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The world is a hell of darkness and death, where the dread force of
destruction known as the farbtontier slowly
destroy the human race in
pursuit of their corrupted ideals. Treading the thin line between chaos
and sanity is a single man, Xan. He battles for the entire world, for
every species, for every broken ideal and all the hope, terror, love,
hate, heroism, cowardice, darkness and light perverted to serve as the
farbtontiers weapons.
But this is not the story you should expect.
Because new destruction is rarely enough to bring peace...
The engine supports cutscene scripting, battle system spell scripting,
huge maps, pseudo-transparancy, smooth Pixel*Pixel scrolling and
movement, real-time shadows, independant NPC movement and secondary PC
movement and on-map battles(ie. no seperate battle screen) with multiple
player characters.
Wednesday June 29,
2005
Posted by SJ Zero
The
version on this site, 1.5, is a complete windows port. It also has
several earth shattering bugs I have to fix before the 1.6 release.
Regardless, it shows a fully functional windows port with far superior
compatiblity, control, graphics and sound than the final DOS version.
If you want to get an idea of where Quest for a King is going, check
out the win32 demo for a good idea.
For those that care, I HAVE had this version of the engine running in
Linux, but I don't have any binaries at the moment. The next release
will be dual-platform.
March 27, 2004
Posted by SJ Zero
This
demo will either work great for you, or will lock up at the first chance. There's a
strange, seemingly hardware specific bug I have yet to work out that
will cause it to freeze at a certain instant. If you have this problem,
please send me the debug.txt from the game right after a crash, so I
can try to fix this
bug before it gets out of hand.
September 23, 2003
Screenshots
are all well
and good, but I
think many of you appreciate action before words and pictures. Because
of that, I am extremely proud to bring you the new AND improved
demo! In addition to new art and music, I've finally fixed the
dreaded FINAL SPELL BUG, so all you folks waiting to try the uncanny
VAMPIRE SLASH can! Of course, the spell itself really sucks, but nobody
said that the bug wasn't a blessing! With this bug finally
stopped, I can finally begin the process of contnuing the plot. For a
nice demonstration, open the console(which I finally got around to
fixing again in this demo!), and type "script 122" (without the
quotation marks). What you're seeing there is the beginning of the end
of the prologue to the game. That's right, all that gameplay, and
it's just the beginning of the beginning. Anyway, please, check out the
new demo, you can get it from the link above(Quest for a King). Comment
on the forum.
!
September 2, 2003
School -- what
a time
consumer. First
thing I know, it's the first week of school, next thing you know, it's
the third!!! Luckily, some of that time wasted can be recycled, and so
I give you todays update; a before and after screenshot to tantilize
you before I release a new demo.
Before: Taken
a couple weeks ago
After: Taken
tonight
That's just the beginning too. Just wait. With all this free time,
Quest for a King will have a new and incredible demo up soon!
August 17, 2003
Here I sit, in my new room in a new city, and I realize that nothing
has changed. I am still the same man who woke up a week ago and got
ready to move. This is the greatest suprise of all. In all the changes
my life has faced in the last week alone, I have changed my image, my
clothing, my status socially and in terms of the government, I've
awoken from a year long nightmare from which I feared I may never have
reached the end of, and yet, I am the same person. This is the final
piece of the puzzle I've been trying to comprehend for over two years.
How I can move away from my family, the last piece of my humanity, and
retain my sanity and humanity is finally clear to me -- I am the sole
piece of my old life that I have left. Ironic as it sounds, it's the
truth. Puzzling and vague, it's a lesson that nobody can ever be
taught, but everyone must learn.
Anyway, I've got some really cool things to show this month. First, two
revamped songs, First the classic Jeremy Theme,
revisited, and the incredible Leroy's theme,
Revisited. Listen to them. The originals can be found in Quest for
a Kings Music folder. The latter is incredible with the enhancements.
Also, I have a scanned concept art. I'm not picasso or DaVinci, but
they're interesting and cool in their own way. Here they are:
Zero
Raven
As usual, Any comments should be directed to the Message Board.
July 22nd, 2003
That was the slightest bit depressing! Anyway, finally doing something
I've been wanting to do for a while, I managed to dig up the old news
archives and post them online before the final copy was destroyed(even
counting archive.org, there was only one (1) remaining copy of my news
page after 9/11/01 left on earth! How creepy is that?).
In Quest for a King, I'm on the verge of one of the most important
cinematic moments in the game. The amount of second-guessing is
incredible. Will this really work this way? Can the plot flow in a way
better than this? It's a curse at the same time as a blessing,
because quickly made games rarely are perfect(see Nietzsche, which has
it's fans and it's moments, but is no Quest for a King!!!). Also, I'm
working on the second issue of QB Accelerator Magazine, which I have
been told is quite good so far. As usual, I barrel through deadline
after deadline with little work done, but I should have some time over
the next few weeks.
Also, a nice announcement for those keeping track, After 2 years of
working and saving, I've gotten my tuition in order, and I'm going to
college this fall! Electrical Engineering Technology at a college
I don't care to mention(I've got this thing about mentioning stuff like
that on-line). In terms of a grand adventure, I'm quite excited.
After two years of unskilled labour, using my brain again will be
a welcome rest of the body, and a welcome excersize for my atrophied
grey matter. I might even get a couple 2001-style longass rants in here
again. That might be interesting, to say the least, after my writing
style has transformed into this far more structured, elegant, prose.
July 20th, 2003
Have you ever wondered where your life has
gone? Months
wash away like leaves in a torrent, but you still find yourself the
same man, in the same bed, looking at the same screen, night after
night.
May 12th, 2003
Nietzsche
won
third place in the RPGDX Spring
2003 MiniRPG compo!!!
YAY!!!!!
It was a whole lot of fun, and One Man Army Games(misidentified in the
title screen as reaper's army productions) has a finished game under
it's belt. I'm as thrilled as a person could be. I'm off to eat Ice
cream sandwiches in celebration and spend too much money on Sobe!
If you haven't already, try Nietzsche today!
April 14th,
2003
After
conversing with a
couple
about site designs, I decided to try my hand at yet another site
redesign. A couple pictures can go a long way towards making this site
seem warmer. Tell me what you think!
On another note, after working with the UGL library under Windows 2000,
I've decided that my nextgen engine probably won't be in QB. Why?
Because Microsoft has broken every standard they ever had in DOS. EMS
is
completely and inexplicably dead, which means every program based on
EMS
stops dead in it's tracks. I will definitely be sticking with QB for
smaller projects though.
April 6th, 2003
The past couple months have been
far from quiet, as anyone close to the Quest for a King project can
tell
you! in March, we released a new demo, and now here's another -- Here is a new demo
for all those people who missed the last one. Have fun with it.
You'll
notice the site
redesign here, and a cleaning up of the
interface. Use the new Message Board to tell me what you think of it.
That's it for now. Have fun! :)
Febuary 9th, 2003
Two important things
today; First, this site can be accessed with the fewest ads using
http://powerusr.sphosting.com. http://powerusr.freeyellow.com works,
but
takes longer to load and has a terrible problem with ads. So use
http://powerusr.sphosting.com. I don't get any money for the ads, so
less ads is better. While you're at it, you might want to check out Mozilla or K-Meleon, since both can
block popups. I'd recommend K-Meleon just because it's so much smaller
than Mozilla. They also have much nicer interfaces than Internet
Explorer(in my opinion, at least), and are free, so take a look!
Secondly,
I have been working on a magazine for QB programmers and gamers. It can
be found either at http://www.qb45.net/qbxl/
or powerusr.freeyellow.com.
The second link is sure to work, but is slower, while the first link
isn't always up, but is quite speedy. I hope every one enjoys it.
That's
it, I'm tired. I'm going to sleep.
Oh yeah, the game? I'm working on it right now, but on different things
than you might expect. For the most part, the art is finished, but the
story is the most important part. Lets all face it, who the hell even
cares about King Xan? I do, but I know what he did. I'm going to make
the next demo a huge piece of story, and I think it should be quite
successful. We'll see. The good news is that the engine is finished too.
January 02, 2003
Merry Beermas and a
Happy New year to everyone. I hope this is a year to remember(hopefully
because the tech economy recovers. :) ). All the Quest for a King fans
out there (all three of you!!!) are in for a treat in the coming months
-- finally I'm expanding the gameworld. Yes, I know that the Kingdom of
Xan is a nice place and all, but we just have to move out of there, or
the plot will never make it anywhere! I've also put a lot of work into
the code, including some improvements in terms of speed(though some
decreases as well -- I figured out a way to store twice the sprites
into
the same amount of space -- which is good, but it requires a bunch of
math to draw sprites now -- and that's not so good. The improvements in
flexibility(in the plot and with the character graphics) will be
sufficient enough to tip the balance sigificantly though, and the
renderer is still among the fastest non-PUT pureQB engines out there.
