FreeBasic Games Directory Forum

FreeBASIC Game Development => Work In Progress => Topic started by: Eponasoft on January 13, 2008, 06:16:37 PM

Title: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 13, 2008, 06:16:37 PM
The original version of Two Lords, the raycaster version, is almost complete. Here's some recent snapshots of the game in action:

(http://www.eponasoft.com/twolords-fbgdpromo1.png)
Being approached by a dangerous Zombiehulk.

(http://www.eponasoft.com/twolords-fbgdpromo2.png)
You can only see eight enemies...but there's more.

(http://www.eponasoft.com/twolords-fbgdpromo3.png)
Bladelash kisses the ground in style.

It will likely be completed by summer. This version is still built using FB 0.14 but transition to the latest FB beta is in progress. After this version is completed, a DS port will be made. Plans for the true 3D version are still in the works, but I'm unsure if it will ever come to fruition due to lack of time and the presence of way too much competition (it seems everyone's making an FPS).

There are also plans for a sequel, but this won't happen until the original is completed.
Title: Re: Two Lords - ALMOST FINISHED
Post by: SSC on January 13, 2008, 06:55:15 PM
Its almost finished . . . again?! lol j/k looking forward to it.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 13, 2008, 08:54:17 PM
Well, now it's really almost finished. :D It was never truly "almost finished" before, I was just on a roll and figured I could have it done quickly...so much for that plan. All of the levels are in the game, some just need a bit of fleshing out. All of the normal weapons work, but I've not added any of the subweapons yet. A lot of the cutscenes need to be rendered but all the text and storyline is already in place. One third of the ending is finished, and I still have to code the credit scroll. Some of the enemy AI needs to be tweaked. Finally, new demos have to be developed, as the existing ones don't function properly due to some geometric changes to the early levels, plus changes in enemy behaviors and placements.

As of right now, the game is fully playable from beginning to end. It takes me about 2 hours to play through the whole thing, a little over 3 if I get all the secrets, complete all of the hidden objectives, and slaughter every enemy. And that's without ever getting killed. A regular player is going to get killed a lot, especially if said player plays on the Hard or Insane difficulty levels (I can't even beat the game on Hard, let alone Insane). Also, the game forces you to be a good player rather than a save-whore...no intra-level saving, you can only save the game at the end of a level. I considered allowing "save anywhere" but decided against it...I want this game to be a real challenge, and I want players to feel challenged by it. Guess I've known Lachie for too long. :D
Title: Re: Two Lords - ALMOST FINISHED
Post by: Ryan on January 14, 2008, 08:46:31 AM
Great news!  If you're still in the market, I'd still be glad to beta test for you.  ;)
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 14, 2008, 11:05:09 AM
Good news :D
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 14, 2008, 11:17:05 AM
yeah, I'm thinking of opening a new closed beta test team list. At least half of the people who originally registered have gone AWOL. In fact, I'd ike to begin the closed beta test in a week or so.
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 14, 2008, 11:44:44 AM
Count me in into that group if you like to  :P
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on January 14, 2008, 01:12:23 PM
I'd be willing to beta test, though I can't say just how much time I'll be able to spend at it.  Still, wouldn't mind being part of the group and helping to try things out and Beta test.

Hey, even for something that's only raycasted this looks pretty good.  It'll be yet another game to add to the list of "Great FB games that make FreeBASIC more attractive to the game developing world at large," especially once you port to the modern FB syntax.
Title: Re: Two Lords - ALMOST FINISHED
Post by: SSC on January 14, 2008, 01:28:10 PM
I can't remember if I was on the original beta test list or not, but if you release the test version in the next week I'll have some time on my hands to play it. Moving to a new city, no internet, no tv, so I'll have a few days where I'll be bored out of my mind, this should help heh.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 14, 2008, 11:27:11 PM
SSC: I'll get you a pre-beta build before you go offline, just let me know when. Hope you have a good connection for now though; the game is not small whatsoever for an indie game. I don't have a working figure for how large it is at the moment but it's probably at least 40MB decompressed, though it should archive quite nicely.

