are experiencing this but that Pierwolf is not.
As mentioned before, I am not. However I am still playing the first 400mb release. Trying to get the latest version.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: zankurous on May 29, 2012, 12:22:20 pm
It seems zankurous is having a different experience. When I exit OpenBOR I lose everything, the entire mod gets reset. My green quests return but also the unlocked taverns disappear.

If a similar behavior is present on the PC build then perhaps it is the mod and not OpenBOR. It is just odd to me that many are experiencing this but that Pierwolf is not. I'm curious what version of OpenBOR he is using.

I can upload my save files or whatever else if you still need them, just let me know.

Regards.

Actually Blastyrant, it depends on where you exit the game. If I quit the game while on a tavern or on the overworld map, everything is reset but the EXP score (all green quests are available, no taverns or any other marker unlocked).  :eyebrow_action:

The only reason there is a tavern unlocked in the second pic is because it gets counted as the first solved quest (since I exited the game in the boss area of the mission, then reloaded the save file and completed the quest) even though it should be the second one. (notice how the graveyard quest is available again)  :oops:

I guess it is safe to say we share pretty much the same issue. ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 29, 2012, 03:18:02 pm
Yeah I think you're right Zankurous....I just wish I could figure out exactly the trigger to help things, out but it happens quite frequently......I'm playing on PC btw..
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: urbanodp on May 29, 2012, 03:49:03 pm
Great game, but I can't save and is too long. when I reset de PC version all maps reopened.

Solve this man please1
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 29, 2012, 04:26:20 pm
While I do agree that the save issue needs to be fixed, I don't think you're going to get many agreeing with length needing to be shortened, the game is astounding I'm glad it's long and aside from the small issues, it's very fitting for the name also...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: zankurous on May 29, 2012, 05:43:07 pm
I agree completely flemw1234, I personally love how huge and diverse the game is. Its merely the fact that having to do everything in it in a single sitting is possible, yet somewhat difficult to find the time to do so. If the save issue is solved, it will make this great mod even better! :)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 29, 2012, 05:46:21 pm
Quote
It is just odd to me that many are experiencing this but that Pierwolf is not.

yes it's reaally odd!!!  :eek: :eek: :eek:

i play this on PC, i've tried all the variants you have descripted and i still don't have the problem.

i start to suppose is a PSP problem? i have to test it on my psp to see if if this happens.

but since many of you have the same problem on the PC, i don't really know how to fix it  >:(

anyway, i always use the LATEST version aviable, right now i'm testing it on the OpenBOR v3.0 Build 3707.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on May 29, 2012, 08:20:47 pm
I had that problem on PC last night.
When I killed the boss (to rescue the child of somebody) and quitted the game, I found all blue sites on the map were shown again and all towns/villages were hidden.

I'm using the 400MB version.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Rash99 on May 29, 2012, 08:41:26 pm
I think the problem is the MAP00.txt file in levels.txt.  When I looked at the file it didn't have any scripts in it to keep track of the level progression, when MAP0X.txt and MAP0Y.txt both did.
 
Since MAP00 only occurs twice in levels.txt, I replaced the first one with MAP0X and the second one with MAP0Y.  That seemed to solve the problem.  I hope this helps.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Bloodbane on May 30, 2012, 12:33:16 am
 Just a minute guys... I think we need to clarify something here:

@Blastyrant : Did you start new game or load a saved game?
 The system were designed like this:
if you start new game, you start from 0. Every quest you have cleared is gone!
 However, if you load saved game, your progress is reloaded.

@Rash99: Don't do that! Map00.txt is beginner's map so to speak. This map has script which resets the progress. You only visit that map once and after you go to Map0X.txt.
 I don't know about Map0Y.txt though.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on May 30, 2012, 01:01:26 am
Bloodbane, when i load. i have been very careful while debugging to make sure i'm loading and not starting new games.

zankurous, i always exit on the map. so it seems we are experiencing the same issue. its good to know it isn't just me.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 30, 2012, 03:12:26 am
Here's a suggestion.....eliminate the autosave feature outright and make it so you have to save (call it "rest") at an Inn...that way there's less code to go through and everyone has the same exact feature saving at the Inn would gaurantee a save and if you didn't do that it'd load the last time you saved at the Inn, additionally it would give the Inn an extra purpose....it worked in the NES days of Final Fantasy....just a thought
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on May 30, 2012, 04:03:46 am
That's a good idea imo, it would also expand gameplay.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 30, 2012, 04:42:17 am
I'm not sure how the system save/sets the variables for the missions but it would appear that using the openfilestream/filestreamappend method would be the safest route.

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on May 30, 2012, 12:03:14 pm
Hm, I opened a new game and didn't have a problem this time.

 :laughing:

----------

Edit*

Maybe I should put some debug messages in next version to see if the save file is actually loaded successfully.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on May 30, 2012, 09:26:10 pm
Oh snap, I finally realized why sometimes saved script file doesn't work. It seems there's a bug that the engine can't load a save file the same way as a pak file. It works on windows under debug mode (unpacked data folder), but not always work if the game is packed.

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on May 30, 2012, 10:17:14 pm
Could the engine be made to load from unpacked data as well as .PAK data?
so anything that resides in data folder will override what's in the .PAK, or at least some critical data could remain unpacked whilst still having the rest in .PAK
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on May 30, 2012, 10:23:22 pm
Yeah, but before that you can just play it unpacked so you can beat this game.

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on May 31, 2012, 03:35:20 am
You will update the engine to correct this bug ?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on May 31, 2012, 07:33:05 am
Damn the Elf needs to be beefed up a bit, I die alot with him... his d d a and d f a seems to me to be the most helpful
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 31, 2012, 07:48:38 am
The elf happens to be my fav, really have to struggle with him however there is a major bug with him, when his summoned elfling kills someone you do not get the experience. There might be a easy way to fix this with script but I need to look into it for pierwolf.

There is another major problem.

To put is simply, taking into account the billions of stars in a galaxy and also the fact that there is billions of galaxies out there and then you take into account that there might be billions of parallel universes and you take that ludicrous number and the fact that every conceivable event can or has happened there is never a reason in that entire multiverse to use the drawstring function.

Anyhow here is the fix PierWolf.
Delete the update.c file and then in score one replace it with.
Code: [Select]
#include "data/scripts/levelup/lvup.c"
void main()
{
        void lv = getglobalvar("level."+0);
        lvup(0);
//settextobj({index}, {x}, {y}, {font}, {z}, {text}, {time})
if ( lv==NULL() ) { lv=1; }
settextobj(0, 69, 253, 0, 1, "LVL"+lv);
}

score2.c
Code: [Select]
#include "data/scripts/levelup/lvup.c"
void main()
{
void lv = getglobalvar("level."+1);
        lvup(1);
if ( lv==NULL() ) { lv=1; }
settextobj(1, 69+120*1, 253, 0, 1, "LVL"+lv);
}
score3.c
Code: [Select]
#include "data/scripts/levelup/lvup.c"
void main()
{
void lv = getglobalvar("level."+2);
        lvup(2);
if ( lv==NULL() ) { lv=1; }
settextobj(2, 69+120*2, 253, 0, 1, "LVL"+lv);
}
score4.c
Code: [Select]
#include "data/scripts/levelup/lvup.c"
void main()
{
void lv = getglobalvar("level."+3);
        lvup(3);
if ( lv==NULL() ) { lv=3; }
settextobj(3, 69+120*3, 253, 0, 1, "LVL"+lv);
}

This will speed up the game significantly.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on May 31, 2012, 08:36:31 am
MatMan, we must do ourselves this update ?
Or you will release an fix ?
Some other bugs to fix, or it is the last ?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on May 31, 2012, 04:20:04 pm
Oh snap, I finally realized why sometimes saved script file doesn't work. It seems there's a bug that the engine can't load a save file the same way as a pak file. It works on windows under debug mode (unpacked data folder), but not always work if the game is packed.

this must be the reason why i've never found the save bug. infact, i always play the unpacked mod.  :eek:

The elf happens to be my fav, really have to struggle with him however there is a major bug with him, when his summoned elfling kills someone you do not get the experience. There might be a easy way to fix this with script but I need to look into it for pierwolf.

yea the same happens when you use the paladin' release attack, it must be because they are spawns. if you know how to fix it please let me know :eek:


There is another major problem.