That's it for this update, but don't worry -- very soon, there will be
a
revolutionary demo put out. One which will make all the other ones look
pathetic in comparison -- of course, just like all the other ones. In
case nobody noticed, Magic was broken in the last release, but now it's
back with a vengence. As are all the other features I accidentally
broke
in that rushed demo. cest la vie. Well, rock on until we meet
again(and post in the forums, for cripes sake! :) )
October 07, 2002
On this day, the
redesign of the site began. Hopefully the site makes a bit more
sense now... At the very least, it's something different to look at,
right? By the way, it is a sitewide redesign, so I hope you enjoy the
new design, BWAHAHAHAHAHA!
September
30th, 2002
I've just set up a new demo release. There are a couple known bugs,
such as the long wait when you use the second spell, and the fact that
only you can move during a script or battle, but it works, and works
well anyway. Here's the demo. I won't be posting it on the RPG page
because there isn't really enough there to justify it. When the bugs
are
worked out, I'll do an official demo release, but in the meantime, I'm
doing this. :-)
August 21st, 2002
Just a small update(aren't they all), I've posted notices everywhere
which might be a portal to a download. If you don't live in missouri,
it
doesn't apply to you, but if you do, think long and hard about what
that
judge just did. He has taken away the guarantee of free speech for game
developers everywhere, based on the story of doom, fear effect, and
resident evil(or rather, as his ignorance called it, "resident of evil
creek"). No fucking way. Free speech is far more important than
ensuring
a few media saturated kids get a little less killing in their diet from
their parents favourite babysitter. Words cannot express my anger at
this development. No mere social matter justifies taking first
amendment
rights away from game developers. Some may disagree with me, but on
this
I shall not budge. It's an issue too important to me as a game
developer
to drop.
April 11th, 2002
Yes, I've finally
updated
the site. This new design is a slight variation on the old one. The
only
real difference is that I've altered the layout somewhat, now I'm using
tables
to get some cool effects (like the top there -- much less space is
needed
for all the stuff up there. That's a good thing.)
A new QB magazine
called QBXL will be up as soon as I can remember I'm supposed to be
coding
after drinking lots of beer(harder than it sounds!). That's all I'm
going
to say about that for now. It's a pretty long magazine, so they'll
introduce
themselves better than I could.
Work on Quest for a King has been
slow, but important. The first two spells of the game are in place and
written.
There's one healing spell, and one attack spell. The enemy will become
a
*lot* stronger because of this. The spells are quite powerful, and
battles
will require you to use them. Anyway, the game is a lot more fun with
actual
battles, so I should have a new demo up pretty soon. It all depends on
how
long it takes to implement more battles, art, and such...
Comment on this
January
24th,
MMI
Just uploaded a new demo. It's not as ground breaking as the last demo
in terms of new gameplay or levels, but it does have lots of new art.
January 21st,
MMII
The silent period. I am the proud new owner of a AMD Duron 900 with
a Geforce 2 MX 200 onboard. Expect a review of most of the components
soon,
also expect the minimum spec of my game to stay the same. I'm not the
kind
of person who lets his code get sloppy just because he has a faster
machine.
:)
Lately I've been just planning for the future. The demo is almost all
the plot I have planned to this point, so more work is obviously
nessessary
before I can continue work on that. Since I've changed to QB 7.1, a lot
of
limitations are now gone, which is really cool. I was reaching the
absolute
limit for source code, which would have put a damper on what I could
do.
Now, I can implement the attack scripting system, and it's all good.
Things
are slowing down, but not stopped.
Also, I don't think I've posted a link to the new artistic style I'm
using for this game. The old sprites were basically just the style I
was
able to reverse-engineer(can you truly reverse-engineer art?) from FF2.
I
recently took some screenshots from FF3, and got some ideas on how to
introduce
depth and detail to the tiny 20x20 people.Here's the link
to the image. I hope you enjoy the new style, because most of the
characters in the game are being set up like this now.
December 25th,
MMI
Merry christmas. That's it. Enjoy.
December 4, MMI
Just a little community service announcement from your local SJ.:
I'm just asking everybody who reads my site to enjoy life. Sex, Drugs,
Rock and Roll, Booze, whatever Big Brother is telling us is satan this
week,
do some real research. Find out why people do these things if they are
so
evil. Find out why the start. Find out what it would take for them to
stop.
A lot of my generation would be suprised by the answers to these
questions.
Teens, have fun. You'll actually have to worry about something soon,
so live it up. Have some memories to look back on when you are working
7
to 5 in a few years. Don't be forced into a midlife crisis at 21 just
because
you did whatever you were told. Have a little fun. PLay it safe when it
comes
to stupid things(drinking and driving, cocaine or heroine), but have
fun
with the stupid things that we are so brainwashed to hate. There's no
reason
to accept it without any reason. A lot of these things are just a bunch
of
overprotective parents who don't want their kids to live their lives or
make
mistakes.
And one more thing...
Don't listen to advice from anonymous webmasters on the internet. That
type of person is bordering on insane, so it just doesn't pay to listen
to
those webmasters advice.
November 26th,
MMI
To quote the Archon from Starcraft: "I need focus!".
The past week has just been me living my life as if I had never worked
on a game. Sad, really... I just didn't have the drive to work on it.
Call
it whatever you want to, the bottom line is that I got absolutely
nothing
done this week. On the other hand, I did get some research done, which
will
eventually help.
I may end up going with MP3 music in the end, because despite my best
efforts (which would be QBrectMusic...), the music is *still*
inconsistent
between systems. I'm thinking of rendering the music using
wingroove(the
best sounding wavetable synth in the industry), and then just encoding
it,
which would also let me put some sounds in the battle system and
stuff...
We shall see.
November 14th,
MMI
I just put a counter up. I missed being able to tell how many people
had visited my site :)
I spent the last couple days recuperating from the all nighters I
pulled
to get the last relese out the door. :) Don't expect another release
soon.
Midnight,
November 9th, MMI
THE RELEASE EVERYONE HAS BEEN WAITING FOR HAS ARRIVED!!!
It's arrived with a vengence! I beg everyone to try it, but first try
the SCRP8 demo so you know just how much work has gone into this game
so
far! It's really incredible just how different the two demos are, and
that
difference is only going to grow!
I REALLY need feedback on this release, please post it on my
board or send it to the E-mail address above, because this is the point
where
I can implement suggestions, rather than when 90% of the gameworld is
complete.
Finally, thanks for trying it out (if you are here, you're likely not
leaving :-) ), and thanks for the patience of everyone who has waited
for
this release. Finally, (a trivial thing), thanks go out to betrayal,
the
guy who gave plentiful, decent, workable, realistic feedback for the
last
demo. Without him, this game would have turned out for the worse.
November 7th,
MMI
The next release will be on November 9th, to mark the first anniversary
of Quest for a King. This next project will have the beautiful BETA
status
which all games in development have.
Also, you'll notice the new, more streamlined site design. Tell me
what you think. The RPG page also has been upgraded with a better
layout,
making it easier to download the latest version of Quest for a King.
Finally, the QB Project registry has also been upgraded, with a far
nicer layout and look, so tell me what you think of that on the message
board.
November 5th,
MMI
The next release will be up soon, since I've already sorted out the
sound stuff(the big factor hindering this release). The next version
will
be playable, and as I write this, I'm implementing some dynamic sprite
creation
routines, so the water will move, though not realistically :).
This site will not support windows XP, and if you have any questions
about getting Quest for a King to run under it, take them somewhere
else.
Windows XP is living proof that Microsoft wants to be the only software
company
on the planet. Why did they write MSN messager when ICQ worked just
fine?
Why did they include CD-Rom burning software and camera software when
every
respectable company includes this in their bundle? I believe that
Microsoft
would like nothing less than to just clone any popular application. I'm
certain
we'd be seeing MS napster(tm) if that was legal, and that's just the
beginning.
Why do they do this? Because they can, and in doing so, they will
remove
any choice from our lives. ICQ runs just fine on Linux and BeOS, and
they
hate that. MSN Messager on the other hand is proprietary and it sucks.
Anyway, just expect a release soon. When I do, remember to take a look
at the SCRP8 demo first to see just how far the game has progressed
since
the last demo.
I got a new E-mail account for this site, as you can see above. Any
questions or comments to either Powerusrs Gaming or One Man Army
games(the
developer working on Quest for a King) should be directed there, as
hotmail
is too crappy to be used as an E-mail service.
October 23rd,
MMI
I FINALLY FIXED THAT DAMN IF ROUTINE!!!
Yes, for those of you who didn't know, this painful little routine
has been the sole reason I haven't released a demo in such a long time.
There
was a problem with the game design where many events could only happen
once,
but there was no mechanism in place to change it. I almost had the
mechanism
in place, but there was a lingering bug which I fixed today. For the
record,
IT WAS SUCH A STUPID BUG THAT I SMACKED MYSELF IN THE FACE AFTER FIXING
IT!
:)
The next demo will be up soon, and hosting has been taken care of.
When the program is actually ready, there will be much fanfare (I'm
just
so proud of my new demo :)), and it will be a time to celebrate. I
can't
wait!!!!
October 4th, MMI
Another day, another update. I am writing a demolition derby game right
now. I'll upload it as soon as it's playable.