So I'll put you three into the beta tester list. :) Just let me know the name y'all want to appear in the credits. I'm just about finished with the credit scroll function...it works but it's not 100% finished, still gotta add one more special pic display method to it. That won't take much to add.

And for a small update on the progress of development...seven of the nine "sub items" have been added, four of them work so far. Implementing the third one is going to require tweaking of every enemy state machine, but it shouldn't be too much of a problem.

(http://www.eponasoft.com/twolords-fbgdpromo4.png)
Two new icons have been added, both of the new items are 100% functional.

I also had to update my map editor to add the sub items, since I didn't have them in there before for some reason...
Title: Re: Two Lords - ALMOST FINISHED
Post by: Ryan on January 15, 2008, 08:12:49 AM
I'd love to be added and give it a shot this weekend if possible... my wife will be out of town and I'll have a Saturday to kill.  Granted, I'll be going to see a movie and working on the floors/walls upstairs for a bit, but I'm sure I can spare an hour or two to romp around blowing stuff up.  If you don't have anything to send out then, I'm good to review it weeknights, too.
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on January 15, 2008, 12:10:13 PM
Probably the regular usernames will do just fine, but you could write it as

James S.J. Durtka (notthecheatr)

if you like.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 15, 2008, 04:43:18 PM
Wow! This is great news. I’m glad you decided to port it to the latest FB version and wrap it up for good. All these features you are talking about are making me really excited. This sounds like it’s going to be one excellent game. And I’m also happy I’ll be able to play this, the engine not being OpenGL. I am right? I better be….or else… :P

Anyway, put me on the beta-testers list too. I will most likely find time. It will be either that, or sleep. ;)
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 15, 2008, 09:48:45 PM
Well, as stated elsewhere, I won't be porting it to the latest FB version until the engine reaches 100% completion. There's still a bit of work left to do before that happens.

And Lachie...what kind of CPU do you have? Since the game uses floating-point calcs, it requires a pretty decent CPU. I'd go through and convert it to fixed point but I honestly can't make heads or tails of Lithium's code. :D It uses gfxlib2 rather than OpenGL so it should run on virtually any Windows-based PC. It just not may run very fast if the CPU can't keep up. For that reason, there exists a framerate switch; it will run in either 30 frames per second or 60 frames per second. The 30 frames per second mode is currently untested.

I'm hoping it's going to be an excellent game. Even my wife loves it. :D
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 16, 2008, 01:01:31 PM
Quote
Just let me know the name y'all want to appear in the credits.
Just call me BadMrBox  :D
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 16, 2008, 05:11:07 PM
I tested Lithium's raycasting engine (which I lost for some reason) when about it was released, and it worked quite smooth and fast on my PC. If the game is 320*240 or something like that, I should be fine.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 16, 2008, 06:47:44 PM
Okay, it should be all good then. Yeah, it's 320x240, as this is more readily supported at 32bpp than 320x200, which sometimes doesn't even get 8bpp support anymore.
Title: Re: Two Lords - ALMOST FINISHED
Post by: SSC on January 17, 2008, 01:52:53 AM
I'll have internet until monday the 21st (and then I'll be gone for about a week prolly), and yeah I have cable 40mb will take less than a minute with a decent host ^^

As for the name SSC is fine
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 17, 2008, 05:32:12 AM
Okay, excellent, that gives plenty of time. I'll be out of town all day today and half of tomorrow, but then I can get down to business and get this thing packaged up for distribution.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 17, 2008, 05:05:51 PM
I also recommend implementing a Scale2X (and Resize2X) option with the final version as many can't run 320*240 games full screen today. That's what I plan to do with all my future games in 320*240 res. Check the Programming section for Scale2X.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 17, 2008, 06:04:01 PM
I already thought of that, but I'm not sure if it can be done due to how Lith's render code works. Instead of drawing the screen using X/Y coordinates, the raycaster plots absolute location values in VRAM, so when I increase the resolution to 640x480, what I get is a 640x100 render rather than a 320x200 render in the top left corner.
Title: Re: Two Lords - ALMOST FINISHED
Post by: mysoft on January 17, 2008, 06:11:44 PM
I already thought of that, but I'm not sure if it can be done due to how Lith's render code works. Instead of drawing the screen using X/Y coordinates, the raycaster plots absolute location values in VRAM, so when I increase the resolution to 640x480, what I get is a 640x100 render rather than a 320x200 render in the top left corner.