To put is simply, taking into account the billions of stars in a galaxy and also the fact that there is billions of galaxies out there and then you take into account that there might be billions of parallel universes and you take that ludicrous number and the fact that every conceivable event can or has happened there is never a reason in that entire multiverse to use the drawstring function.

Anyhow here is the fix PierWolf.


wow, i will try it now. i feel so noob...  :(
MatMan, thank you very much for your help!

i will release a new version soon.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on May 31, 2012, 04:35:37 pm
Quote
yea the same happens when you use the paladin' release attack, it must be because they are spawns. if you know how to fix it please let me know
The long way is to have a ondeath script and assign it to all enemies (which sux) then check if the attackers parent = a player then take the dying characters score value and give it to the parent although because the summoned elf spawns its own summons(arrows) you will have to check the arrows parent and then that objects(elf) parent and see if its a player, i had todo something similar in MixMasters. This way is easy enough but its time consuming.

However I'm not sure but there might be a easier way by creating a death script just for the summon elf and add his score to its parent when it dies but I don't know if npc's maintain a score, its something that I'll need to test. This would be like one line of code.

edit....
Quote
wow, i will try it now. i feel so noob...
Don't stress about it, the first time I added some text to my game it also used drawstring   ;D
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: rafhot on May 31, 2012, 04:55:09 pm
Quote
yea the same happens when you use the paladin' release attack, it must be because they are spawns. if you know how to fix it please let me know


maybe by script something like that should work?
changeentityproperty(summon, "owner", you);


Change the summon owner property to your thrower and you get score when you hit a target.... long time ago u tunnels said it to me to do a captain america throw shield  to do hit scores
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 01, 2012, 05:38:25 pm

So MatMan, i've implemented your scripts as you have shown me, but i don't understand really what are the differences from the old ones, apart that i've found some strange bugs:

when you start a stage, the level is missing, as shown in the image below:

(http://i50.tinypic.com/2v0ioft.gif)

and it reappears only after you've hit an enemy:

(http://i45.tinypic.com/ixw64j.gif)

furthermore, when you level up, it happens something similiar; it doesn't show the new level (in this case i've leveled up from LVL2 to LVL3):

(http://i45.tinypic.com/1o95km.gif)

only to update when you hit an enemy:

(http://i46.tinypic.com/2nivapx.gif)

any clues on why this happens?

thanks!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: volcanic on June 01, 2012, 10:04:34 pm
To Matman:
Have you tried to replace all the drawstring in update.c with textobjs and see the differences of fps?
I wonder how much speed gain if take out drawstring.
And I also know textobj is better but it has a number limit( for most cases 20 is enough but I prefer limitless.)
Though characters in drawstring is in sprite que which max value is 500 but I can use drawstringtoscreen.

To PW:
Score#.c is only triggered when your score changes.
That's why your level info doesn't show.
To fix this is easy.
Just call the script in your onspawnscript.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 01, 2012, 11:13:27 pm
Text objects also use sprites when drawing strings.
The benefit is less drawstring code clustering around and you have a timer, which is quite good for temporary messages. When using drawstring, you have to count the time manually and have to use an upate script.

Another alternate way is using an invisible entity, store the strings in entityvar and use an update function to check the entity and draw necessary stuff on screen.
This way you need multiple script/entity files, but also get the benefits such as binding, lifespan, gravity, bouncing and interacting with animation script.

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 03, 2012, 06:20:06 am
Thanks Volcanic, now it seems to work.

for anyone here having problem with saves on the psp, have you tested the game with the latest builds released (3708 and 3709)? it seems Utunnels has fixed the problem.   :)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 03, 2012, 09:36:00 am
How do I unlock all the characters from the beginning, is there a simple way to do this? I'd like to do it to test my palette swaps out?

Also will there be any problems changing some of the names of the characters? I'd just prefer keeping to class names likes fighter, cleric as opposed to names Mordred, Arthur, etc.

Thanks again Pierwolf for the great mod...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 03, 2012, 12:34:17 pm
How do I unlock all the characters from the beginning, is there a simple way to do this? I'd like to do it to test my palette swaps out?

Also will there be any problems changing some of the names of the characters? I'd just prefer keeping to class names likes fighter, cleric as opposed to names Mordred, Arthur, etc.

Thanks again Pierwolf for the great mod...

 i don't understand the questions sorry...  :hmm:
have you unpacked the mod?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 03, 2012, 01:43:04 pm
How do I unlock all the characters from the beginning, is there a simple way to do this? I'd like to do it to test my palette swaps out?

Also will there be any problems changing some of the names of the characters? I'd just prefer keeping to class names likes fighter, cleric as opposed to names Mordred, Arthur, etc.

Thanks again Pierwolf for the great mod...

 i don't understand the questions sorry...  :hmm:
have you unpacked the mod?


Sorry I didn't clarify...

1.) I have your mod unpacked and I've been adding new palettes for the classes, etc. is there a way to unlock the character classes which are unlocked by playing the game without playing the game to get them first (ie. starting a new game and having access to them all)? what do I need to edit to make them all available from new game?

2.) If I go into the header of those classes and change the names of some of the characters "for example changing "Arthur" into a class appropriate name like "Champion" will it affect anything other then what is displayed in the game?...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 03, 2012, 05:13:23 pm

Sorry I didn't clarify...

1.) I have your mod unpacked and I've been adding new palettes for the classes, etc. is there a way to unlock the character classes which are unlocked by playing the game without playing the game to get them first (ie. starting a new game and having access to them all)? what do I need to edit to make them all available from new game?

2.) If I go into the header of those classes and change the names of some of the characters "for example changing "Arthur" into a class appropriate name like "Champion" will it affect anything other then what is displayed in the game?...

ok, understood now.

