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  • #16
    Somehow the url I used for the project page does not work anymore. Also direct downloads do not work anymore. It is only possible to download the game from the project page itself.

    The new and original url is http://www.aczez.cistron.nl/

    Between the last and recent upload there have been changes.

    Bug fixes
    Tweaking
    Stack movement (shift)
    Better unit_wait system
    Partially implemented flexible config files
    Units are activated once build
    Autosave
    Partially functioning diplomacy (F3)
    Display engine update

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    • #17
      I have played the game and seems one of the best i have played here. Yet some suggestions: You have dozens of unit in the game which are all pretty much useless. Specially because you cant make a group attack. So my suggestion is to either decrease the number of unit or give them the power to attack in group.

      At least make them move together.

      The UI hurts the eyes. Lesser bright colors and not black background would do the trick. At small size it becomes better though.

      Very commonly the unit orders when pressed freezes my game. And i have to Ctrl-Alt-Del.

      Great graphics and nice music
      "Kill a man and you are a murder.
      Kill thousands and you are a conquer.
      Kill all and you are a God!"
      -Jean Rostand

      Comment


      • #18
        Thanks for the compliment.

        The freeze bug is fixed, I believe. A feeze bug sneaked in a few versions ago, I have not encountered it again since yesterday after I fixed it. Anyway a new version is uploaded that runs in windowed mode so it can be simply closed when something happens.

        The 'land' units can move in groups using the shift key. They cannot be grouped yet.

        You are right, there are a lot of units. I only use the pikemen, knights, ballista's, horsemen, and boats. The other ones I have barely used yet. I will see what I can do about this.

        I will adjust the textures for the interface a bit.

        Thanks for trying the game

        Comment


        • #19


          One other thing I forgot. Dont use that dice system to lnow how many units there are in a tile. Use a numerical system. Will make thing much easier for sure. And it is just a change in the graphics.
          "Kill a man and you are a murder.
          Kill thousands and you are a conquer.
          Kill all and you are a God!"
          -Jean Rostand

          Comment


          • #20
            Minor Update

            - A key was added for scrolling (R-CTRL + Cursors)
            - Middle mouse button (hold) also scrolls the screen
            - Fullscreen mode bat file added (-fullscreen param)

            Comment


            • #21
              Nice game, a few comments:
              Resolution. Is it possible to fit in window for higher resolution or change res on the fly as most games do?
              Combat feels strange: I could take 3 defended cities with 2 knights.
              It would be nice to get some feedback when we lose one unit.
              Also, I saw something of a bug: A green knight attacked a ship and ended the turn in a water square.
              Amphibious assaults seem too powerful: You can put a siege tower on a boat, go near a coast, attack with the siege tower, move the boat away.
              Clash of Civilization team member
              (a civ-like game whose goal is low micromanagement and good AI)
              web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

              Comment


              • #22
                Double post .
                Clash of Civilization team member
                (a civ-like game whose goal is low micromanagement and good AI)
                web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                Comment


                • #23
                  Resolution. Is it possible to fit in window for higher resolution or change res on the fly as most games do?
                  The game currently is fixed to a single resolution. This will change in the future (The display code is old and a mess). Currently I am moving the code away to another compiler that offers windows controls. I want to create a civ 2 like interface and a full screen variant. This however will take some time.

                  Combat feels strange: I could take 3 defended cities with 2 knights.
                  I will look into it and do some battle tests with cities and create a balance.

                  It would be nice to get some feedback when we lose one unit.
                  I will try to find a good solution for this.

                  Also, I saw something of a bug: A green knight attacked a ship and ended the turn in a water square.
                  Hmm, I have seen the bug to - I hoped I had fixed it. The water part of the game is rather new. I will add some code that should fix this.

                  Amphibious assaults seem too powerful: You can put a siege tower on a boat, go near a coast, attack with the siege tower, move the boat away.
                  This is something I have not even tried yet or thought of. I will certainly look into it.

                  Thanks for the feedback.

                  Comment


                  • #24
                    I considered hiring another artist for some additional graphics but I decided to draw new additions myself.

                    Below is some concept art from start to finish. One midieval soldier, and one peasant. I am not pleased with the current end results so these will change.

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                    • #25
                      Also I currently have one picture here below that probably will be included after more detailing. This is actually the first portret of a girl I have ever drawn.

                      Edit : Re-uploaded picture
                      Last edited by Nebula; August 29, 2003, 14:57.

                      Comment


                      • #26
                        Hi Nebula,

                        Your girl face looks nice.
                        A small advice about drawing portraits, if I may:
                        You give too much room to the lower and middle part of the face. Eyebrows and the lower end of the nose each delimit one third of the head, so the forehead is as big as the nose-to-eyebrow area, and the area below the nose is as big as the forehead.
                        In your portraits, the forehead is shrunk, or the middle portion (eyes and nose) is too big.
                        Here's a small sketch with a face (oval), with lines at one third, one half and two thirds, and where the features lie inside these marks.
                        Attached Files
                        Clash of Civilization team member
                        (a civ-like game whose goal is low micromanagement and good AI)
                        web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                        Comment


                        • #27
                          I resized the images, I did not take into account the proportions when pasting them. The hair might still be a little bit high. The head itself should have the correct proportions since I based it on a other portrait.

                          Thanks for letting me know.

                          Comment


                          • #28
                            Whooo,

                            Made several modifications.

                            + Code cleanup.
                            + Added a worklog
                            + Folder structure updated and cleanup. Smaller zip file.
                            + The game now utilizes less cpu while idle.
                            + Added initial and functional configuration file.
                            + Added new 'scratch' title image.

                            [edit]

                            + alpha blending functions added..
                            + active unit flickering uses alpha transparency.
                            + rotation functions added.
                            + minimap converted to diamand shape map.
                            + more configuration options
                            + Tooltips delay added
                            Last edited by Nebula; November 13, 2003, 17:16.

                            Comment


                            • #29
                              Yesterday I wrote a partial very good and flexible gui library. This ontop of a isometric map display. The gui elements behave just like the windows gui. I am currently enriching the features and looking for speedups. The gui will be added into K&K. Current features are Draggable ToolWindows, StyleTags, Gradient Filling, Assignable StyleSheets, HSlider, Popup Menu, Buttons.

                              A preview can be downloaded here 400k. Gui display and pixelscrolling one layer isometric map.



                              New Gui Engine - Populous

                              If you test it then tell me your framerate. I get 112 in 1024*768. This on a MX4 440. It should run very fast on systems with newer gfx cards.

                              [edit : spelling]

                              Comment


                              • #30
                                Created a code overview page. Every variable, constant and function documented.

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