News:

SMF - Just Installed!

Main Menu

Recent posts

#21
General Discussion / Re: Forum Problems
Last post by Stephen - November 16, 2021, 10:00:30 AM
Hmm, that's weird, it works for me.

I will investigate further when I get a moment.
#22
Knights Discussion / Test
Last post by Stephen - November 16, 2021, 09:59:53 AM
test creating a new thread in Knights Discussion forum
#23
General Discussion / Re: Forum Problems
Last post by MadByte - November 15, 2021, 10:00:58 PM
Just a quick heads-up. It seems like I'm still unable to create a new topic and post it.
edit
Creating a post in an existing topic seems to work now.
edit 2:
To give some more context: I'm trying to create a new topic in the Knights Discussion sub-section but when clicking "post" it still rejects my input.
#24
General Discussion / Forum Problems
Last post by Stephen - November 15, 2021, 09:36:18 PM
Hi all,

It looks like there has been a problem for some time where it was impossible to create new posts.

After some time debugging I think I tracked the problem down to an old anti-spam plugin, which I have removed for now.

Hopefully this won't result in more spam appearing on the forum - if it does, we'll cross that bridge when we come to it. But for now I think the forum is working properly again.

Sorry for any inconvenience caused.

Stephen
#25
Knights Discussion / Re: Knights Development Reviva...
Last post by Ushiri - December 19, 2018, 09:35:35 PM
Hi there! I just  wanted to say that I?m looking forward to try new revived version of knights and hope it will be done even thought it hasnt been posted in this topic since 120 days back  :)   I played several games here over the years and played it offline with friends aswell. Just logged on to write this post sou you probably know that even though people dont do the same I think more people read it than actually post...anyhow...just wanted to say I?m backing :)
#26
Knights Discussion / Re: [Video] Those Bats are bat...
Last post by K9 - November 02, 2018, 05:56:19 AM
That's Hilarious, thank you, I needed a good laugh, glad you posted it.  Rofl
#27
Knights Discussion / Re: Knights Development Reviva...
Last post by ImpassIve - August 08, 2018, 01:53:43 PM
Quote from: duke on August 08, 2018, 01:11:05 PM
Feel free to post your GitHub Username or the E-Mail  address you use for GitHub here and I'll send you an invitation to the Organization.

impassive-nik
#28
Knights Discussion / [Video] Those Bats are batshit...
Last post by duke - August 08, 2018, 01:52:02 PM
I just had to make a quick recording of this, found it rather funny to see.Was just randomly playing around with some values in the Lua scripts when the Bats went apeshit crazy.
But see for yourself.
https://youtu.be/uBSHxr1GXTk
#29
Knights Discussion / Re: Knights Development Reviva...
Last post by duke - August 08, 2018, 01:11:05 PM
Quote from: Stephen on July 22, 2018, 05:52:48 PM
Welcome back duke :)

I like the idea of having a Knights development revival (especially if it's not me doing the work, lol). In fact I was kind of secretly hoping that someone would come along and suggest this :) as I haven't had any time to work on Knights myself for a long time.

The idea of rewriting in C# is interesting. I agree with Impassive though, it would be a huge amount of work. The core game logic (I think it's called "KnightsEngine" in the code) would probably port across quite easily, but all the UI code is going to need a complete rewrite because you won't have Guichan available, you'll need to rewrite it to use something else instead. (Unless you want to port Guichan itself, but that won't be easy either.) I think it could take several years if you go down this route.

That being said, there would clearly be advantages to doing this, like having a more up to date codebase, and possibly being able to port to other platforms as you suggest. Just make sure you know what you are getting into :)

Improving the C++ version might be an easier route. Do you have any specific changes you would like to make, or is it just that you want to bring the codebase up to date to use more modern libraries etc?

Uh, rewriting the UI shouldn't really be that much work, I'd imagine. MonoGame has a bunch of great libraries for that.
Instead of using MonoGame we could also go the Unity Engine route, since it also comes with all the needed functionality on board. There are quite a lot of 2D games being developed with Unity, although it primarily focusing on 3D stuff.

Then there would also be the Godot Engine, one engine that gained heavy popularity in the recent years after going open source.

In terms of my plans with the development revival for now I'd focus on bringing the codebase up to date, maybe making a few modifications and enhancements here and there. I'll create an Organization on GitHub in a bit and everyone who's interested in contributing is welcome to join. Feel free to post your GitHub Username or the E-Mail  address you use for GitHub here and I'll send you an invitation to the Organization. (Or send me a private message with your E-Mail address, if you rather prefer not to publicly post it.)

Over on the GitHub repository I will create we can then use the Wiki and Issue Tracker to plan more detailed!
The Organization with a still empty repository is over at https://github.com/KnightsGameRevived
#30
Knights Discussion / Re: Knights Development Reviva...
Last post by ImpassIve - July 23, 2018, 11:14:47 AM
Speaking of specific changes, I have some propositions:
1) That would be nice to support multiple languages (even if there is not so much text to read in the game and most players know English anyway)
2) Some chat-related improvements would be appreciated too. As far as I remember, it doesn't support Unicode set of characters now (e.g. cyrillic symbols or kanji) and it doesn't allow to copy anything from the ingame chat, hence sharing links through it is a pain :)
3) Of course, mods. Looks like it is necessary to review some basic Knights classes if one wants to grant more freedom in modding. For example, to be able to:
- Use some spells effects (such as invisibility) on non-knight actors
- Control monster's behaviour through lua scripts
- Dynamically change sprites, used by an actor