1) you have to edit the levels.txt file and delete the lines: ifcomplete 1
2) anything, you can change them.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on June 03, 2012, 07:31:35 pm
@flemw1234 ... do you will release your work or give it to @Pierwolf for the next release if it is cool :p
Adding new palettes is a good idea ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on June 03, 2012, 07:48:59 pm
all tests done on the PSP build....

on the intro screen, when riding the horse, the only way to leave is to move the horse to the icon that says "go". as soon as that icon appears you should be able to leave the screen by moving to any point on the right hand side. currently you can only leave if you touch the "go ->" icon.

what is the point of the gold sacks that characters drop? i do not see any place to spend coins. i also do no not see my EXP or anything going up after picking them up. are they just there for fun? it would be awesome if you could buy weapon/armor value upgrades in town with the gold.

when i am in town i try to walk to the barrels to get more life but i end up going out the door. the collision point for the doors should be right up on them so you need to be standing directly under the archway to leave.

as for the psp save bug, i've just tested using an old build of your pak file and openbor 3709, all seems to be working so far.

there is still a sound bug when things are fading out. when the 2nd level on the horse ends, it fades to black. the sound cuts out 2 times. you hear a sound.. then nothing.. then a sound again.. then finally nothing.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 03, 2012, 08:13:34 pm
all tests done on the PSP build....

on the intro screen, when riding the horse, the only way to leave is to move the horse to the icon that says "go". as soon as that icon appears you should be able to leave the screen by moving to any point on the right hand side. currently you can only leave if you touch the "go ->" icon.

it's ok like this.

Quote
what is the point of the gold sacks that characters drop? i do not see any place to spend coins. i also do no not see my EXP or anything going up after picking them up. are they just there for fun? it would be awesome if you could buy weapon/armor value upgrades in town with the gold.
i don't understand... the gold sacks give you xp.

Quote
when i am in town i try to walk to the barrels to get more life but i end up going out the door. the collision point for the doors should be right up on them so you need to be standing directly under the archway to leave.
this will be fixed in the next release. i will eliminate the barrels, i've made that when you enter the tavern you refill the hp automatically, so you will need them no more.

Quote
as for the psp save bug, i've just tested using an old build of your pak file and openbor 3709, all seems to be working so far.

good.

Quote
there is still a sound bug when things are fading out. when the 2nd level on the horse ends, it fades to black. the sound cuts out 2 times. you hear a sound.. then nothing.. then a sound again.. then finally nothing.

this not depends on me.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: volcanic on June 03, 2012, 08:55:48 pm
Very good mod.
All the praise is cut.

Here are my suggestions:
*The heroes fly too high too far when hit.
*You’d better change to another animation rather than spawn “levelup” text when level up.
*If possible please change the appearance (at least the weapon’s ) when you reach a certain level.

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 03, 2012, 10:39:06 pm
I think Pierwolf prefers the KOD feeling that players have actually lower gravity. Not a problem to me. The real annoyance is the default AI when there are many enemies on screen. It is too hard to block and counter.

BTW, I found a bug.  I forgot which stage it is, but it seems you made certain npc type enemy at the beginning of the level. If I don't "take" to him with my sword, the game will get stuck because I can't go back to finish him.



Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 03, 2012, 10:51:16 pm

ok, understood now.

1) you have to edit the levels.txt file and delete the lines: ifcomplete 1
2) anything, you can change them.

Thanks for the ifcomplete line, but I tried changing the name "Arthur" inside the file Arthur.txt to "Crusader" saved it and now it fails to load, I figured this wasn't attached in anyway because it was the actual filename that was referrenced, is there something I'm missing?

@flemw1234 ... do you will release your work or give it to @Pierwolf for the next release if it is cool :p
Adding new palettes is a good idea ;)


Perhaps if Pier is okay with it, but I'm doing it just using the altpalette line and changing the entire base sheet and resaving it for each new color (long story short the remaps hardly ever work right for me) I might add that I'm doing an irrgegular number of new palettes some characters get a few more, others alot
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on June 04, 2012, 12:46:11 am
Just a heads up, not sure if anyone noticed but seems more could be done to optimize this mod if it becomes necessary for console, handhelds etc.

Others might not think it's that important but,

Everything is still in .GIF format rather than .PNG and from just a quick look most images have a bigger palette than is necessary. 
They all have a full 256 colour palette but most only need less than 100 colours.  Example Arthur uses arthur.gif as it's palette, it's a 256 colour palette but he really only needs 48 of those colours.

Only had a brief look but it looks like everthing is kinda using the same/similar palette, but it's running in 16bit so this is a lot of unnecessary data.  It wouldn't be too hard to batch convert the .gif to .png and a text editor will auto replace .gif with .png in the text files without much fuss.  The remaps would have to be redone thou.

There was still thumbs.db files in there too so might be some unneeded files lying around too (like the .act files) you can get rid of.
Anything that could be of use to future modders or tweakers is nice to leave in thou.

Anyhow diddn't mean this to be a lengthy post sorry, hope I made some sense. 

@Pierwolf - Once again great work on this mod, I'm sure people will be having fun with this for years to come.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 04, 2012, 12:57:21 am
Reducing colors won't optimize anything (maybe a bit help on file size). The engine will use 256 for every character nonetheless.

Removing those thumb.db is the way to go, though it won't help much.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on June 04, 2012, 01:35:09 am
I suspected you'd say something like that about the engine, the filesize is what I'm getting at thou anyway, in some stuff I was doing sprites had less than 10 colours, so getting rid of the old global palette made sense.  And it can be significant filesize difference,  Just going off what I saw after it did appear to improve things thou is all I'm saying.  An overall smoothness to gameplay.  Maybe doesn't matter but I thought some devices need all the memory they can get.

Good file optimization is important too I thought anyway.

Isn't PNG what's recommended ?

Sorry I'll go back to my corner  :dunce:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 04, 2012, 02:04:48 am
Yeah, I get what you mean now. Though I think it is more important to optimize the game itself than the resources.

BTW, it might be not that hard to batch convert the files. But you need to double check the txt files to make sure there's no .gif anymore, except the cut scenes.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on June 04, 2012, 03:47:22 am
Very good mod.
All the praise is cut.

Here are my suggestions:
*The heroes fly too high too far when hit.
*You’d better change to another animation rather than spawn “levelup” text when level up.
*If possible please change the appearance (at least the weapon’s ) when you reach a certain level.

I'm ok with you, if possible, it can be cool to correct that.
The appearance change is a good idea, but many sprite work :(
Maybe if you don't have time, change only a little the palette ?
We go from steel to Bronze to Silver to gold ... to see our level up :p

Quote from: utunnels
The real annoyance is the default AI when there are many enemies on screen. It is too hard to block and counter.

I'm ok with you too ...
I always prefer stronger enemies, than too many enemies :p
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Bloodbane on June 04, 2012, 03:59:01 am
Quote
I'm ok with you too ...
I always prefer stronger enemies, than too many enemies :p

 I second that. Stronger enemies forces different strategies and makes game more interesting if each enemy and boss require different strategy.
 Many enemies would only force specials and wide attacks :(.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on June 04, 2012, 07:02:48 am
Quote
when i am in town i try to walk to the barrels to get more life but i end up going out the door. the collision point for the doors should be right up on them so you need to be standing directly under the archway to leave.
this will be fixed in the next release. i will eliminate the barrels, i've made that when you enter the tavern you refill the hp automatically, so you will need them no more.

I know that will make the game play faster (just go in then go out = heal!), but I think it would be thematically better if you put food items in the counter and tables, instead of potions inside barrels.

Better than getting them from trash cans, at least  ;D

Oh, and maybe give XP for listening to long dialogues ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on June 04, 2012, 10:27:48 am
Oh, and maybe give XP for listening to long dialogues ;)

Excellent LOL
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 04, 2012, 02:23:38 pm
My question kind of got burried....

