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#21
Announcements / Knights 26 Release
Last post by Stephen - May 14, 2024, 02:48:32 PM
A new version of Knights has been released!

This is basically just a maintenance release. I have fixed various issues with the codebase and brought the code up to date (e.g. upgrade to latest Visual Studio version, upgraded various libraries to new versions). There are no actual gameplay changes.

The release can be downloaded from: https://www.knightsgame.org.uk/download

I plan to do another release after this one with the following changes:
  • Fix the bugs that Knight_Rider has posted about recently (potion changes and staff damage when using super/strength).
  • Fix a bug I noticed with chat (pressing the keypad enter doesn't seem to send a chat message, although pressing return on the main keyboard does).
  • More changes to upgrade the codebase (e.g. remove deprecated C++ features, upgrade to latest Lua version).

So stay tuned for that within the next few weeks :)
#22
Announcements / Knights Updates
Last post by Stephen - May 10, 2024, 10:41:00 AM
Hi everyone,

Just a quick note to say that I have been working on Knights again a little bit recently.

This includes:

  • The game code has now moved to GitHub (instead of SVN). See: https://github.com/sdthompson1/knights
  • I've updated the Makefile so that the Linux build works correctly, and I'm working on updating the Windows build for the latest Visual Studio (and to build in 64 bit mode).
  • Made some updates to bring the code more up to date, e.g. using SDL 2 instead of SDL 1, and removing some outdated C++ constructs.
  • I've begun working on a Lua Docs section on the website. This is very incomplete at the moment, but it's a start.
  • I've also made some other minor changes to the website, e.g. improving the layout in some places.

Right now the focus is on fixing things, and bringing things up to date, rather than adding new features (although maybe we can come on to that at some point!).

I'll post more updates here as things progress.
#23
Knights Discussion / Re: Potion Variances (like on ...
Last post by Stephen - January 19, 2024, 06:28:47 PM
Hi there,

I am not sure where the last 10 years went to be honest :)

Well, actually, for most of that time I've been doing a full time job in the games industry. I started in about 2015 if I remember rightly and eventually quit about a year ago. It was certainly an enjoyable time for me, but unfortunately it didn't really leave any spare time for hobby game development, so that's why Knights development kind of stopped completely during that time.

Anyway since about last year I've been taking some time off to work on a couple of my own projects - one of those is a new indie game, which hopefully I would be able to release on Steam at some point - although it's at a very early stage right now. But, yes, perhaps now would be a good time to start looking at Knights again. I can't promise anything, but I'll see if I can get some spare time in my schedule in the next few months :)

And yes, I do remember you mentioning the potion thing, I must have just forgotten to fix it back in the day (or not had time). I agree it should be fixed though.

I might be up for some games, if we can organise a time :)
#24
Knights Discussion / Potion Variances (like on the ...
Last post by Knight _Rider - January 19, 2024, 03:57:14 PM
Good evening all in returning after 10 years geez had it been that long

I'm the guy that reported the dagger bugs in the day..

Last bug I mentioned that hasn't been corrected or updated (I hoping it would been done after all these years)
Is variances we potions

Potion duration and quality varied with the original. Regeneration could be faster or slower, time duration varied , not all supers were the same (particular with regeneration) some supers were duds that worn off Almost instantly. Causing tables to be turn in a comical cat vs mouse spy vs spy fashion

I was told in the day it would be implemented but it hasn't which is a shame as it adds more humour, surprise , playability and making things more interesting

There's only one thing else I can think of that may not be implemented (and is a "minute* nitpick I admit) is stick can do damage if the player has strength or super ...otherwise it works just stun (this can only be done by holding fire and selecting ✊)..
 this can be used to trick the enemy (giving them false sense of security to attack you) while "attack blocking" an exit or for trolling the opponent

I'm probably too late now to write this now.. but I want to get back into this game get get few others to play.

If you guys still play send a reply to this post or email me fotiosandriotis@gmail.com to set up a game

Crazy how time goes right?

Enjoy your day/night all l!
#25
Announcements / Forum Upgrade
Last post by Stephen - May 02, 2023, 03:16:52 PM
Hi,

I hope everyone is well.

I have upgraded the forum to the latest SMF version (2.1.3). So if you have noticed that things look slightly different, then that is the reason :) Hopefully everything is still working properly, if not, please let me know, either in the forum itself, or by email to stephen [at] solarflare.org.uk.