well... use a 640x400 screen... the game will think that the "screen" is 320x200... and it will end in 640x100
in other hand... the scale2x will not use point... it will read the way the raycaster wrote... so it will think that the screen have 320x200 put result will fit into the 640x400 anyway =), so no problem involved (i have similar method in my Xatax Clone) ;P

but well i think that you are using PUT to displaye the game status (lifes, and other sprites)... anyway, it can be easy drawing in a buffer then... (that should be easy considering that you are using fbgfx)... ^^" (in the worst case it doesnt hurt to add a "pitch" after every scanline), anyway you may know all that =)




Title: Re: Two Lords - ALMOST FINISHED
Post by: Josiah Tobin on January 18, 2008, 02:40:40 AM
[snip]
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 18, 2008, 04:22:34 AM
Eponasoft, I only just figured out who you are when I saw this topic. Took me that long. :P
Haha, I figured it out a couple of months ago ;D.

@Eponasoft
Use the Scale2x that's already in the engine. As far as I know it's only one thing that is misspelled, preventing it from working as it should.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 18, 2008, 06:15:36 AM
I'm not using that build of the engine, I couldn't figure out how to make it work (it just black-screened on me) and now I can't even find it anymore. :( Anyone know where to get it? I would be already using it if I could get it to work. :D
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 18, 2008, 08:21:12 AM
Didn't all version's have a scale2x function? My memory might be failing me. You can find the latest engine at Lithium's new homepage http://lithium.vectec.net/ . I did download the engine and did intend to fix the scale2x bug for MT but well, I kinda lost my coding motivation for awhile.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 18, 2008, 03:50:32 PM
No, only his most recent one has the scale function. It seems this one runs on my system but I have no idea how to fix his spelling error. :) I'll look through it when I get the chance.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 18, 2008, 04:45:22 PM
Spelling error in Scale2x? What are you talking about?

Anyway, wasn't aware of the way the raycasting engine drew stuff. Not familiar with that. I'm surprised it can't be forced to "think" a certain lower resolution is initiated, while it really isn't.

Yeah, I can't really program. :P
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 18, 2008, 05:55:45 PM
Lithium scale2x function is suffering from a wrongfully spelling. I shall look upon this ASAP and see if I can correct it.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 18, 2008, 10:17:03 PM
Okay, since SSC is leaving very soon, I'm going to get the build together now. It's not quite beta quality, but it's working anyways. It'll take some time. I'll give y'all the relevant info when it's ready.
Title: Re: Two Lords - ALMOST FINISHED
Post by: KristopherWindsor on January 18, 2008, 10:43:44 PM
Eponasoft, I only just figured out who you are when I saw this topic. Took me that long. :P
Haha, I figured it out a couple of months ago ;D.

I give up. Who is he? :P
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 19, 2008, 12:02:06 AM
Alright, the build is ready and everyone should have their info in their PM inboxes here.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 19, 2008, 05:22:29 PM
Everyone?!?

Bah, and I thought I was special. :P

Kris, he is Nekrophidus (I hope I got that right), also known as Nodtveidt, Dave, and whatnot. :P

Basically, a QB legend. Hopefully, soon a FB one. ;)
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on January 19, 2008, 07:06:57 PM
Definitely an FB legend when this game comes out.  It's been what - months?  Years?  I seem to remember it receiving a lot of fireworks back when the first screenshot(s) were in QBE...
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 20, 2008, 02:58:56 PM
Well shucks folks, thanks for the compliments. ;D

This game has been in development on and off for many years now. Like most of my game projects, this one was devised before the WWW existed. In particular, this game was originally inspired by Andre LaMothe's "Warlock" engine. It was originally called "Lords Of Magic", but then a game came out with that name so I changed it to "Two Lords". I still have some of the original design documents for the game on paper bearing the original name, stashed away in one of my closets. Of all the levels in the original design document, only two exist in the present game.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Josiah Tobin on January 20, 2008, 06:02:29 PM
[snip]
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 20, 2008, 06:19:50 PM
Josiah, remember Magball? :D I still have design docs for that kickin' around somewhere, hehe!
Title: Re: Two Lords - ALMOST FINISHED
Post by: Josiah Tobin on January 20, 2008, 06:25:13 PM
[snip]
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 21, 2008, 04:37:33 PM
So thell us about Magball.