Pierwolf thanks for the ifcomplete line, but I tried changing the name "Arthur" inside the file Arthur.txt to "Crusader" saved it and now it fails to load, I figured this wasn't attached in anyway because it wasn't the actual filename that was referrenced, is there something I'm missing?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on June 04, 2012, 03:55:45 pm
Quote
when you start a stage, the level is missing, as shown in the image below:
The best solution would be to add a onspawnscript when the character spawns the only thing that you need to change from the given code is to detect what player (p1,p2,p3,p4) is being spawn to place it in the correct location.

The other errors you mention should not happen as they don't happen to me so I might of explained something incorrectly but anyhow Please download the attachment and copy them into the script directory as this is what I use and very importantly DELETE the update.c file. Using the update.c method is very very slow (especially on console) and negates the entire reason of using settextobj function.

The way its in the attached file will only update and stay on screen (indefinitely) when you kill someone. I haven't done anything for the onspawn thing but you can check an example in mixmasters "Data\scripts\scr\gui.c".

Quote
Have you tried to replace all the drawstring in update.c with textobjs and see the differences of fps?
The first time I check on Mixmasters using only 1 player, having about 6 letters and numbers causee 5fps slowdown on my dual 3.6 intel, remember that's only with one player add another 3 then that's 20fps on a pc never mid on a console.

Quote
I wonder how much speed gain if take out drawstring.
It is big.

Quote
*The heroes fly too high too far when hit.
Having the players fly of like that gives it the old school feel.

Quote
I always prefer stronger enemies, than too many enemies :p
I disagree, I would of prefered more guys as that creates more strategy and forces you to re-act/think/strategize faster. Still, I think that the balance in the stages the way pierwolf has created is great and shouldn't be changed.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 04, 2012, 04:14:10 pm
Score#.c is only triggered when your score changes.
That's why your level info doesn't show.
To fix this is easy.
Just call the script in your onspawnscript.

i've done what you say, it corrects the level not showing when you start a level, but the problem that it doesn't update the level up is still there. any clues?

oh, and in the meantime i'm fixing the dialogues as well, now you can skip them pressing the attack button. and no more potions in the taverns too, it will automatically heal when you enter.

Pierwolf thanks for the ifcomplete line, but I tried changing the name "Arthur" inside the file Arthur.txt to "Crusader" saved it and now it fails to load, I figured this wasn't attached in anyway because it wasn't the actual filename that was referrenced, is there something I'm missing?

sorry, forgot to tell you have to change the name in models.txt as well - for example:
Code: [Select]
load crusader data/chars/arthur/arthur.txt
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 04, 2012, 04:16:42 pm
Quote
when you start a stage, the level is missing, as shown in the image below:
The best solution would be to add a onspawnscript when the character spawns the only thing that you need to change from the given code is to detect what player (p1,p2,p3,p4) is being spawn to place it in the correct location.

The other errors you mention should not happen as they don't happen to me so I might of explained something incorrectly but anyhow Please download the attachment and copy them into the script directory as this is what I use and very importantly DELETE the update.c file. Using the update.c method is very very slow (especially on console) and negates the entire reason of using settextobj function.

The way its in the attached file will only update and stay on screen (indefinitely) when you kill someone. I haven't done anything for the onspawn thing but you can check an example in mixmasters "Data\scripts\scr\gui.c".


i've tried your scripts matman, but nothing changes: it shows correctly when the player spawns, but not when it level up. it will only update the change of level when you hit something.

anyway, thank you!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 04, 2012, 04:30:10 pm

sorry, forgot to tell you have to change the name in models.txt as well - for example:
Code: [Select]
load crusader data/chars/arthur/arthur.txt

Sorry just tried changing the header name and the models.txt load name..still didn't work  :(
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 04, 2012, 04:42:35 pm

sorry, forgot to tell you have to change the name in models.txt as well - for example:
Code: [Select]
load crusader data/chars/arthur/arthur.txt

Sorry just tried changing the header name and the models.txt load name..still didn't work  :(

oh yeah, you have to declare it even in sel01.txt and sel04.txt.

sorry, those are basic things i've done at the beginning and never touched until then.  ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 04, 2012, 05:46:15 pm
Thanks...now I suppose I have to edit all the sel files to say the new name in the select screen....what font did you use?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on June 04, 2012, 06:09:14 pm
Quote
but not when it level up

O I see what you mean, what you need todo now is to call the same method you used for the onspawn script (the one with the player detect) in your "data\scripts\levelup\lvup.c" inside the method called "void spawnLvup(void ent)" so that it forces a update on the lvl.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on June 04, 2012, 06:20:24 pm
I just downloaded the latest version of openBor and then all those errors that you mentioned started occuring (among others).

I was using v 3672 before and there where no problems.

It seems that the latest openBor has some scripting problems as i've noticed its spawnscript doesn't activate.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 04, 2012, 07:18:53 pm
Thanks...now I suppose I have to edit all the sel files to say the new name in the select screen....what font did you use?

Better yet Pierwolf is there a way to just add a placeholder into the select screen so I can just type the new name in for it to show up just like the ingame name? I'd like to do the same for Arthur (renaming Crusader), Perceval (renaming Axeman), Lancelot (renaming Noble), and Mordred (renaming Duelist)...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: volcanic on June 04, 2012, 08:57:57 pm
Quote
DELETE the update.c file. Using the update.c method is very very slow (especially on console) and negates the entire reason of using settextobj function.

That's really important.
Piefwolf please do me a favor.
Please test the fps with and without update.c on PSP.
Here on my PC it's always 200fps....
I think levelupdatescript shouldn't slow down fps significantly.

Edit:
Just tested with 1000 times string draws in updated.c
And the fps is still 200 ;D
(I think the sprite que is full but when 10000 it dropped down to 90)

I need a PSP tester...

Quote
void main()
{
   void i;
   for(i=0;i<4;i++)showLv(i);   
}
void showLv(int ind)
{
   if(!getplayerproperty(ind,"ent"))return;else{}
   void lv=getglobalvar("level."+ind);
   void i;
   if (lv==NULL())lv=1;
   for(i=0;i<1000;i++)
   drawstring(69+120*ind,253,0,"LVL" + lv);

}

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 05, 2012, 08:43:59 pm
It seems that the latest openBor has some scripting problems as i've noticed its spawnscript doesn't activate.


More specific please, so I can look into this when I have time.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 05, 2012, 08:50:16 pm
yes, i will test it.

in the meantime, i've found another strange bug with this new scripts; when you finish a stage, or when you die and respawn, it doesn't keep the level up bonuses.

i try to explain: the scripts are intended to work like this; everytime you level up you gain a permanent upgrade of 10 points in HP and MP.

as it works now, instead, when you level up, you gain the bonus, then when you die and respawn, or when you finish a level and start a new one (for example in the graveyard stage, when you enter the gate in order to face the boss), the chars loses the bonus and return with his standard amount of HP and MP.

(i've found this by setting an augment of 1000 HP and HP instead of 10 when you level up, so that the difference when you level up is notable)

all this tested on the latest build aviable, 3709.

in the attachment there is the game with the scripts, if someone better than me with those can give a try to fix it.

thanks a lot!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 05, 2012, 09:23:07 pm
OK I'll try it after I get off work.

