17 June 2014, 21:05 | #41 |
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Darkfalzx - Looking good! As for the PCE version, did you consider using the CD music from that for SOTB1, or are you going to keep it with the original Amiga soundtrack?
Will be good to see your remake of the SOTB2 maps when that is included, the MegaCD version of that game had completely different music. Q; |
17 June 2014, 22:13 | #42 |
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18 June 2014, 00:11 | #43 |
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It's been a while since I passed the FM-Towns version. I don't remember the differences. What didn't you like about it?
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18 June 2014, 00:45 | #44 | |||
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Oh - and the ending - it basically plays the transformation animation in reverse, and then has Arbraan smile a cheesy-ass grin, whereupon you see he's missing a tooth... and then he winks at you suggestively, or some shit like that. Quote:
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Sega/MegaCD's SOTB2 is best left forgotten - what a terrible game. The music in there was quite awful as well. I WILL include the Sega Genesis ending for SOTB2 though - I thought that one was very cool. Liked Arbraan in the Genesis version as well, but he'll be out of place among the Amiga art. I might re-animate the 4-color Amiga character though. Eventually. Gotta get it all in there first. |
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23 June 2014, 22:53 | #45 |
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Thank you for this.
If I was doing it, I would like to have an "extended" version of Beast 1 - maybe a few more colors, few more layers of trees, things like that. Just to see what it looks like slightly "beefed up". |
24 June 2014, 10:15 | #46 | |
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BTW - the build has been updated. SOTB2 now has a lot of elements and puzzles implemented, but still no scripting. SOTB1's overworld is fully mapped out and populated (though somewhat untested) all the way to the beast fortress. You can even grab a torch and enter the blank room that is the fortress itself. Next up - will have to map out the fortress - unless someone else has done it already? |
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24 June 2014, 20:30 | #47 |
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Beautiful work so far. I've lurked here for ages, but this recent project forced to me register!
By the way, is there any chance anyone has a link to sound effect files of SOTB1? Also, the quick little 'death knell' song that is played before switching to the prolonged death scene? Last edited by Djemps; 24 June 2014 at 20:46. |
25 June 2014, 01:43 | #48 |
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The map is in the game minus the enemies. You still need a torch to explore the place, as it will get really dark without it. Next up - implement all the items and "puzzles", so the stage is "beatable". DONE Will do the enemies last. Also have to expand the background image. Edit: If anyone feels like posting these to Hall of Light - you are more than welcome. Just give proper credit. Last edited by darkfalzx; 25 June 2014 at 18:42. |
25 June 2014, 22:06 | #49 | |
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I love the way in Beast 2, that you see the silhouette of Karamoon in the background - almost like you are in a different place to Beast 1 - a slightly more distant place, but the outline of it makes your imagination go wild. On another note - I am slightly confused about the downloads. All your links seem to point to the same EXE, in the same URL. For instance, one time I downloaded it, and it was Beast 3 - but the next time it was Beast 1. I have had to download them as different file names to not overwrite. |
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25 June 2014, 22:33 | #50 |
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Punkrulesok - On the title screen, press Up/Down keys to change game, X to start. I think the differences are just down to the builds etc.
Darkfalzx - Excellent progress as always, just had a bash through SOTB2, will you be implementing the talk system and Ten Pints? ;-) Q; |
25 June 2014, 22:51 | #51 |
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The talk system will be interesting, there were several things you could say to each character and they would all give a different answer, like asking the goblins about pygmies, and asking Ishran and Barloom about each other. You could ask most characters about Karamoon, Zelek, Maletoth and 'Sister' and they'd all have something different to say about all of those things. The snail gave funny answers to most of them.
Has anyone ever looked at the code and made a list of all the possible questions you can ask and answers they can give? |
25 June 2014, 22:55 | #52 | |
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I was thinking of making the talk system simpler - like a dialogue tree rather than a text parser, as that will be much easier translated to mobile and consoles. Anyone tried "beating" SOTB1 all the way to the fortress? I think a few glitches aside I have the difficulty about right. As in the original game - I usually make it there with only 5-6 health remaining. In the current build you can reach the Hydra boss (though the fortress is pretty empty), collect the wrench and remove the lightning gate as well as get and use the gun. Exiting the area with the gun will NOT break the game unlike in the original: ) OH - and I'm using language files for all three games, so technically I could make the whole package multilingual. And if someone wants to compile the list of text in SOTB2 - that would be appreciated: ) |
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25 June 2014, 23:32 | #53 |
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If you want I could post all the text I know of, but I wonder if someone smarter than me could find them all by looking at the code?
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26 June 2014, 07:56 | #54 | |
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BTW - SOTB1 has a bunch of sound effects implemented. Not all - there were some I couldn't find in the saved file that I suspect are synthesized. I have re-created a few of them rather shittily in SFXR. Also - the castle's boss is killable, but is far too easy due to the increased play window size. I suspect I'll have to introduce a cut-off range to the gun, or start spawning enemies during that fight - all just to make it challenging. |
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26 June 2014, 15:46 | #55 | |
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Hey Dark. Is it possible to share your current collection of SOTB1 sound effect files? I've got own silly little project going (not a game reprise) and getting as much of the game sounds as possible would be a treat. EDIT: Also, depending on what's missing from Beast1's SFX, maybe it would work to take similar sounds from Beast 2 and 3 and use them as place holders until all the sounds can be obtained. And as always… Fantastic job on the gameplay so far!! Last edited by Djemps; 26 June 2014 at 16:00. |
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26 June 2014, 16:15 | #56 | |
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26 June 2014, 22:02 | #57 |
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Darkfalzx - I ripped some text from the very start of SOTB2 to see what was possible, just used memory snapshot and extracted the text using Strings (free Win Sysinternals tool), but I'm wondering if the game loads more text as it goes along? So it would probably require multiple rip jobs if so.
Was there a CD32/filed/uncrunched version which could be easier to extract the text from perhaps? Q; |
26 June 2014, 23:04 | #58 | |
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Ultimately - the system in SOTB2 was a huge disappointment, as it served very little purpose, and I'm a bit sad that I'll have to keep it this way. If I was to redesign it - I'd make the player choices matter more - like being able to talk the tree pygmies into letting you pass unharmed, or haggling the Snail down to a lesser fee. By the way - is there something you can tell the vendor at Karamoon Oasis to make the area to the left of the building matter? In the Megadrive version there are platforms across the marsh with a chest at the end. In the MegaCD version there is nothing there initially, but you can talk to one of the drunk patrons at the Oasis who will tell you about a treasure - causing the above platforms and a chest to appear. All these years later - SOTB games are still full of mysteries: ) |
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28 June 2014, 06:21 | #59 | |
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In the mean time; I've got song files for the Well, Power Orb, and Castle Mini-Boss that I ripped from Youtube. So they may not be perfect quality, but something is better than nothing. Let me know what sound format you want them in and I can add the files to the Zone. :-) |
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28 June 2014, 06:29 | #60 | |
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And for the music files - I usually feed in the WAVs that I later convert into OGG. So pretty much either WAV or MP3 would do. Oh - and the castle is somewhat populated now. Still missing a bunch of enemies though. |
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