Ideas & Suggestions
Hmm maybe.
In my opinion i didn't notice much difference in difficulty
Any difference I may have noticed would be due to the differences in programming since they are on different platforms and how those commands would translate.
Yes there's more gore in the apple version.
But we're here to talk about the pc version, though there were a couple of good points you brought up.
When the structure and coding is better understood i believe we will be able to change the skill and behavior of the guards.
But for the time being the guards have 10 skill levels.
1-10, 10 being jaffar (from what i've heard not too sure).
You will be able to select a skill level for each guard in one of the princed releases.
(don't ask which one i don't know how far they've gotten yet)
In my opinion i didn't notice much difference in difficulty
Any difference I may have noticed would be due to the differences in programming since they are on different platforms and how those commands would translate.
Yes there's more gore in the apple version.
But we're here to talk about the pc version, though there were a couple of good points you brought up.
When the structure and coding is better understood i believe we will be able to change the skill and behavior of the guards.
But for the time being the guards have 10 skill levels.
1-10, 10 being jaffar (from what i've heard not too sure).
You will be able to select a skill level for each guard in one of the princed releases.
(don't ask which one i don't know how far they've gotten yet)
The lives a guard have depends on the levels. Guards color doesn't.
There are only 5 kinds of fighting:
1) inactive (it won't attack unless you put down your sword, it isn't in the game)
2) level 1 guards style (you can kill him pressing shift all the time)
3) normal
4) level 8 first guard style (it won't come forward) (the hardest for me)
5) jaffar & fat guy (yes, the fight the same style, the only difference is the initial lives and jaffar may stay more than 10 seconds fighting using the up arrow, in the format they use the same code)
There are only 5 kinds of fighting:
1) inactive (it won't attack unless you put down your sword, it isn't in the game)
2) level 1 guards style (you can kill him pressing shift all the time)
3) normal
4) level 8 first guard style (it won't come forward) (the hardest for me)
5) jaffar & fat guy (yes, the fight the same style, the only difference is the initial lives and jaffar may stay more than 10 seconds fighting using the up arrow, in the format they use the same code)
I've been working hard these past few days making a
3d model of a persian guard.
Once finished it will be easy to animate it and create the desired 2D frames required to replace the current ones in the game. (when the PG compression tool's finished);)
Anyhow i will post some pictures once i near completion of the guard.
3d model of a persian guard.
Once finished it will be easy to animate it and create the desired 2D frames required to replace the current ones in the game. (when the PG compression tool's finished);)
Anyhow i will post some pictures once i near completion of the guard.
Trident, your previous images of the gates, potions, pillars etc. are really good. Did you do them in some 3d graphics programme? I'm hoping to help out in similar ways by doing that sort of thing.
Will there be a function to place the big potions? I've been designing my levels with where I'm going to put them in mind.
Will there be a function to place the big potions? I've been designing my levels with where I'm going to put them in mind.
Finally we have the whole knowledges to make the PG compiler. But as the sound and graphic formats were so similar, I'll make only one extractor for both, so this would take me about 3 or 4 days. after that the PG & PS compression/extraction tool will be finished. I took the name PR (princed resources) for the tool. I'll post the URL to download an alpha version as soon as I can.
Not sure if you all ready knew this but a while back i was playing around with a few key-combinations and discovered some "what appeared to be" tools to help with bebugging.
PRINCE megahit
with the 'megahit' cheat enabled.
c (Codes)
SHIFT c (More codes)
SHIFT b (Shows animations only TOGGLES)
u (Shows UP room)
n (Shows DOWN room)
h (Shows LEFT room)
j (Shows RIGHT room)
I assume they were used to help debug levels. Anyone got any ideas? Some of the codes are
S1 L5 R2 AO B3
AL0 AR0 DL6 BR3
anyhow i hope this helps ,or at least entertains someone.
PRINCE megahit
with the 'megahit' cheat enabled.
c (Codes)
SHIFT c (More codes)
SHIFT b (Shows animations only TOGGLES)
u (Shows UP room)
n (Shows DOWN room)
h (Shows LEFT room)
j (Shows RIGHT room)
I assume they were used to help debug levels. Anyone got any ideas? Some of the codes are
S1 L5 R2 AO B3
AL0 AR0 DL6 BR3
anyhow i hope this helps ,or at least entertains someone.
Yes, those codes are the links between screens, It was abstracted in PV3 but in PV2.5 is very useful, I used it in the hard task of figuring out levels.dat. In PV1 there us a key (l) what allows you to see those codes.
S=screen
L=left
R=right
A=up
B=down
AL=upper left
BL= lower left
AR=upper right
BR=lower right
The number is the screen id, abstracted since PV3.
S=screen
L=left
R=right
A=up
B=down
AL=upper left
BL= lower left
AR=upper right
BR=lower right
The number is the screen id, abstracted since PV3.