Seriously.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 21, 2008, 10:42:25 PM
Magball was an arcade game Josiah and I thought of a looooooooooooooong time ago. I haven't had time to dig up the stuff I had for it though.

Good news for Two Lords though...640x480 mode is finally implemented...or at least is BEING implemented. It's taking a lot of work because of the buffered blit changes that have to be made, but the rendering already works, and updating the sprites won't take very long...it's the cutscenes and other fun stuff like that that's going to take a lot of time.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 22, 2008, 04:38:57 PM
Quote
Magball was an arcade game Josiah and I thought of a looooooooooooooong time ago. I haven't had time to dig up the stuff I had for it though.

That's very...vague. But I assume you want to keep it like that.

Nice to hear about the 640x480 mode. It will definitely expand the Two Lords user base. Damn these new monitors! :P
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 22, 2008, 04:48:22 PM
Nice to hear about the 640x480 mode. It will definitely expand the Two Lords user base. Damn these new monitors! :P
And Damn Vista while youre at it  ;)
Title: Re: Two Lords - ALMOST FINISHED
Post by: KristopherWindsor on January 22, 2008, 06:09:25 PM
I think it's the graphics hardware to blame, actually, but less than 640*480 is history; this isn't a Game Boy. :P
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on January 22, 2008, 06:34:01 PM
Well, while I myself always prefer higher, smarter, better, I don't think there's any reason those lower resolutions shouldn't be supported...
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 22, 2008, 07:32:44 PM
The nice thing about the 640x480 mode is that for my system at least, it runs at the same speed as the 320x240 mode. Lithium's stretch code is written in pure assembly and is very intelligently designed.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 22, 2008, 09:46:39 PM
Just a quick update:

Beta testing has been going extremely smoothly, and several new features suggested by the beta testers will be implemented into the game, making it better than ever. The high resolution mode is almost finished, just a few more quirks to work out and it's all good.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 24, 2008, 12:36:02 AM
Another quick update...

Good news for people who can't play the game fullscreen...I'm working on an alternate control scheme that is keyboard-only, so the game would run just fine windowed. Also, mouse control is being expanded; the mouse wheel can select subitems, and pressing the mouse wheel will use them. It's a bit buggy at the moment but it's getting there. Finally, the cutscenes have been enhanced; the larger, more detailed pictures are shown instead of scaled-up 320x240 pics, so cutscenes in hi-res mode look much better. Of course, the images are now scaled down in 320x240 mode, but that's okay because they look just the same as they did before.
Title: Re: Two Lords - ALMOST FINISHED
Post by: mysoft on January 24, 2008, 11:51:31 AM
no mouse for windowed mode? why? o.o you can always use a "GRAB/RELEASE" shortcut
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on January 24, 2008, 12:13:31 PM
You can use mouse in windowed mode, but if the mouse goes out of the window it won't work, so you can't turn and it's very hard to do anything really.  Normally windowed mode wouldn't work at all because of that, so I'm glad he's even offering.  Non-windowed mode of course works just fine either way.
Title: Re: Two Lords - ALMOST FINISHED
Post by: mysoft on January 24, 2008, 10:23:12 PM
hum... isnt like that anyway, freebasic now have a "mouse clip" function, that it will block the mouse goes out from window, and then you need a toogle to let users do another things... (i know it was using a old version but anyway is just a sugestion... since fullscreen isnt a good thing anymore xD)
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 25, 2008, 12:42:45 AM
Fullscreen is now and will always be the best for gaming. However, I'm not sure if the mouse clipping will simply stop the mouse from leaving the window, or if it will completely stop the mouse. If it completely stops the mouse, movement is going to be limited, and that doesn't work. But if it still allows the game to function as normal, then that'd be good...in that case, implementing a toggle function would work okay I guess, but it's obviously not the most desirable option.