September 28th, MMI
I fixed the link to the RPG section, which I broke when I put in the
new look.
I also uploaded a new version of the lib. Take a look. It runs really
well.
September 27th,
MMI
uploaded a lib I am working on -- it is quite a bit faster than the
regular PSET command in QB, so it's good.
Good news for you folks -- the next demo will be one very epic demo
indeed! Compared to the earlier ones, it's a damn final fantasy. I'm
very
excited about this next release. This release will have a large part of
the
first part of the game (there are many parts!) Scripted and in the game
already.
There will also be bugs though. Some I don't consider bugs, the major
ones
are just dependency on a feature I haven't put in yet. In fact, all of
them
are. I need to code the savegames for a lot of things. To understand
why,
you first have to realize one thing -- this game will be epic, dynamic,
at
times non-linear, and it will have a lot of different choices. This is
a
fantastic thing, both for me and for you. The problem is that I
couldn't
possibly maintain all of these changes to the gameworld in memory.
There
will simply be too many. Every time you talk to someone and they say
something
different when you click on them again, that's another byte of
information.
Every time you finish a script that was only meant to be activated once
--
that's another byte. Every time a character changes places to reflect
changes
in the plot -- that's more bytes. They add up. My solution is to save
all
the data on NPCs, objects, and script activators in a savegame
directory.
This will mean a Shadow of Power like savegame system, where the world
is
persistant, and you can't really save because of all the new data. The
game
will be paced so that it won't be too hard to get back to a town or
something
when you are low on health, so that old SOP problem should be fixed.
We'll
see.
New features in this demo are legion. I wrote a new greyscale algorithm
which is more accurate. I've made a new font, and as an extention of
that,
optimized the routines to the point where they can be used in realtime
battles.
I've coded the realtime on-map battles. It damn near killed me, but in
what
I believe is a first in a QB RPG, battles happen chronotrigger style,
where
NPCs fight against you. It's only bound to get better. I've started the
new
magic system, which will be scripted, so there can be nearly infinite
spells.
I've started gamepad routines -- another first (or close to first) in
QB
RPGs. This game will be completely playable by keyboard or gamepad. I
finished
off the true active time battle system. While some things halt the
battle,
such as choosing a spell, or an enemy to attack, not playing will get
you
killed because the game doesn't stop when the speed counter is full.
There
is a new black and white renderer. The dialogboxes are faster. All the
flicker
problems in the game are gone. There is a new program I wrote to play
music
to let any windows user with any soundcard hear the music in it's best
form.
The world map exists. The script detection and collision detection are
both
rewritten for speed and to work better. There are NPCs that speak
without
a separate script activator. I wrote a new editor which runs at 800x600
or
1024x768 vesa modes. There are now multikey routines installed. There
is
now a hideously powerful set of 110% pure QB graphics routines powering
this(no
PUT routines!), which get up to 80 FPS on my celron 550. This release
leaves
the others in the dust. Look foreward to a finished town, full of NPCs.
Battles
with tons of enemies. The routines for the battles with more than one
on
one are already in place, and Jeremy is already fighting up to three
enemies
at once! There is new music, and music which went unused before has a
purpose
now. The basic storyline is already being written, and the towns and
subquests
are well on their way. It is a damn good time to be a Powerusrs Gaming
fan.
It is an even better time to start supporting Quest for a King!
As you
can tell, I'm very excited about the way the RPG is heading. I think
more
R&D has been done here than in all my other projects combined. I've
really
cut loose of the newbie RPG which this started as, and evolved it into
a
sublime piece of art. If it wasn't for the same artwork, you'd never be
able
to tell that all the RPGs came from the same codebase (they did! I've
never
done a complete rewrite! I've gone from 320x200 tilextile subroutine
based
script driven game which used primatives for graphics to the state of
the
QB art 320x240 fullscreen pixel by pixel movement and rendering,
several
built in scripting subsystems, music provided by QBrectMusic, and I
still
have some code from the original RPG!).
From the rant I gave you before I went silent, you know that I was
searching for work then...well, I still am. Damnit! At least I'm
getting
interviews now, whereas before, I'd send in a resume and be summarily
ignored...Job
hunting is healthy though, and the layer of coding flab I've
accumulated
is now gone, and only my beer gut remains:-D . Played some of the
'competition'
a few days ago, including titles from darkness etheral. I liked their
stuff,
especially the SOC3 demo, but since I'm not really in competiton with
them
(they have a bit of a head start in this whole QBRPG thing :)), I'm
allowed
to enjoy it. I saw quite a bit of mysterious song, which is a very good
game,
but it suffers from user lapse. It is fun and the difficulty stays
relatively
constant (it gets harder at a comfortable rate), then it expects the
player
to run around for hours leveling up to fight the end guys(though I
could
be mistaken about the point in the game I am at -- any comments on
where
the tower is in the timeline of Mysterious Song?). I wouldn't have a
problem
with this if it wasn't for the huge leap, and the other hook; there are
no
more weapons or armor in the towns, so my characters are becoming
incredibly
rich, but can't spend it on anything other than the occasional Inn
room.
Herbs and Ethers became relatively useless around the third town, so
you're
stuck with tons of money you can't spend on anything. I understand why
Megaman
Legends has so many little games to play and things to spend money on.
It's
because after you've decked yourself out in necca armor, and have
finished
the quest to find the sword of kickassity, suddenly, you find yourself
wishing
for something to spend your money on. It'a part of the goal system.
Gaining
a single level is a pretty boring goal. Buying a more powerful set of
armor
is good until you reach the end of the tech web, and if, such as in
Mysterious
Song, you can't hold more than 10 items, you can't even set yourself up
for
a good long dive into the abyss.
Anyway, expect a new, really cool demo soon. Most of the mechanics
are in place, all I need to do is code two more scripts, and this game
will
be posted, even with the bugs, it's a damn good piece of work.
September 11th,
2001
The US twin towers and the Pentigon have been attacked by terrorists.
The weapons were hijacked 757s and 767s, which the terrorists rammed
into the targets. The planes used were to be used for a
transcontinental
flight and had full fuel tanks, which provided an explosive payload.
The first attack hit Tower 2 of the World Trade Center, and the second
one, 17 minutes later, hit Tower 1. After that the Towers completely
collapsed.
Afterwards (though the time between these two events may be skewed),
the
Pentigon, the US military headquarters was attacked in the same
fashion.
another building collapsed from collateral damage a few hours later.
Several
other buildings are unstable due to collateral damage from the
shockwave
when the buildings fell, and fires that are burning still.
The President has guaranteed that the perpetrators will be hunted down
and punished. Several others have made similar sentiments. One
frightening
aspect of this is the presidents vow that a nation who harbors
terrorists
will be considered (and therefore punsihed) the same as the terrorist
groups.
This seems like a bold move, since this virtually guarantees that the
US
will soon be at war. This move is being supported by the American
public,
who are unfortunately very bloodthirsty. In my opinion, the US is not
infallible,
and has made mistakes which have cost the lives of many innocents in
other
countries, such as the nuclear bombings in Japan at the end of World
War
II. The US has never had to directly see the consequences of the wars
it
fights (unlike Europe, who lived and worked in the warzone during
WWII),
and this is the closest they will get. I am in no way condoning this,
but
in a democracy, every innocent life that the government extinguishes is
on
the head of every single person in that nation, but the US has never
had
to deal with it's crimes. England still had to live with Germany after
the
world wars, whereas only diplomats and travellers from the US had to
deal
with the Japanese who were devastated by the Nuclear weapons (Note also
that
the US is the only nation to use a nuclear weapon as an act of war,
which
really makes their fears of terrorist nuclear strikes and paranoia
against
other countries using theirs hypocritical).
The update in information about the game will come another day. Today
is not that day.
August 20th, MMI
Just a short update. Nothing, really.
I put in a new top 50 thing at the side, and found out what was
happening
with the one with the dead image. Looks like they are just getting new
hosting,
so since I'm not on much anymore (working on game...Must work...), and
it'll
eventually come back.
Working on game, but more importantly, working on storyline and game
universe. I have a lot of things planned for this game, and they just
won't
work without a well documented universe, otherwise everything will be
just
slightly out of place. :)
I'm fighting the urge to go with an easy battle system for this.
Download
Chronotrigger for Snes to understand what I'm attempting, and look at
Dragonquest
to see what I am not going to do. Everything there is just insane. I'll
have
to do some neat things to fix that...
That's about it. The next release will have proper documentation, but
that's about it in terms of news that hasn't been covered. The next
demo
will rock. Trust me.
*AND USE THE DAMN BOARDS!* Even if you just chat with freinds in it
on completely different subjects, I hate to see the board go to waste...