But by peeking into the files, I found something:

1.
Code: [Select]
@script
if(frame==1){
    void self = getlocalvar("self");

    changeentityproperty(self, "mp", 999999); //Max MP bar
    changeentityproperty(self, "health", 999999); //Max HP bar
}
@end_script

This code shound't have any effect (except full recovery), because you are changing mp and health without touching maxmp and maxhealth. Values beyond the max value will be dropped.

2.

Code: [Select]
#include "data/scripts/levelup/lvup.c"
#include "data/scripts/score1.c"
#include "data/scripts/score2.c"
#include "data/scripts/score3.c"
#include "data/scripts/score4.c"
void main()
{
setAbi(getentityproperty(getlocalvar("self"),"playerindex"));
}

Here's your data/scripts/spawn/player.c


Don't include those score#.c, though the compiler won't complain about duplicate functions, but sometimes the entry might not be correct and it is hard to tell where the problem lies.


Just use this:

Code: [Select]
#include "data/scripts/levelup/lvup.c"

void main()
{
setAbi(getentityproperty(getlocalvar("self"),"playerindex"));
}


Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 06, 2012, 04:36:04 pm
Quote
This code shound't have any effect (except full recovery)

that's exactly what i wanted.

Quote
Don't include those score#.c, though the compiler won't complain about duplicate functions, but sometimes the entry might not be correct and it is hard to tell where the problem lies.

yes, but not doing this, make the level not showing until you hit something.  :bored:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 06, 2012, 08:05:44 pm
That is not the way it should work. If you want the text, you need to put the settextobject logic in your script.

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: volcanic on June 06, 2012, 10:05:17 pm
Update the new script and try.
I've tested and it worked fine.
Please let me know if it works properly.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on June 07, 2012, 12:38:05 pm
Not sure if anyone's seen this bug before, but at the yellow stage where you wake up with the town in flames, after the old man points you to the orcs cave, leading you through the forest. The game "stops" after you beat the enemies, and you have no where to go. The time counter goes down, and down, and down... until you die.

The screenshot shows the spot.

I'm using Openbor v3.0 3703, and I think it's the paxploded original mod (there's no level up and the music folder has around 400MB).
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 07, 2012, 03:31:42 pm
Update the new script and try.
I've tested and it worked fine.
Please let me know if it works properly.

thanks volcanic, i'll try and i let you know!  :cheers!:

Not sure if anyone's seen this bug before, but at the yellow stage where you wake up with the town in flames, after the old man points you to the orcs cave, leading you through the forest. The game "stops" after you beat the enemies, and you have no where to go. The time counter goes down, and down, and down... until you die.

The screenshot shows the spot.

I'm using Openbor v3.0 3703, and I think it's the paxploded original mod (there's no level up and the music folder has around 400MB).


you didn't have killed the mimic chests, aren't you? thanks for your help, erf_beto, that should be the mimic offscreen kill command, i will fix it.  :)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 07, 2012, 07:29:32 pm
Glad to see the levelup bugs being worked out....

Here's pics of all the alternatepals I made, some classes more then others....I just placed them in the corresponding character folder and added the (alternatepal    data/chars/"""/"".gif) to the character.txt file as well as it's corresponding horse riding file, (and the bards invis and barbarians speedup) works like a charm.....let me know if anyone is interested in any of these and I'll post 'em...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 07, 2012, 07:32:04 pm
Here's more...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 07, 2012, 07:36:45 pm
One more......

some of these need some explaining....

the two first Arthurs are wearing Iron Masks which is why the skin is Gray (the arm is just grey colored as a result so perhaps grey shirt...and the one Barbarian is my bloodied Berserker palette...everything else is just different combos of colors...any questions feel free to ask....
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: shulbocka on June 07, 2012, 10:21:06 pm
I like them all man, nicely done. I wish I knew how to add them so I could use them too, but none the less they look cool. Good work.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on June 07, 2012, 10:29:47 pm
I like the middle wizard.  :)

Sometimes I wonder when will someone "clean up" these Heroes sprites to make them easier to swap colors... then I remember how many sprites they have and what a gargantuan task that would be...  :blushing:

Quote
you didn't have killed the mimic chests, aren't you? thanks for your help, erf_beto, that should be the mimic offscreen kill command, i will fix it. 
I think I did kill a mimic... I'm not sure  :-[
anyway, I unpacked v1.5 and got the same result.
I'm going to look for it, but can you tell me what should I change in the .txt to bypass this bug?

BTW, I played this mod a lot today (though I gave myself a few extra lives, cause I'm not a good player :(  ) , and after that bug, I decided to unpack v1.5. I replaced the data folder and started the game. OpenBor read the savefile from the v1.0 and I could continue the game... but in doing that, due to my previous score, I started at LV 8 !

What puzzled me is that, even after I chose New Game, the score and level remained. Shouldn't the score reset to zero when I choose a New Game, even if I already have a saved game?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 07, 2012, 10:32:36 pm
I like them all man, nicely done. I wish I knew how to add them so I could use them too, but none the less they look cool. Good work.

Thanks....I'd only be able to release the .Gifs which you'd have to then go into each character folder to add, and then point to in the corresponding text files...via the alternatepal command...(this of course being a paxploded copy, with a bor.pak file in it)

if anyone wants them let me know...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: volcanic on June 07, 2012, 11:05:15 pm
Quote
What puzzled me is that, even after I chose New Game, the score and level remained. Shouldn't the score reset to zero when I choose a New Game, even if I already have a saved game?

I think it's about the way engine works.
The engine itself won't clear globalvars anymore so you need to clear all of them yourself.

To implement this is easy.
Just call
Code: [Select]
clearglobalvar();in your first level.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 07, 2012, 11:10:43 pm
clearglobalvar is not safe for sprites and arrays.

Just reset what you need in the first map's level script.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on June 08, 2012, 07:59:30 am
what about the "free credit" you get sometimes? Doesn't happen always, it's usually (or probably) when I load a game, with a couple of lives left, but only one credit: if you press Start, you can keep playing.
:)
The only thing that bothers me is I can only continue with the first character in the roster (i.e. Fighter)
This isn't exclusive to KnD, I'm pretty sure I faced this in Marvel First Alliance too...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 08, 2012, 12:21:46 pm
I like the middle wizard.  :)

Sometimes I wonder when will someone "clean up" these Heroes sprites to make them easier to swap colors... then I remember how many sprites they have and what a gargantuan task that would be...  :blushing:

Quote
you didn't have killed the mimic chests, aren't you? thanks for your help, erf_beto, that should be the mimic offscreen kill command, i will fix it. 
I think I did kill a mimic... I'm not sure  :-[
anyway, I unpacked v1.5 and got the same result.
I'm going to look for it, but can you tell me what should I change in the .txt to bypass this bug?

BTW, I played this mod a lot today (though I gave myself a few extra lives, cause I'm not a good player :(  ) , and after that bug, I decided to unpack v1.5. I replaced the data folder and started the game. OpenBor read the savefile from the v1.0 and I could continue the game... but in doing that, due to my previous score, I started at LV 8 !