Thanks,
Stephen
#26
Knights Discussion / Re: Maybe someone will like th...
Last post by ImpassIve - November 22, 2021, 08:34:16 PM
Quote from: MadByte on November 22, 2021, 05:42:55 PM
I couldn't really find any API documentation for the lua stuff

There used to be a documentation on trac, but most of it seems to be lost:
https://web.archive.org/web/20170622125501/https://www.knightsgame.org.uk/trac/
https://web.archive.org/web/20160826130624/http://www.knightsgame.org.uk/trac/wiki/lua
It seems nowadays most of the information can be obtained only by looking at implementation of other mods (especially default ones) and/or game sources... or asking questions on the forum! =)
#27
Knights Discussion / Re: Maybe someone will like th...
Last post by MadByte - November 22, 2021, 06:12:45 PM
Quote from: Stephen on November 21, 2021, 10:21:57 PM
[...]. I remember first playing in the mid/late '90s, it must have not been long after the game first came out. We didn't have internet access at that time, but we got a bunch of the Aminet CDs and my brother started looking through the games on them. He found Knights and I was reluctant to try it out at first, but he persuaded me, and, well, here we are today! :)
yeah, the CDs. Big part of the experience back then, forgotten today. I think the closest to this today might be itch.io. A lot of cool free indie games on there.
Glad your brother was so stubborn, otherwise there might never been any PC version of the game. :)

Quote from: Stephen on November 21, 2021, 10:21:57 PM
If you ever want to get your sprites into the game, you can probably do something using the modding system. I think you can just create a new mod as a lua file, have it "require" the "classic" module, then you will have access to the "classic" table with all the graphics in it. You can just overwrite them with your graphics instead. Then anyone loading your mod would get the new graphics instead of the old.

(This of course wouldn't put in the lighting effects that you have done -- which are quite cool by the way -- but it would put the sprites themselves into the game.)

Let us know if you want to try it, I or someone else can probably help with the details.
May will, but I'll first need to get some more graphics done. Progress is slow since I work full time, but I'll get there eventually.

Quote from: Stephen on November 21, 2021, 10:21:57 PM
I did briefly think about doing a rewrite of Knights in Lua. Unfortunately it would probably be too big of a project to actually take on, but it would have certain advantages, like making it easier for people to contribute changes for example (having a big C++ codebase kind of puts people off I think).

We can dream I suppose :)
Yeah, I love lua because it's really simple to understand and straight forward to use. Might not be the fastest option performance-wise (especially compared to C++), but for a game like Knights it should be plenty enough.

Quote from: Stephen on November 21, 2021, 10:21:57 PM
I think if you did want to make some kind of single player version you would have to focus on the puzzles (like the gnome books) and the exploration aspect. I once tried to make a dungeon full of zombies (just to see what would happen) and it wasn't that much fun, basically you just slog through rooms full of monsters, until one kills you, then you respawn, rinse and repeat. It wouldn't make for a fun single player experience (unless you redesigned the combat mechanics I guess). But the exploration and puzzle aspects could work in a single player or co-op mode I think.
I think I'd need to make big changes to the classic version like a new movement system. Also the interaction system feels dated and not very user-friendly nowadays. These extra buttons for interactions would be a point I'd like to get rid of - maybe by adding controller support and some sort of radial menu? dunno.
I also thought about changing the movement system significantly but I fear the result would be a game not really feeling like the classic game anymore. Some changes are good, too big changes may ruin it.
Puzzles would be good to focus on, as well as good level design with lots of different content.
There is a game called "Catacomb Kids" that has some gameplay elements I'd think could work really well in a game like (my imaginary version of) Knights. Here is a video.
It has a procedural generated dungeon with lots of traps and things that can kill you, but also some puzzles and stuff. Not a perfect fit, but I'd think of it as a inspiration for dungeon exploration gameplay. I would want my imaginary version of knights be less hardcore though - without first death game over and things like that, especially for casual gameplay with a friend or two.

As you say - we can dream :)

edit.

I tried to reimplement my graphics into some of the screenshots on the site. Still a lot of work to do, especially with more unique ground tiles and broken wood stuff like the doors.



#28
Knights Discussion / Re: Maybe someone will like th...
Last post by MadByte - November 22, 2021, 05:42:55 PM
Quote from: K9 on November 20, 2021, 01:44:35 PM
I like your graphic style too based on that first room pic, would be interesting to see that as a set of icons plugged into Stephen's current game.
Yeah I could try that for sure. I still have a lot of assets to rework, but this should work quite well since my sprites have the same size as the classic sprites. Not sure about the lights and stuff I added, I feel like the overall look of my sprites is pretty dependent on the lights and subtle shadows I added to it.

Quote from: K9 on November 20, 2021, 01:44:35 PM
There were some details about doing the room designer and using custom graphics on this forum.  Gameplay mods via Lua are awesome as you may have noticed the existing plugins, they aren't necessarily for redesigning entire feel, but give you a nice chance to try out some things in the current structure that help you home in ideas toward your main goal.
I couldn't really find any API documentation for the lua stuff and I believe the changes I have in mind wouldn't be easily doable with mods as well. I usually tinker around with simple prototype builds for gameplay ideas like the movement etc, at least for me this seems to be a faster way to test stuff. :)
I wanted to try some different movement ideas like 8-directional movement, but I believe this wouldn't work that well. Another idea would be free movement with the knight following the mouse. Seems like a pretty significant change, but I'd like to try it before saying that it wouldn't work out.