Freaky link of
crazy newssite
I've been reading. I can't go back to that CNN crap after this
site. On the other hand, CNN
is owned by NBC or something wacky like that, which is owned by
microsoft,
so everything about M$ on CNN is false.... That's the kind of shit you
read
on this site, but it's all true. Scary shit if you think we're still
free,
even us people out of the US have something to fear from them.... :)
August 6th, MMI
You learn something every day, and I just learned that this site makes
it into porn searches on google. I was checking out the stats for this
site,
and it looks like since the words on this site look like sex words,
such
as hardcore, so I'm in the search. It would be false advertising if the
site
wasn't called Powerusrs Gaming, and the words 'PVP Implementation'
weren't
in the description :)
There should be a new demo soon. I'm just finalizing
some things, and the first country is almost finished! The list of
changes
this release is very long, and this release will have documentation,
unlike
the last one. Look for it in a bit.
Oh yes...people, get outside once
in a while. Find a lake somewhere. It's summer. Only a few months from
now,
Winter will rear it's ugly head, and we'll be trapped inside again.
People
on the other side of the world, where it's winter, carry on.
July 31th, MMI
oops...seems that that whole rant on the QB45 purchace info I got was
wrong. damn, is my face red. Ignore that.
July 30th, MMI
Gave the main page a facelift, and changed some things Tell me what
you think about the new format. It's 100% notepad enhanced -- sorry,
wordpad
enhanced, since the site is now over 64k(of news, not of javascript
nonsense).
I've learned one thing if anything; HTML is easy! Man, I hate to say
this,
but people who have problems writing HTML code should try writing real
code
for a while -- or even worse, try writing some scripts under my game
engine!
Holy crap! Anyway, I was also getting some complaints about the number
of
dead images from outside links, so I'm hosting a majority of them now.
I
can't guarantee some will be alright, but the majority will be fine.
The
site should load faster too, as an added perk.
On the other hand, I know that nobody reads this site to read about the
news about the site, so here's an update on the game.
The big news for the next release;
The battle system is almost completely implemented! The controls are in
place,
as is the enemy AI, and all of the battle mechanisms. All that needs to
be
done now is the sprite handling code (so that it looks like the
characters
are moving, rather than standing still and not attacking while the
battle
rages) and the cool magic scripting code, which will make an infinite
number
of spells and attacks possible (the regular attack code is already
implemented.
While I don't know him, thanks go out to Seth Able Robinson for an
algorithm
I stole from him that made the combat a bit more fun (specifically,
damage
calculation code, which I pulled from the FAQ of LORD, which incidently
is
a shareware BBS door I have no money to pay for that I got hooked on
off
and on for quite some time (I have the best armor and weapons in the
game!!!).
I encourage any readers of this site to seek it out. It truly
transcends
the limits of ANSI graphics to come alive.), though I suppose people
have
stolen the algorithm *without* mentioning it, but I'm just a purist. I
made
more refinements to the console, including a new internal command that
sends
messages to it. Incidently, the console is now persistent, and closing
the
console will not destroy the messages already inside. I understand
exactly
why ID is so fond of them -- it's saved me many times already from bugs
that
would require a lot of work to fix.
I fixed an old bug that was actually
reported
as fixed in prblm9, but wasn't. It turns out that since QB supports
recursion,
it locks the variable that calls a routine, so that it can't be changed
by
a refrence to the name of the variable (ie. if you have a subroutine
myfunc(x),
and you called it using "myfunc foo", you'd have to change X, because
if
you changed foo, the change will be lost when you leave myfunc). All I
did
was copy the information I needed into a dummy variable, then called
the
routine using that to fix it. No problemo. The King Xan script finally
cycles
to the next phase now (where he jumps back and talks about how he can't
stand
the corpse). I completed some really cool work that will allow my
roaming
NPCs to work, and as an interesting aside, before this update, the King
Xan
script was not called by the King Xan sprite itself, but by a specially
designated
sprite, which was specifically set up to monitor for the press of the
spacebar.
Basically, the scripting engine is pure perfection at this point, but I
will
need to implement object position saves before I continue work on this.
A
key problem here is that if I modify scripts just before I leave a
room,
the scripts are reset the moment I leave. I think I'll do this
economically
by storing which maps have been saved, and if one has been saved, I
load
the objects into the room that way, otherwise, I'll load the objects
from
the data directory. This will allow the game to move along without the
user
having to worry about it, and will make savegame deletion (if for
instance,
you want to start over), a snap.
I'd like to say a few words on the recent
QB45.COM purchace. If I'm not mistaken, marcade is the one who is set
to
aquire QB45.com. There is a problem here, in that marcade also owns the
'other'
primary qb site on the web (I think it's called neozones or something
like
that -- I don't go to many QB sites anymore -- I do all my own coding,
so
QB45.com is plenty). The problem is that now marcade has a monopoly in
QB
sites with large resources and several subdomains! Generally, when a
single
entity has such a media monopoly, all the less popular works are
eventually
killed off, under the assumption that the viewers of the old site will
eventually
flock in droves to it's only competition (I'm not saying there's
competition
between QB45 and neozones, but I'm talking about a monopoly situation).
Eventually,
the reading public suffers, because the lack of cometition can often
leave
the monopolist in a slump. This scenario has been proven in recent
years
by PC Gamers near monopoly in Gaming publications. After killing off
Future
publishings (prophetic?) PC Games Magazine, Imagine had it's own PC
Accelerator,
which lasted about two years before Imagine closed that down and shoved
all
of PC Accelerators readers into PC Gamer subscriptions, thereby making
more
money, since for the same number of readers, they no longer had to
maintain
another magazine. There just like there are people who would
undoubtedly
tell me that there is another big website out there, there is one
magazine
left that isn't run by Imagine, but that would be CGW, which I dislike
even
more than PC Gamer(because they like to emphasize the "you suck ya
nerd!"
part of the equasion, where PCXL focused on some pretty funny and cool
shit,
where PC Gamer doesn't seem to have a tone, and is the editorial
equivilant
to a press release mirror on the web), and the magazine industry has
lost
a reader. I hope that QB45 and neozones (keeping in mind I'm terribly
sorry
if I have the wrong name here...) don't make the same fatal mistake
under
the leadership of marcade.
July 14, MMI
Updateless at powerusrs Gaming......
This is only because of the amount of work I've been doing lately. I've
reinvented the wheel many times in the last few weeks...
I optimized the graphics routines, and I've created a new piece of code
that plays midis using directx 7.1, and the latter hasn't been debugged
fully. The shared libs are fairly big, so I want to get that out of the
way as a one time download, rather than uploading it constantly.
I started writing the script for the main events of the full game. I
consider it a literary masterpiece. Others may not have the same
opinion. The next demo may very well have all the key gameplay elements
(except combat, alas) implemented already, after that, it's a matter of
smaller touches like better art, more NPCs and scripts, and other cool
stuff that will make this game more than just another freeware
throwaway. Heres hoping for a silver future for this game!
On a final note, I was considering changing the layout of the site, but
I realized that the 50k of news articles would be really slow to load
if it was paired with more HTML code. I may make an archive, or I may
just keep these pages the same.........
June 18th, MMI
I'm Freeeeeeeeee!
Not really, now, instead of the relatively easy world of school, with
it's 2 month summer holiday and it's two weeks of christmas/new years,
I'm entering the world of money, and greed, and all that other good
stuff that makes society work. That's right, I'm not going to deny it,
without greed and money, the majority of the population would do just
enough work to get along. Why do any better? There are some people who
have deluded themselves into thinking that money is the root of all
evil, but last time I checked, apathy is worse than greed simply
because a nation of full of apathetic people are more likely to get in
trouble somehow. The problem with things like communism (I'm sure I'm
getting the definitiion of communism wrong here, but that's where
everybody does their jobs, and everybody gets an equal slice of the
pie, and the idea is that nobody will ever be homeless or destitute or
hungry, isn't it? I could be wrong here... If there's a different
definition, post it on the board.) is that people need something to
motivate them, and after the 'I am helping the nation' thing is over
with, You are still stuck in the ultimate dead end job, with no room
for advancement without just doing more work for the same money. It's
the reason why people go to college. Face it, very few people go to
college to become enlightened, most just go for a better job
opportunity. In the meantime, they may become enlightened, but don't
fool yourself into thinking that the world would be a better place with
free food, free education, free housing, and everything else. There
just aren't that many enlightened people in the world. I'm not one of
them, I'll give up my work that I could easily sell for free, but only
because I'm certain that I can make more money by pursuing a better
carreer. If I was forced to work for free all my life, and I was given
only the bear minimum to survive, I'd do as little as possible on the
job, and I sure as hell wouldn't work overtime, since it would be for
free. It might work for a while, but after 20 or 30 years of working
for free just to survive, with no room for growth, even the most
convinced people would become apathetic to their jobs.
I'm thinking that the above should have been in the rants section, but
it *is* kind of short. I'm going to be writing a new Violence in Gaming
rant sooner or later, but increasing the scope to show how the whole
concept of censoring an entire industry just to 'protect' the absolute
minority (kids, who seem to be robbed of their rights all the time in
the name of 'protection') is unethical, both from the point of view
that censorship is fucking shitty (that should be the new catchphrase
of the anti-censorship movement :D) and from the point of view that the
right for parents to raise their kids the way they want to (my parents
were rather lax when it came to censoring the media, and I'm only
better because of it, since I have learned how to decide for myself
what is gratuitous) is being taken away because a few parents would
rather the entire world cater to their views, rather than be extra
vigilant to achieve their lofty goals of providing a padded world for
their children.