What puzzled me is that, even after I chose New Game, the score and level remained. Shouldn't the score reset to zero when I choose a New Game, even if I already have a saved game?

that's because you've used a save file from a previous version, i suppose.
anyway, i've fixed the mimic bug, in the next release you shouldn't have problems.  :)

what about the "free credit" you get sometimes? Doesn't happen always, it's usually (or probably) when I load a game, with a couple of lives left, but only one credit: if you press Start, you can keep playing.
:)
The only thing that bothers me is I can only continue with the first character in the roster (i.e. Fighter)
This isn't exclusive to KnD, I'm pretty sure I faced this in Marvel First Alliance too...

again, you should probably have thouched something in the code (maybe when you've added more lives?) that has gave you more credits, the way the game is supposed to be played is withouth credits at all, you can only gain lives every 5000 xp.

anyway, you know that there is no need to modify the files? you have simply to set the cheats ON in the options menu if you have problems, instead of adding more lives and take the risk of screw the game.  ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on June 08, 2012, 05:01:45 pm
again, you should probably have thouched something in the code (maybe when you've added more lives?) that has gave you more credits, the way the game is supposed to be played is withouth credits at all, you can only gain lives every 5000 xp.
I don't know, I got to do this before unpaking and even on Marvel First Alliance....  :(

anyway, you know that there is no need to modify the files? you have simply to set the cheats ON in the options menu if you have problems, instead of adding more lives and take the risk of screw the game.  ;)

Wait.
You mean cheats aren't DisabledByMod?  :wow!:

Oh, ok, right...  :dunce:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Die_In_Fire on June 10, 2012, 01:04:49 pm
Pierwolf this mod is amazing!!! it's a step ahead of your previous Knights and Dragons!!! I¡m really enjoying this masterpiece!!

The sprite edits are awesome!!! really nice to see the warriors of fate 2 sprites that way!!!

Thanks a lot for this mod!! I really felt like the old times playing Dungeon and Dragons with my friends, even some of your adventures on the mod are pretty similar with the stories I did when I was a Dungeon Master. Thanks to bring me back those good memories!!

The green quests were piece of cake with the Wizard, but on the yellow ones he felt weak...

In one sit I made until the Dinosaur stage, I lost most of my lifes there and had to load game.

The Dinosaur stage for me was the most difficult, I lost lot of lives playing with the Paladin. It's just too difficult to block. The difference with the Capcom block system, is that on Capcom games after you block, you keep facing the same side, on the mod, after blocking you automatically turn to the other side.


just some details:
- I prefer to fight with good bosses rather than lot of enemies. also the Vampire lord boss fight was crazy... I mean, not only the boss, but lot of enemies at the same time!!! even those Wight shooting magic missile all the time!! I just had to run away and just use "special", then ran until mp bar filled, and I don't like to play that way...

one bug: Sometimes I get a "free credit" but with no lives, and I didn'0t unpak the mod...

anyways overall this is a very good game!!! I wonder what kind of jewel you can develop with the arcade D&D sprites!!!

 :cheers!: :cheers!: :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MadZiontist on June 10, 2012, 02:57:11 pm
Looks awesome man! Always been a fan of your mods. Gonna have to check this out soon. :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: urbanodp on June 11, 2012, 09:49:02 am
Hi,

Please send a link to download the game which really save the game position, or tell me how can I do this.

Every time I have to start all again!

Thanks
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on June 11, 2012, 12:18:04 pm
Your safest bet is to unpak the game and run it that way as that def works.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 11, 2012, 02:07:59 pm
Hi,

Please send a link to download the game which really save the game position, or tell me how can I do this.

Every time I have to start all again!

Thanks

Another thing I noticed for me is that if you were playing a previous version of it starting a completely new game solved the issue for me....

On another note I'm releasing my alternatepal files...simply place the corresponding gif's in the correct character folder open up the txt file for each character and point to it (do the same for the horse folder within each character folder, as well as the Barbarians speed up and Bard's invisibility .txt file... example fighter1.gif must have a pointer to it in it's respective folder add this line underneath the palette line, alternatepal data/chars/fighter/fighter1.gif in fighter.txt, then add that same line to the .txt file in under the horse folder within the char directory, you'll have to do this for all of the files....of course back anything up if you are unsure, and you obviously have to extract these from their compressed format first...
 
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 11, 2012, 02:25:44 pm
..more altenatepal .gif's
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 11, 2012, 02:28:26 pm
last one..enjoy!!  :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 11, 2012, 03:50:17 pm
Quote
Thanks a lot for this mod!! I really felt like the old times playing Dungeon and Dragons with my friends, even some of your adventures on the mod are pretty similar with the stories I did when I was a Dungeon Master. Thanks to bring me back those good memories!!

yes, infact for the quests i've taken inspiration from some old d&d adventure modules of my youth!

Quote
The Dinosaur stage for me was the most difficult, I lost lot of lives playing with the Paladin. It's just too difficult to block. The difference with the Capcom block system, is that on Capcom games after you block, you keep facing the same side, on the mod, after blocking you automatically turn to the other side.

i don't understand this "turn to other side" thing...
maybe you mean that you can block the attacks even from behind? if you practice enough, you will find that is simplier than capcom system, where you have to be in front of the enemy in order to block properly  ;)

Quote
- I prefer to fight with good bosses rather than lot of enemies. also the Vampire lord boss fight was crazy... I mean, not only the boss, but lot of enemies at the same time!!! even those Wight shooting magic missile all the time!! I just had to run away and just use "special", then ran until mp bar filled, and I don't like to play that way...

same thing as before... practice with the block system, it's the most important tip of the game!  ;)

thanks for your feedback, Die_In_Fire!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on June 11, 2012, 06:17:01 pm
Woaw ... so excellent ... do you will add these alternate palette to the future update please ?
I love them :p
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: utunnels on June 12, 2012, 10:29:52 pm
Any strategy on the red dragon?
 :power_nap:

I tried tens of times but still failed.


The poblem with the blocking system is it is a bit hard to do than KoTR (since it can't be held).
Makes it is hard to count the invincible time. If you want to block a second time while you are blinking, the dragon can't hit your bbox. As soon as your block animation ends, you are fried by the long lasting flame.




Edit*

I haven't tried your new version.
The version I'm playing seems to have bad attack boxes for the red dragon.

For example, if you stand behind its head, it can still bite you, and the flame can also scorch you. I wonder if it is a facing bug or you just made the boxes a bit larger than normal.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: nsw25 on June 12, 2012, 11:27:46 pm
Everyone has suggested the blocking system be changed yet its something you seem to ignore and are keen to leave as is... surely our feedback should be taken into consideration, other than blocking system this is an awesome game
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on June 13, 2012, 03:16:43 am
Yes, it is an awesome game ... but me too ... i think the bloc system is hard to use :(
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: leatherface59 on June 13, 2012, 06:28:09 am
Incredible mod ! But i'm sad, return to windows when trying fullscreen :(
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Kyojinmaru on June 13, 2012, 07:51:39 am
Everyone has suggested the blocking system be changed yet its something you seem to ignore and are keen to leave as is...
Blocking system is good as it is.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 13, 2012, 11:02:55 am
I agree the block system produces very little success, I'm with the one button block side of this...otherwise the one like in AD&D: Shadow over Mystara where you can hold the block up is awesome...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on June 13, 2012, 12:00:28 pm
I agree the block system produces very little success, I'm with the one button block side of this...otherwise the one like in AD&D: Shadow over Mystara where you can hold the block up is awesome...

