Qbasicnews.com
September 24, 2018, 05:54:23 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Back to Qbasicnews.com | QB Online Help | FAQ | Chat | All Basic Code | QB Knowledge Base
 
   Home   Help Search Login Register  
Pages: [1] 2
  Print  
Author Topic: Quest for a King 1.5, the first full release in over a year!  (Read 12173 times)
SJ Zero
Been there, done that
*****
Posts: 1211



WWW
« on: May 08, 2005, 06:44:24 PM »

Download it Here!
Download qfak15.zip from QuickHost.tk

After over a year of failed ports, attempted hacks, and general ungoodness, the first complete Windows port of the Quest for a King demo is finally out! This version is a complete port, and it should run fast on just about any computer out there.

Take a look, and let me know what you think!
Logged
Jocke The Beast
I hold this place together
*****
Posts: 978



WWW
« Reply #1 on: May 08, 2005, 07:57:34 PM »

Yihaa! First fb-rpg completed! Congrats!

Bug-report: In the castle, the game froze when I was fighting the 3 chicks? (hope I didn't offend anyone now)

I'll try it more and I'll report back more impressions and bug-reports if there's any.
Logged


Website: http://jocke.phatcode.net
[size=10]"Some men get the world, other men get ex hookers and a trip to Arizona."[/size]
SJ Zero
Been there, done that
*****
Posts: 1211



WWW
« Reply #2 on: May 08, 2005, 08:13:13 PM »

Content-wise it's not completed, but code-wise it is (except for the fact that now I have to hunt down a crash bug -- thanks a LOT!! )
Logged
Z!re
*/-\*
*****
Posts: 4599


« Reply #3 on: May 08, 2005, 08:40:47 PM »

Not to complain or anything, but the loading made my comp lag as hell..


I didnt bother trying it more.. going to do so in a moment.. I'll let you know..
Logged
DrV
Na_th_an
*****
Posts: 1553



WWW
« Reply #4 on: May 08, 2005, 08:59:50 PM »

Seems I have found the same bug as Jocke (see rpg-dev.net) - but otherwise, kudos. Smiley  I'm getting about 280 FPS.
Logged
Z!re
*/-\*
*****
Posts: 4599


« Reply #5 on: May 08, 2005, 09:09:54 PM »

Main menu -> CONTROLLS, go there, then back, doesent clear..

INTRO: top row of pixels arent cleared, well, actually, they're never cleared..

And the fabled castle crash.. ya..
Logged
SJ Zero
Been there, done that
*****
Posts: 1211



WWW
« Reply #6 on: May 08, 2005, 09:14:52 PM »

Looks like the bug was caused by a problem in the attack routine, so I just used another attack routine.

For speed, you go with SDL, you'll get lag elsewhere. Unfortunately, that seems to be how it works. I return as much as I can to the OS using sleep, but...

EDIT:

I lowered the Frame Period which will probably help CPU utilizationquite a bit, and doubled the movement speed. I've also fixed the problem with the control menu item.
Logged
v3cz0r
I hold this place together
*****
Posts: 924



WWW
« Reply #7 on: May 08, 2005, 10:31:05 PM »

Cool, the first RPG done with FB, if i'm not wrong.

So that SJ0 at sf.net is you? :P

EDIT: man, that's not a change log, that's a saga ;)
Logged

rdc
Senior Member
**
Posts: 176



WWW
« Reply #8 on: May 08, 2005, 11:07:31 PM »

Very cool. Nice work.
Logged

jsmith71
Been there, done that
*****
Posts: 1004


« Reply #9 on: May 08, 2005, 11:40:11 PM »

Hmm... Okay. First, the larger problems I noticed...

As previously mentioned, when you go to 'controls' in the main menu, then back, it doesn't clear the controls.
In the town there seems to be some grass tiles that you can't walk on, and the collision detection on the tree to the northwest of where you start is... well, it's like a huge square that's too big for the tree.

The top line of pixels and the left column seem to randomly clear/not clear, and the whole screen seems to move one pixel down and right when a battle occurs-- then back when it ends. The music doesn't loop, which gets rather annoying... It's jarring when it suddenly ends, and then after playing for awhile you forget about it, only to be startled when it suddenly comes back in in another scene.

Collision detection in general is a bit annoying-- for example, say you're walking up along a vertical wall, (and it's on your right) and you hold right and up at the same time, you'll stop. Single-tile doors are difficult to get into due to the collision detection, and once I went in a door only to be transported to the other end of the room I was supposed to be in, confusing me greatly for a moment. There was also a man who I could not talk to in this room, apparently randomly placed there.

Health goes into the negative when someone dies. They still act as if they are alive. I mean... I'm fairly sure that'd be an easy one to fix. When I got to the boss of the castle, Jeremy stayed behind the door but was still in battle-- When I tried to attack with him the game crashed. I could still choose options, but nothing did anything anymore.

Now the smaller issues, nitpicks mainly.
It is sometimes difficult to tell whether chests are open or not... As they only move one or two pixels when open. Sometimes when going into battle you will be sideways when it occurs; the sword sprite looks rather odd this way and you sort of slide sideways to attack. These are mostly tiny issues, but you may want to think about more frames for your walking animations. They don't look too much like walking as it is...

Hope I didn't sound too harsh, but I did find quite a few issues... I hope you fix some of these in final version, as I heard quite a bit of praise for the eventual plot of the game awhile back. However, if these problems remain I don't know if I'd have the patience to play through it as a finished game. Tongue
Logged
SJ Zero
Been there, done that
*****
Posts: 1211



WWW
« Reply #10 on: May 09, 2005, 12:27:08 AM »

Demos are there for feedback, and while positive feedback is good for the ego, negative feedback is how new features are born, bugs are fixed, and good games are forged.

After Quest for a King is completed, the djrpg project, a project to turn the fairly robust and scriptable engine into a full RPG maker, will live on. I want a real 1.0 release in the djrpg project before I reach a full FINAL release of Quest for a King. That's not going to happen if all I get is positive feedback. Smiley

I'm going to shoot for a 1.51 release which fixes every issue mentioned in this thread.
Logged
jsmith71
Been there, done that
*****
Posts: 1004


« Reply #11 on: May 09, 2005, 02:22:16 AM »

Sounds good... I'll be waiting. :wink:
Logged
relsoft
*/-\*
*****
Posts: 3927



WWW
« Reply #12 on: May 09, 2005, 07:14:24 AM »

kewl!!!
Logged

y smiley is 24 bit.


Genso's Junkyard:
http://rel.betterwebber.com/
Dr_Davenstein
Na_th_an
*****
Posts: 2052


« Reply #13 on: May 09, 2005, 07:09:22 PM »

Neato!!!  Tongue

I also got the freeze-up while fighting those female guards in the castle. It didn't crash though. It acts like it was just stuck in a loop.

I found a menu bug too. I went to the controls menu and the text from the previous menu was still on the screen.
Logged
SJ Zero
Been there, done that
*****
Posts: 1211



WWW
« Reply #14 on: May 13, 2005, 03:24:46 AM »



Might as well post progress on the next version in here. Smiley

I've recoded the map format, moving the data on how to display a map from four files to one single .map file, and set everything up so there are no longer set block/don't block sprite ranges -- you can have floors set up to block and walls set to not block. This is done by simply making the same number positive or negative.

The new collision detection will be a bounding shape system which should allow players to slide past obstacles, unlike the current situation, which *is* a bit of a pain in the ass.

I hope to have a new demo by Monday, but no promises. I'll post again when I do.
Logged
Pages: [1] 2
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!