Okay, that was a bit long too...
You can tell I'm already recovering from exams when I write a long
update like this one... Now, Updates to the site have been almost non
existant, but I replaced all the pages on the freeyellow site with a
redirector to this site. I have a feeling that a LOT of my visitors
were never able to see the new Powerusrs Gaming because some of the
pages were just links to old pages. Now, those pages bring up the new
site (this one) with frames and everything. I'd like to hurt the people
on search engines who link to my pages induvidually, rather than
linking to the main site. Most people never see the rest of the site
because of this, and it's a pain in the ass. Especially Google. I know
they are a pretty good search engine, but I wish that they could use
something to set the frames for some sites before loading the actual
site.
Could somebody tell me why frames are taboo? I've seen about a million
'frames suck' messages all over the place, but I can't see any sites
saying "here's why". Personally, I hate it when I see a site where I
have to scroll back to the top of a page before I can navigate... Of
course, I also don't like sites that split articles up into little
pieces. It's especially annoying as a person who only has 30 hours of
internet a month, as I like to load a bunch of huge articles in
seperate browser windows so I can read them off-line, but that's pretty
damn hard with 255 seperate pages to download, each with a banner ad
and a popup window...
Oh yeah. While I remember. I've got a request for people who link to my
site. Could you just tell me when you do? I'm not telling you to ask
for permission or anything, I'd just like to know, because I could link
to whatever site you have, and we both benefit. You don't really need
to, but it would be nice. Just post something on the message board.
Speaking of the message board -- DO ME A FAVOUR AND POST FOR GOD SAKES!
I have never seen *any* message board as slow as mine are! Just pop in
to say hi, or comment on the game (it's cool when people do that, but
It happens only rarely) or the site...
The game hasn't even been opened in the past week. I hope to have the
new demo up as soon as I get the time to finish it, but I just haven't
had the time. Between the Quake II games (expect a full review soon),
and the Serious Sam demo (When will PC Gamer realize that all good game
developers start the same way, making games in their basements, and
stop making it seem amazing? ID started with Commander Keen, Epic
started with Jill of the Jungle, Microprose has been making games
forever now, and *they all started making game for the love of it, not
to make money*... Every month they seem to have a new favourite made by
a small timer (like me :D), and act like it's an impossible task, when
it's obviously not.), I've burned more hours playing games in the past
week than in the whole timespan beforehand. This is what I was afraid
of happening. I don't see much more gaming happening until the demo is
released. I've made it far, but not so far that I can take a break.
That's it for what is probably the longest update in the past 6 months
:)
Comment about it on the board or something...please?
June 13th, MMI
My last update from school...
It should really be called my last frivilous update; for now, I will
only update on serious news, not just to say how the projects are
progressing (in fact, even this will be cut short since I have an exam
in exactly 10 minutes), and I'll only be able to write HTML when I'm
off-line, so the days of testing a piece of HTML simply by trial and
error for a few hours are gone -- until I get a cable modem!
I'm planning on working on the game as soon as I finish this exam and
apply for a job in town, and I'd love to have a new demo out by the end
of the month.
...See Ya!
June 8th, MMI
Well, today is my birthday. For my gift, I ask that you tell 10 people
about Powerusrs Gaming. I'm a big hits whore, so anything that lets me
get more hits (hitting reload a thousand times doesn't count!) is
considered a good thing for me :)
I've just finished an entire week of cisco exams, and the one I did
today was the final one this week, so I'm finished the hard exam, and
the rest are raw memorization of a mere 5 months of material (wheras
the Cisco exams cover over 2 years of networking material, making it a
much harder, though more rewarding class), so I've actually got free
time again and a non 'stress machine' attitude, so I should get more
done soon.
I'm trying to get a job now, so I'm updating my resume as I write this.
Hard stuff there, I have no idea how to write a resume for a skills
oriented person like me (I've never worked before, except for free, but
I'm fairly skilled at everyting I do, hence PowerUsrs Gaming, and not
RegularUsrs Gaming :), but it's hard trying to explain what I *can* do
without making it sound somewhat like hyperbole. Example: I *can* fix
virtually any problem with a computer. Unless there is physical damage
to the boards, I can somehow pull it off. I *can* fix virtually any
windows problem without losing user data(not too hard usually,
sometimes it takes a reinstall *over* the original installation, but
the result is the same)...
I need this weekend to recuperate from the week more than any other
week this year. Five, count em' Five, quizes in Cisco this week, plus a
test in programming, plus studying every night for X number of hours,
plus programming for the community project, plus working on the game,
plus updating this site, plus it's my birthday this week(today, in
fact!), so it's more than a little bit stressful. The other tests I
have are English, which is blatant memorization of useless facts, math,
which is blatant use of useless equasions, but using relatively useful
skills, and programming, which is something that is almost second
nature to me lately, given enough coffee. The stress is off. I can lay
down and rest now. Good.
Yes, and sorry for the paragraph long rant on my week. :)
June 2nd, MMI
Finally, I can update from home with the new server. Just updated with
a couple new features (I missed that counter, so I made a new one!). I
put in a new message board to replace the one that became the QB
Registry, but I'm not sure whether it posts...I can't make it work
yet...
The RPG recieved a substantial speed boost today, with a gargantuan 75
FPS on my PC! As a benchmark, before the upgrade, I was getting roughly
40 FPS before. GOOD STUFF!
I'll have a new demo up as soon as I finish a bit more of the content
(yes, actual content -- FINALLY!), but I'm not sure what the poll will
be about after this. Any suggestions? Post them in the message board.
May 31st, MMI
Changed servers again. I'm sorry for the inconvenience, but I heard
some bad things about crosswinds, and I didn't want to take the risk on
another bad provider.
May 30th, MMI
Exams are hitting hard now. Two weeks to learn everything about four
distinct courses. If there was ever a time where I?m stressed about
exams, it?s the year I graduate. Thousands of dollars of money that
isn?t mine is being poured into this, both by people I know (parents,
etc?) and by people I could care less about (such as buisiness
sponsors), and I can?t just graduate, I have to graduate well. I
already have well over 90% in my math class, and a good mark in my
other classes too, but obstacle over obstacle seem to be getting in the
way, mostly psychological. The stress is not really a good thing when I
have so many things to study for, and I still want to get time in for
my game, which is getting less and less frequent. To make matters
worse, I don?t think I?ll be having the happy go lucky workless holiday
I?m used to, so the pressure keeps on mounting. For some strange
reason, it?s only now, three weeks before graduation that I am getting
the kind of boost I needed from the beginning to get my CCNA, and I?m
hoping that I?ll be able to get it, but everything the test is about
happens to be things I am not great at, such as the bland memorization
of facts with no relevance to networking. It?s not a good time right
now, but it?s better than failing, I suppose.
The Game is going well. I finally upgraded the map editor to allow for
the full size maps that the engine was designed from the beginning to
support. There is now a 170x170 map in the game (much better than the
32x19 map of the current demo), and I?ve begun to implement save games.
The source is once again reaching the limits of QBs abilities to handle
it?s size, but I am confident that I?ll be able to work around them
long enough to get the battle system in place, at which point, the game
source won?t need to be modified anymore. I implemented palette
manipulation routines this weekend, thanks to an ingenious routine I
wrote that extracted the system palette from the video card. That
paticular routine was made largely using hit and miss, however, so it?s
timing is arranged specifically for a p166 machine with a Matrox
mystique 220 video card, so I just extracted the palette and put it in
a file. The end result is a palette that can be manipulated with ease,
for some cool spell effects, and more importantly, things like night
(which won?t be set up to cycle, it will conveniently change from night
to day whenever the plot demands it?Call it artistic license, but SOM2
taught me that dynamic sunlight can be annoying). I?m working on the
first script of the game now, the one that preceeds the script that
we?ve all become tired of seeing (King Xan! You are hurt!?), as well as
on scripts that are designed to change the rooms easily (because of the
new palette system, I can now fade to black ? Final Fantasy style).
The battle system is still being worked out, but this time, I?m going
to get all of the mathematical equations ready BEFORE I set up the
actual battle routines, so I don?t sit at my computer for a long time
pondering how to tackle a problem I should have already fixed.
May 23rd, MMI
Very little progress lately. The major problem is that I want to finish
the battle system first, and yet ANOTHER source for that got destroyed
this weekend (sometimes, you just need to reformat...)
The timeframe for the next demo release is still in the air, I'm not
sure how long it will take to implement the battle system. I may just
code a half-ass battle engine for the next release, then work on the
real thing at the same time...
Just so that everybody knows, the planned features for the battle
system are as follows:
-Active battle system, like Chronotrigger or FF7
-On map battles, just like chronotrigger
-scripting system for spells and attacks, something I don't think has
been done yet
-infinite different enemies
-a well thought out interface (probably stolen tho ;))
-large sprites
-more that I haven't thought of and will probably implement as I code
...and that's it!