Implementing such a hacky mouse method might end up being more work than it's worth. But I'll keep it in mind.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Dr_D on January 25, 2008, 02:44:42 AM
I'm sorry to butt in, but fullscreen isn't a good thing anymore? No offense intended, but that's nonsense. It's not good to use libraries and it's not good to use fullscreen? Oh, come now! lol
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 25, 2008, 09:16:30 AM
I totally agree with Dr_D.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 25, 2008, 05:50:08 PM
I Vector X 2006 I had both mouse and keyboard controls. Mouse controls didn't work properly in windowed mode. I simply choose not to care about the users that insisted on playing with both mouse and in Windowed mode. I never got any complaints on that so…perhaps it’s advisable to ignore certain requests if you want to get the more important things done.
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on January 25, 2008, 08:43:11 PM
I dont think a sane person plays a FPS in a windowed mode. I hadn't a choice before Nod fixed the scale2x function but really... you dont play windowed period.
Title: Re: Two Lords - ALMOST FINISHED
Post by: mysoft on January 25, 2008, 10:35:21 PM
despite of the fact that 4:3 fullscreen windowed doesnt look good in a widescreen LCD, i only play games in fullscreen that allow the same resolution/bpp im using (1024x768x32 or 16bpp), otherwise it causes windows to go crazy ;P and such... but not that fullscreen is bad thing, but FORCING fullscreen is...

also what method you are using to get mouse movement in fullscreen?
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 25, 2008, 11:11:39 PM
Hrm, I have a widescreen LCD monitor and it looks awesome in fullscreen. :D I think the difference is that Two Lords is rather low resolution (320x240 or 640x480), so you don't really see any pixel antialiasing.

The mouse method I use is simply FB's own getmouse function.
Title: Re: Two Lords - ALMOST FINISHED
Post by: mysoft on January 26, 2008, 02:30:34 AM
i see... well since you are using fbgfx getmouse function clipping the mouse onto window will be the same as you have in fullscreen o.o (the only difference is that you need something to "lock/unlock" mouse) anyway, im nothing wanting it, um just suggesting it =D
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on January 26, 2008, 08:55:48 PM
Well I agree it's much better to play fullscreen, but it would help me at least to be able to play in windowed mode.  I wasn't going to press the issue, but if you're willing to add it I certainly won't mind :)
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 27, 2008, 04:29:11 AM
I would have to disable the mouse in windowed mode, I think. That way, someone could easily switch windows without having to use a specific keystroke to release the mouse (this would really help you out, notthecheatr).
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on January 27, 2008, 10:04:52 PM
Well it'd certainly be nice.  Normally of course I'd play the game in full-screen.  But at school, it's much nicer to be able to hide the window instantly if I need to.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 28, 2008, 06:49:28 AM
Full keyboard support has been added, and the mouse can be disabled at will. This means that the game can now be run in a window.
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on January 28, 2008, 11:22:34 AM
SWEET!!!  Thank you!
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 28, 2008, 08:43:04 PM
I forgot to add an option for look up and down to the keyboard. :D Noticed it was a problem when playing windowed...when the mouse goes out of bounds, the view goes all screwy and you can't get it back with the keyboard just yet. I'll fix that...
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 29, 2008, 05:27:06 PM
This all seems like much ado about nothing to be, but I'm glad you are done with it (you are?) and are not free to dedicate to more important work on this project.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 29, 2008, 06:45:18 PM
Don't worry, I'll be back to work on level design very soon. :D It's still been a little difficult adjusting from the old RTe-based engine limitations. But yes, the control scheme should be done and over with now.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on January 30, 2008, 05:03:48 PM
RTe?
Title: Re: Two Lords - ALMOST FINISHED
Post by: Dr_D on January 30, 2008, 07:21:07 PM
If I'm not mistaken, that's the engine that made Angelo quit programing in QBasic because almost everything was programed in assembly.  :D
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on January 30, 2008, 10:10:32 PM
Yes, that's the one. Two Lords was originally based on that engine, and it was limited to only 16 textures. When ported to FB, it retained the 16 texture limitation, although Lithium's engine supports 128 textures. I've been slowly adding in new textures, but never felt the need to expand the map format too much, so ceilings and floors are still limited to 16 textures, but walls can now use 32 textures. My map editor is still the same map editor I used for the original QB version, though it has been updated to use more textures for walls. It's getting there slowly. :D
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on February 01, 2008, 10:34:02 PM
Well, it seems as if all the beta testers disappeared. :( So I dunno what to do with the beta test now...
Title: Re: Two Lords - ALMOST FINISHED
Post by: Ryan on February 01, 2008, 10:36:50 PM
heh  I was thinking about that... I had a good bit of time the first weekend, but this one's already filling itself up.  And my wife gives me grief when I'm playing a game (even for the noble purpose of finding bugs!) and she's doing work.  I still haven't got to test out the latest version or windowed mode.  My apologies.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on February 02, 2008, 09:21:44 AM
Your wife gives you grief for playing games?!? Shees!