Quote from: K9 on November 20, 2021, 01:44:35 PM
Thank you for keeping the forum active and sharing about yourself..  btw I love the A1200, great machine!
Ah I did nothing, but thanks. & yes, its the only Amiga machine I ever had a chance to try but I loved it. A lot of great games released for it & I won't forget the countless hours I spent browsing CDs for demos and awesome PD games.

Quote from: K9 on November 20, 2021, 02:05:10 PM
I never think of this forum as 'dead', it is actually very much alive (especially as long as Stephen wills it to be so).  To me, the forum is like a Dragon full of the wisdom and experience from meeting many adventurers.  It may find some large gaps in time to sleep or hibernate while waiting for the next traveler (old or young) to stubble across its path and reinvigorate the spirit of excitement it enjoys sharing.
That's a really inspiring view on this. And it seems like you're right too, judging by my post receiving so many replies in such a short amount of time. I honestly thought maybe someone will see this in the next couple months or so  ::) Good thing maybe that there was a bug with the forum which had me writing a mail to Stephen :D

#29
Knights Discussion / Re: Maybe someone will like th...
Last post by Stephen - November 21, 2021, 10:21:57 PM
Quote from: MadByte on November 16, 2021, 08:51:00 PM
Quote from: Stephen on November 16, 2021, 08:03:37 PM
Did you play the original Knights?
I did, on my fathers Amiga A1200. I was young when I played it, but it somewhat got stuck
in memory because that was the time I began tinkering with computers in general and I loved
playing this just singleplayer and exploring dungeons, not knowing what is waiting behind the
next door :) I loved the design of setting down a trap and some time later hearing it being
activated even when being quite a bit away from it. Stuff like that added a lot regarding the
tone and atmosphere of the game.

Sounds cool. I remember first playing in the mid/late '90s, it must have not been long after the game first came out. We didn't have internet access at that time, but we got a bunch of the Aminet CDs and my brother started looking through the games on them. He found Knights and I was reluctant to try it out at first, but he persuaded me, and, well, here we are today! :)

Quote from: MadByte on November 16, 2021, 08:51:00 PM
There are some more weapon sprite variations for combat and stuff, some knight sprites
and some more items but that's about it currently. I'm still working on it though.

If you ever want to get your sprites into the game, you can probably do something using the modding system. I think you can just create a new mod as a lua file, have it "require" the "classic" module, then you will have access to the "classic" table with all the graphics in it. You can just overwrite them with your graphics instead. Then anyone loading your mod would get the new graphics instead of the old.

(This of course wouldn't put in the lighting effects that you have done -- which are quite cool by the way -- but it would put the sprites themselves into the game.)

Let us know if you want to try it, I or someone else can probably help with the details.


Quote from: MadByte on November 16, 2021, 08:51:00 PM
Quote from: Stephen on November 16, 2021, 08:03:37 PM
Did you get anywhere with your remake or was it just an idea? A newer version of Knights with more modern day mechanics sounds like it could be fun.
Just an idea. I haven't really decided yet if I try my luck on this one. The fact that it would be a pretty
large project kinda holds me off a bit. But If I'd decide to work on a remake, I'd try to focus more on the
exploration and the ability to enjoy it alone or in coop with a friend or two instead of the vs type of
gameplay.

I did briefly think about doing a rewrite of Knights in Lua. Unfortunately it would probably be too big of a project to actually take on, but it would have certain advantages, like making it easier for people to contribute changes for example (having a big C++ codebase kind of puts people off I think).

We can dream I suppose :)

I think if you did want to make some kind of single player version you would have to focus on the puzzles (like the gnome books) and the exploration aspect. I once tried to make a dungeon full of zombies (just to see what would happen) and it wasn't that much fun, basically you just slog through rooms full of monsters, until one kills you, then you respawn, rinse and repeat. It wouldn't make for a fun single player experience (unless you redesigned the combat mechanics I guess). But the exploration and puzzle aspects could work in a single player or co-op mode I think.
#30
Knights Discussion / Re: Maybe someone will like th...
Last post by K9 - November 20, 2021, 02:05:10 PM
QuoteHi,
I know that the forum is somewhat dead these days

My deep thoughts about the forum...

I never think of this forum as 'dead', it is actually very much alive (especially as long as Stephen wills it to be so).  To me, the forum is like a Dragon full of the wisdom and experience from meeting many adventurers.  It may find some large gaps in time to sleep or hibernate while waiting for the next traveler (old or young) to stubble across its path and reinvigorate the spirit of excitement it enjoys sharing.