Oh yeah, I'm on the dev team for a game, but there isn't anything there
yet. go to http://fscommunity.sphosting.com to check the project out,
and keep an eye on it. It could be big -- especially since I'm on the
dev team ;)
May 16th, MMI
Powerusrs Gaming is now the site responsible for the QB Projects board!
The idea is to have a place where people can freely post what they are
working on so that everybody can benefit. Webmasters, please put a link
to this site or at least the board somewhere on your site, so this can
be successful, and developers, please post what you are doing in QB on
the board, even if it isn't done, just so other people can know. Feel
free to tell about finished projects as well, as the hope is that this
will become a resource for people to come to to see what is out there
(a catalog of every QB prog ever made would be cool.)
In regular news, I'm still working out some problems in the editor, and
now I'm dealing with another fact (I really don't like how my editor
doesn't have scrolling, so I'm stuck with a map only 2x bigger than the
original, where the emgine is *capable* of at least 7 times that.
Yesterday, I looked at some directx stuff. I got some good ideas from
that, but I'm not sure what will end up happening along those lines (I
may end up doing some games in C and others in BASIC, but I'm probably
not moving exclusively to C). I really like the idea of a fast 3d
engine powering my next game (rather like a wolfenstien engine, not a
Quake engine.), so I'm going to start investigating that -- AFTER I'm
done my current game (I'm worked to the bone lately...)
The beta release date is still in the air. Depending on how quickly I
can implement the battle system, it could be as early as a week or as
late as two months (I doubt it though)
May 15th, MMI
I just fixed the top 50 banners on the side, and signed up for a new
board (I'm not quite sure how that works... ProggerX's signup process
is significantly different from most of the automated "you are a sheep,
we're going to herd you" type corporate websites I'm used to signing up
for, but I've seen the other forums he's hosted, and they are markedly
better than the one I have, so I'm looking forward to having one)
The editor gained yet another step in the BUILD direction yesterday,
with the introduction of the new sprite key. This unassuming thing,
which I will proceed to make a big deal out of, will speed up
development, since I can now place sprites from the editor, as opposed
to having to manually edit the file myself.
I finally started on the first room for the real game. This is an
exciting time for me, just because I can now learn about such things.
I'll have a demo soon, but in the meantime, I shall keep working. I
want to have something interesting (more interesting) for the next
demo.
I think I'll be moving to a new webspace provider soon. I don't want to
pay for the service, as I ger nothing (less than nothing, actually) out
of the deal. I will have to wait and see what I can find...
May 14th, MMI
I might be on to an even grander landmark than I thought. I may be able
to push the engine status up to beta before the next release. All I
need to do is finish the battle system with scripting support, and
pummel a few small bugs, and the engine will be in BETA stage!! After I
reach the BETA stage, actual work (gasp!) on the game will begin. After
this, I may change file formats or something, but the most important
features are already implemented, so anything made with the engine
after the next release will probably be fairly final. I'm starting the
documents section, where I'm going to put tutorials and the like, and
share what I've learned, even if the language I'm using isn't really
mainstream (QuickBasic is just like C without pointer notation in your
face and nicer debugging)...I'll update the survey as soon as I upload
the new demo.
Later.
May 6th, MMI
I'm close to a new landmark, just like all my demos are, but I'm not
sure if I'm going to release it yet. I've been toying with the idea of
ripping the graphics and scripts from a game for snes, then just using
that data to show off the engine, so that the story of the RPG isn't
given away before the game is finished. I can see it now ; Copyright
infringement RPG... I'm not quite sure what kind of trouble I could get
in for it, but since I'm only borrowing the sprites, and I'm not
planning on using them in the final version (which is all original
material), I think I could get away with it. Most RPG engine
programmers seem to like doing that. Later!
May 2nd, MMI
Released a new demo. I may be moving to a new lib (created soley by
myself) for doing pure integer math. The language I'm using converts
all numbers into floating point (or so I'm told), so this should mean a
moderate speed increase. Not much more to say, I'm anxious to get
started. on more work on the RPG.
April 25th, MMI
I guess whoever was the 1000th visitor wasn't interested in my useless
code...go figure. I wonder why?
I think there'll be a new demo within a few days. It will feature
walking NPCs, and a new title screen (it doesn't look like it, but it's
actually made under windows!!) I would have had it up today, but the
disk I had it on crapped out before I could get it.
April 24th, MMI
And now for the very first "POWERUSRS CONTEST FOR USELESS STUFF"! From
this point on, every 1000th visitor to the site who takes a screenshot
of the event and sends it to jkfirth@canadamail.com will recieve a
program from my deep programming vault. Yes, I'll be giving away some
programs I've created, hopefully a useful or fun one, to anybody who
sends in that screenshot! I said it was a contest for useless
stuff...ooh aaah ... an exclusive download! For he first thousandth
visitor, the prize will be a demo of my new Z plane renderer, for use
in an upcoming game, and the next thousandth will recieve a cool (not
really...) The RPG text viewer! This has been another "POWERUSRS
CONTEST FOR USELESS STUFF!"
April 22nd, MMI
Just added a top 50 thing on the side. just vote if you like the site.
I'm probably not going to get many hits from it, but I figure that I
should give it a try.
The game is nowhere closer to a new release than last time I updated,
I'm 300 miles from my computer for the weekend, so I think I can be
forgiven though.
April 19th, MMI
Updates are going to slow down at this point, but the actual work seems
to be speeding up. I'm heading into the hardest part so far, the
chronotrigger style battle system. I've decided on a brunsheim (I think
that's the name of it) line algorithm to move the players around when
they hit each other, because I don't want them to walk vertically then
horizontally when all they need to do is move diagonally. I think I
will put the same command into the scripting engine. I think that until
I fix the problem for good, I'll just remove the edge detection for the
PVP camera. The next release probably isn't going to happen anytime
soon, since there is some important work to do. I fixed the collision
detection, which is now working better than ever before. Have fun!
April 11th, MMI
This is insane! I've uploaded another demo today, and it has one
feature that I think you will like; I put in a pseudo transparant
dialog box, and changed the text color to white. Download it and tell
me what you think. I think it looks a lot more professional than the
black on bright blue, but that's just me. I've got a handle on the
cdetect and edge-of-map scrolling problems now, all I need to do is fix
them. The version name/number won't change again until I fix that. I
also uploaded a screenshot to the RPG page to combat the boring look of
this page. It's a bit big (I didn't realize how big it was at home,
where I run 1024x768, but at school, where I run 800x600, it's size
became aparant), but looks a bit nicer than the spartan THE RPG at the
top of the page alone. The README file has one small error this release
-- I fixed the script error, but I forgot to compile that one, so this
is exactly one point release behind. Hopefully, I'll have sorted out
NPC scripts, the CDETECT problem, and the map before the next release
-- It's beginning to annoy me.
April 10th, MMI
In a once in a lifetime event, somehow 2 demos got released on the same
day!!! It looks like the optimizations I did for the new demo fixed the
problem, so I no longer need to worry about compatibility!!! Hot damn!
That is sweet! Enjoy the new demo! It's faster *AND* more reliable!
Uploaded a demo that was more compatible, but it is much slower. There
are instructions in the help file on what to do if you could run the
older RPG demos. Gotta go now. Bye!
April 9th, MMI
THE TILE EDITOR HAS RETURNED!
A small piece of news in itself, but it's been improved. Now, instead
of having to remember each file number, you can simply drag the file
you want to edit onto the editor if you are running windows 95, and
start editing! I'll have the demo up in a while, but I'm not going to
rush this release like I did to the April 1st release. Still working on
the various cdetect problems.
For the next release, I need to put in the code to bind scripts to
NPCs, I need to implement Z-sorting (fancy word for a not-so-fancy
concept), fix my collision detection and apply it to NPC objects, make
an algorithm so my teammates follow me (like in chronotrigger), finish
NPC movement, and finally, alter my level editor to work with maps
bigger than the resolution of the editor, 640x480 (the max size in my
engine is 140x140, and since each tile is 20x20, that is much larger
than 640x480)
Okay, so the german title might not be the best idea, Using that for
the other names, however, is still a good idea. I'm back to referring
to the game as 'my game' or 'the RPG', mostly because I never thought
of pronounciation troubles when I first saw the word. I still want a
name that A)isn't cliche (like 'Demons lair' or something like that),
B)Is fairly easy to say and spell (Farbtontier isn't hard, but whenever
I say or spell Mehrdeutigkeit, I need to come to the webpage to
remember it.), and C)portrays the meaning I want to convey to some
extent.
(big update eh? It's not over yet!)
I'm finally making the story again, there was a while there where I
doubted that I'd *EVER* finish coding (it seems that way when you don't
even have a working graphics engine), so now I can finally stop this
whole 'eat sleep breathe programming' gung ho attitude for a while, and
focus on smaller bugs and features which don't require days of work to
start functioning (like the script system, which took about 5 minutes
to get running after the prototype was up and running).