Bah, that's why I'm not getting married (not really because of that, but you know that already).

I'll try to find time to play Act 04 today. Really busy. Sorry.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on February 02, 2008, 01:08:32 PM
No problem guys, I'm just being dramatic. ;D
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on February 03, 2008, 01:45:09 PM
I have been a busy little bee the last couple of days doing stuff. I'll be back finding bugs next week :)
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on February 03, 2008, 09:56:35 PM
A new image for y'all to see:

(http://www.eponasoft.com/tl-act04revised.png)

Act 04 was revised with better textures, more environmental objects, and an overall improved level geometry.
Title: Re: Two Lords - ALMOST FINISHED
Post by: nkk_kan on February 04, 2008, 07:11:10 AM
err...why does the ground appear so pixelated?
i mean compared to the smooth and cool hand,heart and status bar..it looks pixelated..
no offense..i asked just out of curiosity..i've seen many games which does this..is it some randomizing tehcnique you use to "fill" the floor?
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on February 04, 2008, 07:55:34 AM
Well, that floor was supposed to look like grass. ;D It doesn't always work out so hot though. Without shading, texturing is a lot harder to pull off, so I'm experimenting with textures until I find just the right one. That floor isn't randomly generated, it's this texture:

(http://www.eponasoft.com/text43.png)

Plus, the floor is raycasted, unlike the hand, heart, and status bar which are mere blits.
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on February 04, 2008, 10:23:04 AM
@nkk_kan:  that's actually the way raycasted games normally look.  Raycasting is an outdated technique used to make pseudo-3d games.  The graphics are not the best, but it's probably easier than regular 3d and it gives everything a nice old-school feeling to it.  But yeah, the raycasting texturing method does tend to look pixellated.  If you get up close to the walls they will look pixellated too.  Everything else is blitted though, which is why it's not pixellated.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on February 04, 2008, 03:42:33 PM
Thanks for this.

BTW, did you think about putting more textures in the floor?  Like grass textures slightly darker and see how it would look like.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on February 04, 2008, 05:20:33 PM
There are a few variations of the grass texture, mainly adding little plants and whatnot to the texture.  Also, the grass isn't the only texture for the floor...the original textures are still there, I've just added grass here and there to areas where it would actually make sense. I've also been adding a lot of environmental objects (as seen in the screenshot). I'll try some darker variations to see what kind of effect it brings, but I'm sort of worried about checkerboarding in that case...well, won't know till it's tried.
Title: Re: Two Lords - ALMOST FINISHED
Post by: nkk_kan on February 05, 2008, 06:06:16 AM
yeah i thought it was ray tracing...
but wouldn't it be better if you use tiles?...
but probably this way is easier :P
anyways the less graphic intense the program the better for me  ;D (i still have to get a decent graphic card :P)
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on February 05, 2008, 01:16:31 PM
It's not raytraced, it's raycasted. It's not terribly graphic-intense, more CPU-intense really, that's why it needs a decent CPU to run (at least a 700MHz). The video card should be decent as well though...it doesn't require tons of VRAM, and it doesn't even require the usage of a 3D coprocessor, but it does need a video card with a nice fast bus, like a 4x AGP or a PCI Express, since it needs fast data throughput. It will run on a slow video card but not at 60fps. There's a frame cut option which allows the game to run at 30fps for the slower cards, but it's completely untested since this game has never needed to run so slowly.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on February 05, 2008, 05:09:28 PM
I think you worry too much about the checkerboarding effect. Anyway, I would mind it less than a completely bland ground or floor.