Yes, the bloc button is easier to use, for sure :p
Or, possibility to hold the block up ... like on "Golden Axe 3" for example ... better system for my part :D
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 13, 2012, 12:12:13 pm
Everyone has suggested the blocking system be changed yet its something you seem to ignore and are keen to leave as is... surely our feedback should be taken into consideration, other than blocking system this is an awesome game

yes, i choose to ignore since this is the way i like the block system.

as long as the feedback concerns bugs, i do everything i can to fix things, but you can't pretend i change the mechanics of my game only because some of you are uncomfortable with it.

For example, i hate sooo much the blocking system of Mortal Kombat, but i don't pray midway to change it, that would be absurd; i try instead to accept the challenge and learn the system.

so sorry for the ones who don't like the block, but this is a free game, and you always have the choice of not playing it if you don't like, and you don't lose anything.

and that's the bottomline, 'cause stone cold... ehm, regards!  :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on June 13, 2012, 12:53:01 pm
No problem, excuse me, it was just an idea :p
I love you mod like this ;)
Just, my children can't block ... so hard for them for the moment ... not really important ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 13, 2012, 12:58:27 pm
i'm sorry if i've been hars with my comment! it was unintentional!

anyway darknior, you can always enable the cheats and set infinite lives or energy if you want make life easier for your childrens!  ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 13, 2012, 02:56:20 pm

yes, i choose to ignore since this is the way i like the block system.

as long as the feedback concerns bugs, i do everything i can to fix things, but you can't pretend i change the mechanics of my game only because some of you are uncomfortable with it.

For example, i hate sooo much the blocking system of Mortal Kombat, but i don't pray midway to change it, that would be absurd; i try instead to accept the challenge and learn the system.

so sorry for the ones who don't like the block, but this is a free game, and you always have the choice of not playing it if you don't like, and you don't lose anything.

and that's the bottomline, 'cause stone cold... ehm, regards!  :cheers!:

You're right it is your game Pier and I can only speak for myself but I like it.....

however it seems that quite a few people would like it as a button, in fact I see more comments about wanting a button based system then not wanting one..

The reason I don't like it as is..

1.) The timing has to be impeccable and if using a shoddy game pad it's worse, at least give us the ability to keep it up, or longer at least.

2.) Being attacked from both sides poses a very big problem...your MK example is a fighting game one on one not getting attacked from both sides....so it wasn't a very good comparison...

3.) Those damn ranged attacks are so quick and jumping over them is impossible ehr go there are only three methods to avoid them blocking them, hitting them out of the air, or avoiding their hitboxes altogether....more reliable options is preferred otherwise relying on one system is crappy for those that aren't good at it there should at least be two viable systems and not options solely based on timing...I might add that some of these existing options would be better if attack frequency wasn't as high.....

I understand if you don't agree with me just thought I'd explain why I find it untrustworthy..
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 13, 2012, 04:17:35 pm
flemw1234, i accept all the complains, i've no problem with it, after all this is only an hobby i do in the spare time, not a work for wich i'm payed, so don't worry about it.  :)

maybe in my next games i will add a block button, but apart the fact that i like this way, by now the game is good and done, and i will not do anymore changes, apart fixing some bugs here and there.

another thing: maybe i've should had explained this before, but actually it doesn't matter wich side you block, you can block the attacks even from behind you.

maybe i will add this tip in the HOW TO menu.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: erf_beto on June 13, 2012, 07:57:29 pm
I don't like blocking either (actually, I never block, even in other games, which is probably why suck at them), but I've gotten better at it, so it is a matter of training, I suppose.

On the other hand, I was actually wondering how difficult it would be to map some specials (and block) to the unused Attack234 buttons... you know, for the children. :blushing:
(I mean it! my 6 year old nephew keeps handing me the controller to "do the frog magic"!  :laughing:)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Die_In_Fire on June 14, 2012, 10:52:47 am
Any strategy on the red dragon?

I tried tens of times but still failed.


The poblem with the blocking system is it is a bit hard to do than KoTR (since it can't be held).
Makes it is hard to count the invincible time. If you want to block a second time while you are blinking, the dragon can't hit your bbox. As soon as your block animation ends, you are fried by the long lasting flame.




Edit*

I haven't tried your new version.
The version I'm playing seems to have bad attack boxes for the red dragon.

For example, if you stand behind its head, it can still bite you, and the flame can also scorch you. I wonder if it is a facing bug or you just made the boxes a bit larger than normal.

I'm playing the level up version and is the same, just getting close to the neck and you'll get burn. Same with the blue dragon and the lightning.

I gave up, will begin again to try to get more lives and not lost them on the dinosaur island  :)

this with Nightslashers X and Contra Locked n' ready are the only mods I cannot finish. (don't like to unpak to add more lives and stuff)  ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 14, 2012, 03:59:39 pm
the dragon's breaths are supposed to work this way, to represent the intense heath that can hit you even if you're not in the direct line of the breath.

the gameplay is good and done for this time, guys.
I will soon release the final version, but it will correct only some bugs here and there and the dialogues lenght as well.
 maybe in my next games i will think about mapping other commands on the other aviable buttons.  ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Blastyrant on June 16, 2012, 05:03:31 am
i like the block system. it takes skill to use it. the more you practice the easier it gets... you know, that all seems rather familiar to the arcade games of my youth. when skill was required over later revisions that just added "block buttons". =P

when you say you are going to adjust the text length, are you going to address the timing issue i mentioned? how the text goes by much to quickly for us slow readers?

regards
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: flemw1234 on June 16, 2012, 08:06:13 am
i like the block system. it takes skill to use it. the more you practice the easier it gets... you know, that all seems rather familiar to the arcade games of my youth. when skill was required over later revisions that just added "block buttons". =P

regards

It still takes skill to block with a block button, but it's solely based on timing not a series of inputs...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Pierwolf on June 18, 2012, 03:09:53 am
UPDATE 2.0

- fixed all dialogues; now, if you don't skip them, they stay indefinitely on screen, making them easy to read.
- fixed some monsters offscreenkill that prevent the characters to advance in some stages.
- fixed paladin heartquake move (no it gives you xp when you kill enemies with that)
- some fixed here and there on most stages.

LAVALIT LINK (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=259)

RAPIDSHARE LINK (https://rapidshare.com/files/1126116144/KD_TEQ.7z)

enjoy!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: darknior on June 18, 2012, 03:16:03 am
Thanks thanls thanls a lot :D
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on June 18, 2012, 03:16:32 am
Nice  ;)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Die_In_Fire on June 18, 2012, 05:40:46 am
cool!!!
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: RobertKharadas on June 25, 2012, 06:23:57 pm
Well, what can I say? EPIC!!!!!

Pierwolf, I've already liked a lot your past mods, but this one is simply WONDERFUL!!! Just the upgrade of different weapons is missing but this mod is already a masterpiece!

The barbarian and the bard characters are very original and well-made, congratulations!!!

Keep up the good work ;)

P.S.: I've got the same problem of other players that the stages reset after exiting the openbor, maybe it could be fixed in a next release...
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Hanzo on June 25, 2012, 07:21:59 pm
Pierwolf has the updated version uploaded the mods completed section might check it there.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: fredo46 on July 08, 2012, 04:01:58 pm
Just started to play the game yesterday. Played with the fighter and the barbarian so far. It's GREAT in almost every aspect. Except that regaining all hp and mp during each "loading" sequence makes the game a bit too easy, no ?

BUG :
- With the barbarian, I'm stuck in the mission beginning with "You follow the old man at a slow walkingplace as he traces a trail...". I kill 1 or 2 waves of enemies and then nothing happens, can't continue, I'm stuck in this wood (see screenshot).