One pretty good thing I've found out is that I can use the full sprites
now. Before, the top 5 pixels and the bottom pixel were not used
because of the way I updated the video, and I fixed that. Soon, I'll
have a demo which far exceeds the abilities of the PRBLM9 demo, which
is what I've been working towards since I made the switch to pure PvP.
Oh yes, there is now a title screen. It isn't much, but it is better
than nothing, which was what I had before. It's just some text and a
song (all of the music has been hand-composed by myself, so tell me
what you think). It is just a first step towards a 'nice' title screen.
Also implemented the -nosound. If you are running on a computer without
a sound card, the next demo will let you run it without sound, then it
won't stop like before.
Well, that was quite an update, see you next time!
April 6th, MMI
I think I am close to a new release. Soon, it seems that I'll have to
have a custom script for demos (as opposed to the finished game), since
I've started on the story. Chose the name for the game. Mehrdeutigkeit.
It means ambiguity in german. The demos will still be referred to as
their version names (which only correspond to what I am thinking about
when I rename the file). Sometimes, using a seemingly random word that
means something in another language is a better idea, and it makes the
dialog seem less corny (Which sounds better? 'Shade beast', which is
the literal translation of the word I used, 'Absolute elemental
controller', which was what I was planning on using to translate, or
'Farbtontier'?).It's the difference between ICE GODDESS and SHIVA in
final fantasy, and the difference between a "godly sword" and
Excalibur(not so much, since Excallibur is a pretty famous sword).
Don't worry about me making everything in another language, so far it's
just one name of a person, one name for a species, and the name of a
couple kingdoms which would sound cliche otherwise. Demo soon. Later!
I'd have had a demo today, but the movement commands needed something
simple to fix them. The triple buffering routines are fantastic while
the game is really running, but dialog boxes are done in a single
buffered environment, so I have to change the page whenever text is
used. Floor triggers are in the latest version, and so are movement
commands in the scripting system. Bye.
April 5th, MMI
Put a few links up today. Somebody E-mailed me about windows 95 drivers
for the S3 Virge, so I posted them with the article, and I finally
linked to a duke nukem 3d map I uploaded...well, before this page
became powerusrs gaming! (there was a TC I wanted to sign up for, and
this was an example of my work, and hotmail was....suffering
difficulties.) I wanted to make the whole addon in one part, but I've
decided that it would be better to post the maps for now, then unify
them after I'm done. The level is for duke nukem 3d, by the way. I had
a fantastic Doom conversion, where I changed the map to better suit the
gameplay of doom, but I lost it. Not really a problem, someday, I'm
going to remake it (not until the game is done, however!) for as many
games as I can...Unfortunately, I haven't seen a level editor that
classified as 'fun' since Duke 3d.
April 4th, MMI
Okay...This update isn't really too big. I just wanted to upload the
new demo, since I finally put in full scripting. I haven't started on
'button' type script execution (where you step on an activator to start
a script), but if you wanted to, you could add another room with what I
have included. I'm not sure when the next demo will be out.
Some people were expressing difficulty with my naming convention when
they wanted to download the newest version. I put pseudo version
numbers next to each download to show which is which. Enjoy!
April 3rd, MMI
Murphys law hit me so many times today and yesterday. I got more done
on the engine yesterday than I did since I converted it to PvP, but
that was *AFTER* I released it, and I got some answers to my collision
detection problem, but the server deleted them! Mother****er! I'm not
happy about that, and I'm anxious as hell, since somebody else
aparantly found a bug, but now I don't know what it is, so it could be
something either be 'You access an interrupt that causes computers to
grow arms and legs and take over the world!!! Be afraid!!!', or as
little as 'When I press space on the guy, he doesn't talk (for the last
time! if it isn't implemented as a feature, IT'S NOT A BUG IF IT
DOESN'T WORK!)'.
The little guy talks now. I re-integrated gameplay into the game, but
the whole demo is probably not going to be released for a while. The
wait won't be as long as last time, but it won't as short as the PRBLM6
the PRBLM9 switch either. The good thing is that the next demo may
actually have the long awaited battle system, and will probably finally
exceed the functionallity of the PRBLM9 demo by a factor of several
times. The implemented script system already means that Anybody wanting
to 'tell a story' using the engine can, as long as it only uses one map
(I'm going to put a lot of routines in the scripting engine to make my
life easier, and the game better, since I won't have to hardcode all
this, but I haven't done it yet.)
Put up a new poll. I know that it seems wierd putting this up when I'm
telling you what I'm doing, but if more than a few people want a
feature, I'll start working on that.
April 2nd, MMI
I actually released it on time! I really wish that I had a little more
time for some of the problems, but none of them are fatal. I'll
continue working for now. It's on the RPG page.
I've decided after a few minutes of thought that you deserve to know
this, since it caused controversy a while back. The new stats site I'm
using will put put a small cookie on your system, but only so that if
you return, it knows that you aren't a unique visitor. I'm not sure
whether it really matters, as it doesn't put anything important in
there, just that you were here, but it's just something I needed to
mention.
March 30th, MMI
I did a little research, and found the new site that has all the newest
savage drivers. It's posted at the bottom of the savage4 review. I also
uploaded s3tweak, which is the tool you can use to change some features
and even overclock your savage. I'm not responsible for what you do
with it, and I'm not responsible for anything it does. Blame the guys
at www.s3p.co.uk if you have trouble. Have fun anyway. Looks like there
are new drivers to download since the whole fiasco began. I installed
them, but I haven't played anything yet, so I'm not sure how they are.
Today I went on my 6 month marketing binge. Went to the nearest 'submit
your URL to 6 bazillion sites' page and just went wild. I wish there
was an easier way to do it (and a lot of sites frown upon the use of
those programs). I'm going to try to get some more work done tomorrow.
I realized last night that I can't update this page from home!!! I'm
going to have to figure out how to fix that, or I can be in some
serious trouble (I'm graduating in june, so I won't be able to upload
anymore! I'd have to use another provider, and Freeyellow has been a
damn good provider, and the only one who hasn't become ultra-paranoid
lately. Have you seen what Tripod, Geocities, Angelfire et. al. have
been doing? The single banner here is nothing compared to the
repetitive clicking and middle pages they have!
March 29th, MMI
I just realized that the S3 website no longer supports their chips.
Everybody who is looking for these things, I think I have them on my PC
still, so bookmark this page and come back this weekend. I'll post the
newest refrence drivers and S3Tweak for your amusement. Take note that
the refrence drivers should work for all cards -- the GT, pro, pro+,
and extreme. I was shocked to find that the s3 planet website is now
abandoned too. I guess I'll do the 'right' thing and do what they did
for now (I'm not sure why they wouldn't even post a 'yeah...we're all
dead or something' message...) I don't have any savage 2000 or savage3d
drivers though, so those people searching for s2k and s3d drivers are
out of luck...I might find some later.
This is the beginning of a new policy; If a piece of hardware I've
reviewed becomes abandoned, I will do my best to support it. It's only
right that SOMEBODY put up these files! Hopefully
http://www.s3graphics.com will be up soon,(that's the new graphics chip
company. They are responsible for the Savage line now.) and I'll be
able to just link to them.
Looks like the April 2nd deadline will be met, although the demo won't
be as bulletproof as I would have liked. Some insignificant cdetect
problems still exist, but I think that in the couple days I have left
to work on it, they should be ironed out. You have never seen somebody
as happy about being able to run into walls as I was :-). Anyway, most
of the problems I was having with implementation details are taking
care of themselves. I'm thinking that the next release is where I'll
get back on track with actually *MAKING* the game, since the last few
updates were only upgrades to the engine and intenals. As soon as the
scripting engine is in place, I'll be ready to make the whole
game...with the exception of the battle engine I keep putting off. I
already have the internals ready for that, now it's just a matter of
translating the text mode battle system into graphics. Piece of cake.
Anyway, I'll release it soon. Oh yeah. You'll have to delete your old
JRPG directory or rename if for the new demo. If you were playing with
the sprite editor,(levels no longer work, and must be remade. There
will be an import function in the editor someday) just copy the files
into the DAT directory.
...of course I really shouldn't be telling this to you yet...
March 27th, MMI
Okay, I may miss that deadline...I'm working hard towards releasing a
demo on April 1st...make that April 2nd. I don't want to be considered
a practical joker if I don't release it! .. anyway, I'm working towards
the deadline, but the cdetect problem is turning out to be more
difficult than I had anticipated. I've grasped the problem, and I'm
working on it, but it's an important feature. In other news, I played
Avalon this weekend. I don't know why it gets put on magazine disks and
such, the quality is rather pathetic considering the attention its
getting. Maybe when I'm done this, I'll get put on CDs too? Probably
not. True greatness (or even mediocrity, which would be a step up) is
never noticed...
