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#91
Knights Discussion / Re: Mac OS port
Last post by Stephen - August 08, 2016, 04:45:31 PM
Hi, thanks for that, that's quite cool :)

I've been asked about a Mac port before, but I'm not a Mac user so haven't been able to do one myself. Now at least I can point people towards your package :)

Thanks again.

#92
Knights Discussion / Mac OS port
Last post by ezobraz - August 04, 2016, 02:37:23 PM
Hello everyone. I had no success compiling source code for mac os, but windows version works fine with Wine. So, here is my wrapper with game included download. Just download and launch. Tested on Mac OS 10.11 El Capitan.

P.S. Sorry for my bad English.
#93
General Discussion / Re: Promoting Knights
Last post by Passeerby - October 20, 2015, 04:29:03 AM
They still have Greenlight, though I have no idea how the process works.

Still, I think Knights has a very good chance of being accepted into Steam. With fairly simplistic gameplay, fun dungeon crawling, flexible rules and goals, and an interesting take on multiplayer-rouge-like. And of course it's free, which ought to win it some brownie points.

Of course there's only one way to find out. ;)
#94
Knights Discussion / "No stun" mod (experimental)
Last post by Stephen - October 19, 2015, 06:32:24 PM
There was some discussion in-game a couple of weeks ago that maybe we should remove the "stun" effect (where your knight is "frozen" for a short time after being hit by a sword or other weapon).

To test this out I have thrown together a quick mod that turns off the stun effect.

I haven't done any "real" testing but my first impression is that combat seems to run a bit quicker, so maybe we will have to increase the weapon swing times to compensate. (That is easy enough to do though.)

Anyway if anyone wants to try this out, all you do is:

  • Make a folder called "no_stun" in your mods directory (knights_data/server/)
  • Place the file init.lua (attached) in that directory
  • Edit "main.lua" and add the line: require ("no_stun")
#95
General Discussion / Re: Promoting Knights
Last post by Stephen - October 19, 2015, 06:18:33 PM
Interesting idea.

Please forgive my ignorance but do they still have the steam greenlight thing? (does anyone know)

And if so, what do we think the chances of Knights getting through it are?
#96
General Discussion / Re: Promoting Knights
Last post by Passeerby - October 19, 2015, 12:05:28 AM
How's about placing Knights in a game distributing service like Steam? It'll be a very good way to gain much deserve interest in the game I'm sure.
#97
Knights Discussion / Re: Making a distributable lin...
Last post by Stephen - February 28, 2015, 11:14:14 AM
Hi Newk,

That sounds like a really good idea... and I'll certainly put it on the download page if you manage to get something working.

For dependencies take a look at the following page:
http://www.knightsgame.org.uk/manual/building.html

Near the top you'll see a big list of all the Linux packages you'll need. (Strictly speaking it's for debian, but ubuntu should be the same...)

Let us know how you get on :)
#98
Knights Discussion / Making a distributable linux p...
Last post by Newk - February 26, 2015, 01:02:53 AM
Hi Knights!

One post of a user called Hikane did make a 'Knightsgame' package for linux in the past.. an updated version is needed and i want to give it a shot.
I'm unaware of the method this Hikane used but i have used the tool "checkinstall" for local use before with succes.. but i need to state dependencies for it to really work accros diffrent computers.
Here is a description of its workings.
I could make a .deb on x86 and x64 that should work on buntu 14.04 and 14.10 ..maybe its not so much restricted to the 'buntu version if dependencies are done right.
Could you help me figure out every single dependency?

It would be great to feature the package on the downloads page for starters
Greets Newk
#99
Knights Discussion / Re: [Mod] All stack to 100
Last post by K9 - January 24, 2015, 09:22:32 PM
Thank you, looking forward to trying these..
#100
Knights Discussion / Re: My Online scedule
Last post by K9 - January 24, 2015, 09:06:47 PM
Thanks for Julian mentioning the server_list page, one of Stephen's great site features.

David, scheduling games and finding other players to be online at the same place, same time, even worldwide, had always been a challenge within Knights, since the fan base is much less than most online games.

Thanks for joining the forum and hope we'll see you in the games sometime.  For the most hardcore fans, we have found Saturday the convenient day (across 3 international regions) and players range from 2-10 (mostly 2-4, occasionally more).

You'll typically see my server_list entry (although I sometimes don't get it officially posted until later in the week), it's a fairly reliable time to find other players.


Thanl you for all your posts...