Anyway, did you think about making transition textures, like some that start light at the bottom and get slightly darker toward up. And then north from the row of these textures you would put darker ones. So in some area, toward the wall, you would have a slow passing toward a darker patch of grass.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on February 06, 2008, 04:30:25 AM
Yeah, I've thought about transitional textures. Then I remembered the 16 texture limitation for floors and ceilings. Too many transitions would eat up this limitation pretty fast.

But then I thought "hey, you know what? It's high time I removed that limitation". So what I'm going to do is write a converter that separates the floor and ceiling data, since right now, the data is kept together in a byte (since this is how it was done in RTe), high nybble and low nybble. If I split them, floors and ceilings would be allowed the full 128 texture range that is currently afforded only to walls.

I also thought "it's also about time I updated my map editor to use the actual game textures rather than a texture sheet made separately". So, I'm going to do that too.

Here goes. :D
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on February 06, 2008, 11:38:08 AM
Sweet, more textures will make a huge improvement in the game I'm sure.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on February 06, 2008, 10:06:03 PM
I got the map editor updated and all of the maps converted, but unfortunately ran out of time to keep working on it today since my wife is pretty sick and my daughter took over my computer for the day. I'll be back to work on it this weekend.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on February 07, 2008, 03:52:14 PM
You keep disappointing me over and over.

:P

Just messing with you.

Don't worry. You are doing great working listening to your users.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Eponasoft on March 10, 2008, 09:30:03 PM
This project has been terminated. All relevant source will be released shortly.
Title: Re: Two Lords - ALMOST FINISHED
Post by: nkk_kan on March 11, 2008, 02:59:51 AM
TERMINATED?!?! wtf?

you mean finished or discontinued?
Title: Re: Two Lords - ALMOST FINISHED
Post by: BadMrBox on March 11, 2008, 09:09:44 AM
Damn man... after all the work you have put into this...

I need too speak with you.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on March 11, 2008, 04:52:54 PM
Yeah, me too.

Being a beta tester I know the game was releasable as a complete product, at least with one episode if nothing else.

I hate when people pull these sort of stunts.

The again, I'm sure you have a good reason for this. I just hope it isn't "I got tired of the project."
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on March 12, 2008, 05:55:07 PM
Hmm...what happened with Eponasoft's account?

Weird.

I must look into this.

Edit:

Hmm...no log about any account being deleted in my admin panel. If that sort of activity is logged. People, do you have an option to delete your account? I do hope so. If not, then I have a problem with one of my moderators. But I'm sure it's not that. Right guys?

Then again if yes, Nek has a problem with us.
Title: Re: Two Lords - ALMOST FINISHED
Post by: ssjx on March 13, 2008, 03:54:45 AM
I've a delete account option in my profile options.
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on March 13, 2008, 04:14:50 PM
So we offended Eponasoft? :(
Title: Re: Two Lords - ALMOST FINISHED
Post by: barok on March 14, 2008, 09:37:27 AM
If Nek deleted his account and terminated his account, it would seem to me that he plans on leaving the community: perhaps to spend more time with his family and work?  Regardless, I have a feeling that after he releases the resources, he may burn his bridges.  Just my thoughts though.  I hope i'm not right, but why delete your account if you plan on continuing to participating in the community?
Title: Re: Two Lords - ALMOST FINISHED
Post by: Lachie Dazdarian on March 14, 2008, 05:50:47 PM
Nevertheless, I don't see how this action was necessary.
Title: Re: Two Lords - ALMOST FINISHED
Post by: notthecheatr on March 16, 2008, 10:19:20 AM
Me neither.  I thought the project was going pretty well, this was one FB project that had a lot of potential.  I guess I'd be curious to know his reasons for canceling it so suddenly and unexpectedly.