This is my prediction for the day -- The computer I'm on is on the
verge of death. I can hear it howling. It's an ultra-high pitch wail
coming from the unit. I'm guessing that the 24/7 nature of this machine
may be catching up with it. No real problem with me, it's not my
machine, but it will really suck if I have to start using one of the
slow (actually, it's Windows "No framerate for you" NT that is doing
it.) computers. It's rattling my fillings, and it's pretty annoying. If
I turn out to be correct, I think I deserve a coke or something for
being *THAT* good.
March 23rd, MMI
This last week has been a flash! Theres no real way to express the
speed that time travels at when you are busy CONSTANTLY for a few days.
hmmm....
I'm posting something here that I wrote to somebody, simply because it
is so deep. Here it is:
The relentless hunger for knowledge is something I must deal with. I
need to know how it works. I need to know how it ticks. Is this such a
bad thing? It looks like programming makes us think deeper thoughts. We
see the beach for the induvidual grains of sand instead of the expanse
of brown land. Eventually, there is a leveling off, when everything
makes sense, and you understand the connection between everything in
the universe. When you realize that life is a byproduct of a
combination of structured events, and meaning, something that eludes
many, is actually something that comes from within, and doesn't need to
be, or even shouldn't be given away. When understanding transcends
knowlege, it is a spectacle to behold. When you can grasp something
completely foreign without any difficulty, because you understand
something completely different which explains the underlying structures
of a problem...it is very good, however, many people become intimidated
by this.
March 20th, MMI
Just changed the go.to/powerusr. If somebody doesn't like the new one,
just post on the board and I'll set it back to the way it was before. I
know some of you still get in using it.
March 19th, MMI
Okay, so I didn't get as much done as I would have liked. I have
decided to put music in the next release as a must, so I have started
to compose it. After a few tense minutes (no, that sounds like crap --
oh wait! there it is!) I have about 30 seconds worth of music. The big
challenge is getting away from the usual midi crap. I am making it
'wavetable synthesis freindly' in that it will sound much more
realistic, but I also need to make sure it doesn't suck, and that it
still sounds good, no matter what it is played on. In other news, I
remodelled the site. The RPG and such are now under 'projects' at the
side of the page, and all the other pages are under their respective
labels.
Something that came up over the weekend, that I think you need to know,
is my policy on censorship. Put plainly, I will never censor your
ideas, or your language, since that would be hypocritical and just
plain wrong. What I will censor is the sort of distasteful activities
like the post that happened last week (somebody posted a picture that
was pretty damn raunchy). The HTML enhanced board is a nice thing to
have, but not a necessity. I will switch to a regular HTML disabled
board in a heartbeat if that happens again for the relative safety of
first-time readers. (Of course, some of my content may warp their
fragile little minds, but that's different ;) )
March 15th, MMI
Debugging is hard work! I've got the character moving on the screen,
but there are some strange anomolies happening now that I'm
implementing collision detection (the thing that stops me from running
into walls). Running into walls right now. I really want to have
external scripting in the next version of the game, but that would push
be back another week, and that's the best-case scenario! The graphics
algorithm is the easiest to implement ever, and I get virtually free
speed from this. Since it is so easy, and so free, I may eventually
render all 240 bytes in one shot, just to get the whole speed thing out
of the way. Interpeted (I am starting to believe that interpeted is
equal to either the windows NT framerate /2, or the 9x framerate /10,
whether I am right remains to be seen. It does mean that I could
probably put this on a 486 and hit the interpeted framerate, and that
ain't bad. Luckily, there are no more new algorithms, which is good for
me, especially since the last few haven't really caught up yet. I'm
still hoping to have a new demo by the end of the month, and until
further notice, that's the goal. March break should give me the spare
time I need to finish the demo.
March 1st,MMI
A new landmark version should be released within the month. I just got
the graphics speed up to par, and all I need to do is recode the
gameplay. The first non-interactive sequence is on the way too, and the
new engine looks and plays better...even without gameplay! The new
engine should make the battle engine even easier, so cross your
fingers. I put 80 bit rendering in this version, and I'm contemplating
160 bit rendering eventually, so speed is no longer an issue. It runs
on a 75 as well as it used to on my 400, and on the 400, I can get up
to 50 FPS!!! I put in a real FPS meter (before, it only counted the
frames, which didn't work too well) and a few more features. I finally
cleaned up the source, which not only made the source and executable
smaller, but made the whole program run a little faster! Anyway, back
to coding!
Feburary 26th,
MMI
Obviously, I've added some trinkets to the site. Please post at my
board (even if it is just a 'hello') and definitely do the poll if you
have played with the demo. I would like input on the priorities of you
guys. Added a link to a page of somebody I know. There isn't much there
right now, but after the spartan look of this page, it is a lot nicer
asthetically.
Febuary 21st,
MMI
Okay, work has been slow lately. I have decided to play some RPGs to
make sure that I don't make something boring and repetitive. I had
almost forgotten that RPGs are like 50 hour movies...My PVP
implementation just keeps getting better, and I've started to move the
editors out of the executable to save space and allow for better
features in both the editor and the game. I made an editor for the new,
huge maps, which has mouse support. The problem is that it runs in
screen 12, which is only 16 color, so I have had to add a low-res mode
for 256 colors just to discern between the tiles. Later I may add vesa,
but it doesn't seem to like my video card, so I'll have to code my own
algorithms. Later!
Febuary 8th, MMI
Working with math right now. Sprite rotation is achieved with
R(sin(theta)) as I learned yesterday. I'm contemplating rewriting the
engine to account for my new knowlege. Don't really want to yet, but
the benefits are obvious...Oh yeah, one new optimization makes my new
demos work poorly under windows NT. I'll see if it's really worth the
lost speed to deoptimize it for winnt.
Febuary 5th, MMI
Decided that it would be far safer for little kids and grandmothers
everywhere if I put the Scary rants (man, there not for the weak of
heart) on a seperate page with a bigass warning on there. I may move
reviews, articles, etc... on to their own pages too, just to make the
site more interesting. I may add images at some point, but I like the
spartan look of this page compared to other pages. It is a breath of
fresh air to see a page ready to go in less than 30 seconds compared to
slower pages...
One other thing. I must recommend the search engine at
http://www.kvasir.no to anybody looking for a site like the old
altavista (fast and all the sites WORK and are good). Just pick
'verden' as the language. It is really an amazing search engine. It
brings me back to the days before altavista sold out.
Date Unknown,
Febuary, MMI(MMI=2001)
In another slow update, very little
news. If you
redownload prblm9,
I've included ptype.exe, which illustrates my implementation of PvP. I
already have it faster, but I need more time to figure out how to
handle the UI. (I already have controls, but it doesn't handle
collision detection or the scripts.) I also want to set it up so that
large areas such as the castle are all one huge PvP map. (something not
possible with the old engine) It seems that any slowness translates
strangely into other systems. My 400 isn't much faster than a 150 with
my current renderer. I hope that I can change my putd statement soon,
because the video cards seem to be the determining factor. Sadly, I
haven't included the source yet. On the other hand, the paralasis under
windows is gone in the new version (alas, it is in dos AND windows
now;)) I don't know when to tell you to expect a new version. I'm
learning new programming techniques right now...Not even a new map
yet!!! My first rant too....It is pretty offensive, especially because
I feel strongly on some issues. If you are old, or sensitive, or don't
like swears, or hate random bomb or death threats, or work for
microsoft, or are bill gates' wife, or don't like references to
sex...
please don't read it.
...oh yeah, a
section with
papers on various concepts will be up soon.
Whether I keep it up really depends on the magic number...(I'm not
going to tell you which one...)
December 20th,
20xx
In the fastest update the site has ever seen, I
have uploaded
a new
demo! Please mail comments to me. After you see the same game for long
enough, you lose your objectivity. Enjoy (Next demo should include
gameplay...the battle system is the next thing on the slate, then
NPCs.)
December 19th,
20xx
HOHOHO! MEEEEERY CHRISTMAS! Actually I don't like
this time
of year too
much, something bad always seems to happen. I killed my mobo at this
time last year, give or take a few days but I got something for you.
Feeling festive, I have uploaded a demo of the RPG!! Yes, you wore me
down. Expect regular demos, but keep in mind that some things may
change from version to version. You may find that your savegames no
longer work, or something equally depressing...I know that this can be
made to work, just tell me what you think! (Sorry, I just can't keep up
this 'when it's done' attitude. I don't know how 3d realms does it)
November 9th,
20xx
Small update. The RPG is coming along nicely
(though it
doesn't have a
battle engine yet) but no demo will be available until I have either
finished it or come to a point where I might as well have.
Investigating other languages recently. Most new basic implementations
seem to be stupid. Most of them add unnessessary C and C++ features
that are hard to code around. Qbasic continues to be the best. I wonder
why MS didn't release a windows version that uses directdraw for
graphics? Most of my other progects have ground to a halt for now
(sorry doom movie fans, I actually have a new movie to upload so please
don't kill me, just wait like you have) but stay with me... For those
who didn't notice, the Quake beyond the ViRGE article has been updated
with two wrappers. The Virge site I got the wrappers from in the first
place lost all it's downloads so I have to get them on my own. Later (I
won't update the news every time I update the site. If I did then
updates would slow down.)
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