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Slime Knight
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Sword of Jade 1.x Updated Edition 
 PostSat Mar 16, 2013 6:34 am
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After a really long time, Sword of Jade is finally getting some updates. It's really boring when the majority of emails shift over to "why doesn't this game work" from actual feedback about the game itself, so I decided to finally pull the trigger and seriously update the game to the latest engine version. I still get emails from time to time asking me how to install VDMS. I think we've all moved past that era - heck, I can't even run older DOS engine versions without firing up DOSbox. It's just plain not supported in 64bit Win 7.

I've made it available here on the SlimeSalad gamelist for you to download.

It's also available from my website at the following links. These versions will also tend to be more 'nightly' style.

Windows:
http://fyrewulff.com/fdc/swordofjade/sword-of-jade.zip

Mac:
http://fyrewulff.com/fdc/swordofjade/sword-of-jade-mac.tar.gz

Debian Linux:
http://fyrewulff.com/fdc/swordofjade/sword-of-jade_i386.deb



The most notable feature of this update is the fact that I replaced all the commercial and might-be-commercial-but-I-cant-source-it-from-my-notes tracks with legal music from the Creative Commons. I made as much effort to match the feel of the tracks. I got lucky and found an entire collection by one artist that closely matched the instrument quality/complexity of the original game tracks. In some cases though I just had to match tempo.

Also fixed in this version is the fact that it seems the upgrade process added "Force Victory" to some attacks. This made the game noticeably easier, because it worked in all battle types.

There are some bugs here and there caused in the upgrade process. I am trying to hunt them down and fix them.

Future plans at this point:

- Possibly convert the game to using layers. This would be a simple pass where overhead tiles get upgraded to per-pixel transparency. No new art would be added. This depends on custom getting the ability to copy map layers to even start thinking about doing it because otherwise I will finish the conversion of the Forest Pass about 2 years from now.

- Reformat the scripts. At some point, Jade's plotscripts were no longer actually compilable. We've got some name collisions with functions added later and other problems because of the future. The rewrite is reformatting all the code to be fully indented, fix the bugs caused by modern hspeak, then test the game and make sure I didn't break it (because I probably did). Until this is done, the only changes that can be fixed are ones available via CUSTOM
Slime Knight
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 PostMon Mar 25, 2013 2:47 am
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Update March 24th 2013

- Fixed more of the credits. All credits should be proper now for the content in the game
- Cleaned out some unused data
- Various enemies have been assigned new death animations that the engine now supports
Blubber Bloat
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 PostMon Mar 25, 2013 3:40 pm
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I plan on playing this sometime some year. It's one of the first OHRRPGCE games I've ever heard of, as it was the only one I could find videos for way back in 2009 or something, so I've gotta try it when I get in the mood.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal King Slime
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 PostMon Mar 25, 2013 10:55 pm
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I would wait before playing it; SoJ has always had a reputation for exposing lots of engine bugs, and it's at it again. More garbage attack data seems to have snuck into the game during upgrade process, and I wouldn't declare everything clear until we figure out exactly what garbage was added.
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