EDIT : before you ask, I use 2.0 version.
EDIT 2 : I don't code but seeing you solved some "monsters offscreenkill that prevent the characters to advance in some stages", I tried to kill the last one on screen and could go on :)
(http://djidjobanjo.free.fr/divers/the_endless_quest.png)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Die_In_Fire on July 09, 2012, 02:19:08 am
Except that regaining all hp and mp during each "loading" sequence makes the game a bit too easy, no ?


lol

I still can't finish this mod
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: BeasTie on July 09, 2012, 02:27:03 am
@Die_In_Fire - I don't last long either and always forget to load game instead of new game =p

It would be good if we could disable the health/mp regain in openbor, it bugs me too, but I guess it could be done with script.  I really need to have health carry over level to level in my mod. 

Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: fredo46 on July 09, 2012, 01:16:58 pm
Just finished the mod with Mordred... it's EPIC !
But... do I have to choose 1 red quest and it's finished ? I just chose one with the Lich King in the end, and it was finished... Are the red quests a choice of Final quests ?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: MatMan on July 11, 2012, 05:15:35 pm
Just finished the mod with Mordred... it's EPIC !
But... do I have to choose 1 red quest and it's finished ? I just chose one with the Lich King in the end, and it was finished... Are the red quests a choice of Final quests ?

A red quest finishes the game. So if you want to play the other red quests you need to restart :)
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Mr Feud on August 01, 2012, 04:13:14 am
Playing it on the latest bor version for xbox 1

I have noticed that when you talk to the villagers in the taverns the dialogue box appears but it doesn't display all of the villagers conversation, and if you press the button to advance the speech the speech box just disappears.

Anyone else had this problem with the game?


also anyone please tell me how I can unlock the special characters from the start of the game? what do I need to alter in the text files?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: fredo46 on August 05, 2012, 02:34:28 pm
also anyone please tell me how I can unlock the special characters from the start of the game? what do I need to alter in the text files?

Is it so hard to play the game to unlock them ?
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Mr Feud on August 08, 2012, 02:14:01 pm
Quote
Is it so hard to play the game to unlock them ?

No, Its not hard I never said it was, but it would help since I'm playing on a different xbox than the one with all the unlocked characters.

It would help if there is a way to unlock them without going through the game all over again, I want to go through the game fresh using different characters than what I did first time around.

any help would be appreciated. thanks
Title: Dingo knights ?
Post by: elisf2 on August 10, 2012, 11:13:39 am
Hi ? for anyone here the original mod of Knights was awesome I am dying to play endless quest. So i have a dingo a380 and am running 3711 and I have endless quest running on it I can go to training and play however I am unable to play the standard game when the game starts the character is riding the horse and once the text is gone I am spouse to receive a go arrow to skip to the next screen I never see this go arrow so my character just keeps riding the horse. For a while I thought I just had to wait but 10mins later nothing I am hoping someone here can help me as this mod looks amazing and really looking forward to playing it. Thx in advance for any help.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: Ashenwraith on August 13, 2012, 07:30:53 am
This game was like 90% awesome.

The only prob is the other 10% really sucks because sadly it's not as fun as the original KoD nor as fun as the original KoR.

This is mainly because:

- Most chars move/jump/etc way too slow

- over-powered specials and useless specials, ie (mirror and leaf tornado for the elf vs his other stuff).

- bosses that are clunky and cheap you with invulnerable attacks instead of smoothly moving all over and forcing you to dodge/play mind games with them.

- hitboxes/attacks collide way too wide so the enemies and I cheap attack each other constantly by standing below/above one another.

- confusing how skeletons die by going back into the ground.

- guard is easy to do and there is no emphasis on dodging

The games is basically overly hard unless you cheap the hell out of it.

I played as the elf and early on I used lots of mirror images and killed boses with 0 hits on me. Later when I had more MP I mostly spammed the leaf tornado thing.

There were like 3 or 4 times I would have died but instead I got the boss caught somewhere (bug?) and spammed arrows till they died. Literally taking their entire lifebar(s).

This happened very clearly from memory with the Gildess-like blue dragon and the final lich boss.

It felt really easy/cheap so I switched to Lancelot (I really liked him from KoR) . I had like 10+ lives and I lost 2 or 3 of them on that Iron Golem stage (which would have been a cake walk with the elf).

It just is soo clunky and takes way too long to jump and run. When I played the original KoD the bosses would be zig zagging in a charge/dive all over the screen--projectiles flying--and I would jump over/dodge while returning fire and snagging treasure.

Can't do anything like that in this game.

The gameplay usually follows:

jump = get knocked down = get attacked in a cheap loop till die/special out

run = get knocked down = get attacked in a cheap loop till die/special out

stand near group of enemies = get knocked down = get attacked in a cheap loop till die/special out

stand near boss = get knocked down = get attacked in a cheap loop till die/special out

Lancelot was a char in KoR that relied on a lot of his jumping/back bounce kick attack. Can't do any of that in this. Hist normals suck and his weak projectiles take too much MP. You are forced to rely on his special slash till you run out of it.

Then you die.
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: agu on August 13, 2012, 12:16:33 pm
Knights & Dragons: The Endless Quest is the most complete game I've played so far, it has everything, a variety of characters, stages, sound, a game to pass the full time alone or with friends, excellent project!  :cheers!:
Title: Re: Knights & Dragons: The Endless Quest - complete
Post by: elisf2 on August 13, 2012, 12:19:31 pm
Does anyone know if this mod works on a Dingo I am dying to play this mod Help lol. Thx for any info
Title: Re: Knights & Dragons: The Endless Quest
Post by: Yagami Brando on December 02, 2012, 04:54:02 am
I tried the game and liked it very much - awesome RPG-ish feeling, unlockable characters, epic soundtrack...
Awesome work here Pierwolf! I hope your DFO mod will have as much love as this one ;)

P.S. but nfortunately I found a bad bug, that ruins the balance pretty badly.
When I unlocked Barbarian character, I found, that his "Berserker Rage" skill (forward, forward, slash) actually refills all his HP and MP entirely and instantly. What the hell? I am sure it is not intentional.
Also - this skill gives him power up boost in speed and damage as I noticed. A permanent boost until you get hit. Maybe this was intentional, but I would suggest a temporary power up, that wears out after 3-5 seconds. Also considering the cheapness of this power up skill, I would suggest it drains more of MP. And of course it should not refill HP and MP.
Other than that - everuthing is awesome. In terms of balance too, except this issue. I hope you will take care of it ;)
Title: Re: Knights & Dragons: The Endless Quest
Post by: Pierwolf on December 02, 2012, 10:12:24 am
yea i know that the barbarian and the bard have some bugs when they use some of their special moves... it goes in conflict with the level up system too... i've still to understand how to fix it...  :nervous:

anyway, i'm glad you like it! have fun! :cheers!:
Title: Re: Knights & Dragons: The Endless Quest
Post by: Yagami Brando on December 02, 2012, 11:20:29 am
Well I hope you will find a way to fix it. Bard doesn't have problems overall - at least I didn't notice anything that spoils the gameplay. But berserker rage of barbarian makes him kinda invincible. He can regain full health and MP in an instant. So - he cannot be killed. Kinda. Yeah THIS needs fixing for sure.
So - good luck with solving this :)
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