Canceled Knights & Dragons: The Endless Quest - improved version

Project is halted prior to completion and will not receive further updates.
utunnels said:
Here's a fixed version.

Download the newest engine and replace all the files.

The level up script is still bugged though, because it uses maxhealth of current level instead of original value.

awesome, the "weapon" moves seems to work, and the other weapons too!
thank you so much Utunnels!  you're the boss! ;D
i didn't know about the onmodelcopyscript, wonderful!

by the way, what bug are you referring to? if you mean that when a player level up, he regain full health and mp, it's intended.

other than this, it seems that the quest's bug is PSP only, since i've tested on the PC and it seems to work normally. on the PSP, i've noticed even another strange bug this time on the dialogues; on the long ones, if you press the button to skip one frame, it skips many at times.
oh well, i think it will remain a PC game only...  :-\
 
I don't have a psp so I'll leave that later or someone else, but it is OK on my android phone.

That onmodelcopyscript is new, I just realized it is hard to revert to orginal health without it, especially when you lose your weapon.

I'm working on another update. I'll remove all those onspawnscripts and move the logic to lvup.c instead, too-many-entries = confusing.

The bug I mention is the old lvlup script adds bonus despite your current level. For example, you are on level 5 / 100+40=140 HP, when you are level 6, you have 140+40=180 HP.


 
utunnels said:
I'm working on another update. I'll remove all those onspawnscripts and move the logic to lvup.c instead, too-many-entries = confusing.

The bug I mention is the old lvlup script adds bonus despite your current level. For example, you are on level 5 / 100+40=140 HP, when you are level 6, you have 140+40=180 HP.

thanks!

yea now i've understood the bug you're talking about, you think that i should eliminate the maxealth part of the script? this way, when level up you gain only the extra 10 hp/mp, withouth full regain?
 
I have fixed that. You should download build 3797 in order to play it.

Now when you enter a new map, the character fully recovers. Perhaps we should remove hp/mp recovery if it makes gameplay too easy?




Edit*

I've played the game for a while. And I feel the new block system is too easy and enemy attacks are too weak. Now I'm level  12, it is really hard to die.

A solution is turning your block animation another vulnerable animation when time runs out, like in Knights of the Round.

For example:

anim block
shadowcoords 218 198
loop 0
delay   100
bbox 212 143 30 55
offset    225 198
frame data/chars/arthur/guard00.gif
        @cmd performattack getlocalvar("self") openborconstant("ANI_FOLLOW99")
frame data/chars/arthur/guard00.gif

[attachment deleted by admin]
 
thank you, i will test it now!  :D

yea, i know about the block system being too easy as it is now, infact i'm thinking about a couple of solutions, like reduce starting HP or making more difficult to gain lives, something like this... your solution is interesting too, i will work on it...


EDIT:

ooops, there is some error with the new data... it crash the game and give me this error:
Code:
There's an exception while executing script 'animationscript' data/chars/fighter/fighter.txt

maybe because the animationscript player.c is empty now? or because the chars doesn't have the onspawnscript anymore?
 
Yeah, after trying that,  I found current holdblock code is too tricky. As long as you are holding the special button and in idle status, you'll be blocking automatically, it should ask for a new key if it is interrupted.  And blockpain seems broken too, because you are still in blocking status.  I'll fix those next time.

 
Pierwolf said:
ooops, there is some error with the new data... it crash the game and give me this error:
Code:
There's an exception while executing script 'animationscript' data/chars/fighter/fighter.txt

maybe because the animationscript player.c is empty now? or because the chars doesn't have the onspawnscript anymore?

Did you download the newest build?

 
yes my fault, sorry!

i don't know how, but in some way i was totally missing version 3797, and believed the last one was 3793!
 
utunnels said:
Yeah, after trying that,  I found current holdblock code is too tricky. As long as you are holding the special button and in idle status, you'll be blocking automatically, it should ask for a new key if it is interrupted.  And blockpain seems broken too, because you are still in blocking status.  I'll fix those next time.

Utunnels, block status remaining on during blockpain animations is intended behavior and should not be changed. It's for animating the effect of absorbing blows while guarding; see the old Fatal Fury games for an example. It's not meant as a "my guard got broken" type of animation.

There is in fact already a guardbreak animation, even includes a guard points system similar to knockdown count. If you are wanting to have blockstatus broken on recoil from guarding, that is what should be used.

DC
 
I see. I was wondering why you need both guardbreak and blockpain.



Edit*

I saw you also used set_attacking for blockpain, was that also intended? Perhaps it should be inpain status instead?
Either way can distinguish blockpain from normal block.
 
I was trying to ignore player inputs similar to the way one on one fighting games work so the Blockpain would actually finish. IOW, while recoiling (blockpain), any subsequent attacks would still be blocked, but the player or AI cannot can't do anything else until the Blockpain animation completes.

Attacking flag was a crude solution and defiantly needs improvements; if nothing else because it sometimes causes nearby AI controlled entities to go into their own blocking animations. Anything you want to do to fix it is fine with me, I just wanted to make sure you understood the intended concept of the Blockpain animations.
 
I got it. I just added inpain flag so script users can distinguish it from a normal block. It is blockPAIN, so inpain looks better than attacking. Actually what made me wonder if it should be common_pain was the old code checks ANI_BLOCKPAIN first and switches to common_pain if it does't present. I'll commit both fixes next time.

int set_blockpain(entity *iBlkpain, int type, int reset)
{
if(!validanim(iBlkpain,ANI_BLOCKPAIN)){
iBlkpain->takeaction = common_pain;
return 1;
}

if(type < 0 || type >= max_attack_types || !validanim(iBlkpain,animblkpains[type])) type = 0;
if(!validanim(iBlkpain,animblkpains[type])) return 0;
iBlkpain->takeaction = common_block;
set_attacking(iBlkpain);
ent_set_anim(iBlkpain, animblkpains[type], reset);
return 1;
}

 
@Pierwolf,

where you stand with various fix your Superb mod?

I cant wait to play it :)

Your other mods running beautifully on my Android porting :)
 
Pierwolf, maybe you want to try this Arthur with a modified block animation. Hold block button for 1 second to see what happens.

Better using today's build. http://www.chronocrash.com/forum/index.php?topic=337.msg2189#new

[attachment deleted by admin]
 
i see, you've replicated the knights of the round block/fatigue system, i was doing this by myself too, but you're of course much more expert than me, and most important, quicker!  :D
i don't know anymore how to thank you! :D
 
Hey Pierwolf, the new gameplay you videos you posted are looking amazing. The barbarian definitely seems like a barbarian for sure too. I really like what you did with him a lot, nice work to say the least. I just found out this site was up, and thought when lavalit went down, openbor was taking a break, so it's awesome to know I was wrong and come here and see you still working on this gem. Good luck on the rest of the project, I'll be keeping my eyes peeled.  8)
 
ouch utunnels,

there is a bad bug with the latest version of the engine;
pratically when i finish a yellow quest, it doesn't eliminate it anymore from the map, forcing me to repeat the same quest in loop! maybe it has something to do with the implementation in the engine of the new scripts for level.txt?
 
Maybe, can you post your txt here?



Edit*

Never mind, I had it.
 
Back
Top Bottom