Author Topic: King's Quest II SCI Remake (unfinished - source released)  (Read 17391 times)

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Offline MusicallyInspired

King's Quest II SCI Remake (unfinished - source released)
« on: December 20, 2006, 04:01:51 PM »
This will be to KQ2 AGI what KQ1 SCI was to KQ1 AGI. The first few backgrounds I've made were almost exact traceovers of the original AGI screens. But I'm working on getting some background artists to help me by sketching some brand new recreations that I can trace over to make it more like what the KQ1SCI remake was. I've already begun redesigning some screens on my own.

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Current progress:
Overall: 0.5%
Graphics: 1%
Scripting: 0.5%
Music: 0%

« Last Edit: February 02, 2013, 01:26:20 PM by MusicallyInspired »


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Offline jtyler125

Re: King's Quest II SCI Remake (in development)
« Reply #1 on: January 14, 2007, 08:38:49 PM »
Yes,  I actually saw that back a few months ago on a different site when I was looking for hints on how to program....it looks good.  How is it coming?
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Offline MusicallyInspired

Re: King's Quest II SCI Remake (in development)
« Reply #2 on: January 15, 2007, 09:43:47 AM »
It's been on a bit of a hold the past few weeks as work and school are really taking up a lot of my time. It'll get done, though.
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Offline MusicallyInspired

Re: King's Quest II SCI Remake (in development)
« Reply #3 on: February 15, 2007, 01:51:05 AM »
Made a bit of progress on room 35. How do you like the tree? It's been giving me headaches. I'm also going to chagne the shape of the water pond thing there...looks wrong.

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Offline Cloudee1

Re: King's Quest II SCI Remake (in development)
« Reply #4 on: February 15, 2007, 04:50:38 AM »
The tree looks nice, but... it's light source is on the right, while the light appears to be coming from the left on everything else. The tree might look perfect if it were flipped horizontally.
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Offline MusicallyInspired

Re: King's Quest II SCI Remake (in development)
« Reply #5 on: February 15, 2007, 11:54:28 AM »
Actually, the light source is coming from the right. That shadow on the right is from the mountain on the right. It'll make more sense, hopefully, when the rest of the picture starts to shape up. If the tree wasn't under that shadow there'd be brighter colours on the tree.
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Offline MusicallyInspired

Re: King's Quest II SCI Remake (in development)
« Reply #6 on: June 07, 2007, 11:29:30 PM »
Here's a demo of the title screen that I've just finished with the great help of the people on these forums! The goal was to make it identical to KQ1SCI's title screen. See if you can point out any differences between this and KQ1's menu.

-BTW, clicking on any of the buttons will just quit the game at the moment. This is so I don't have any old demos floating around the net.
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Offline Doan Sephim

Re: King's Quest II SCI Remake (in development)
« Reply #7 on: June 08, 2007, 12:46:18 AM »
Nice title screen! Excellent work!!

Offline troflip

Re: King's Quest II SCI Remake (in development)
« Reply #8 on: June 08, 2007, 11:33:50 PM »
Looks great!
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Offline Collector

Re: King's Quest II SCI Remake (in development)
« Reply #9 on: June 09, 2007, 02:11:26 AM »
Looks good, but is there any reason that you used an Arabic number 2, instead of the Sierra traditional Roman II? Not saying there is anything wrong with it, just curious.
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Offline MusicallyInspired

Re: King's Quest II SCI Remake (in development)
« Reply #10 on: June 09, 2007, 12:15:25 PM »
Someone already asked this question elsewhere. The reason I'm not using the roman numeral "II" is because Sierra's King's Quest 1 remake didn't use it either.
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Offline OmerMor

Re: King's Quest II SCI Remake (in development)
« Reply #11 on: June 09, 2007, 03:25:36 PM »
Cool job MusicallyInspired.
A few minor notes:
1) The title music in your demo repeats itself. In the original remake it plays only once.
2) Your picture is almost 100% pixel accurate, but a few pixels differ. I don't think it matters much. It's only noticable if you try hard to spot them.
3) The number '2' does not look like the same font as the number '1' from the original. To illustrate I popped up mspaint and drew what I believe looks more similiar to the '1' character, near the '1' character. I'm sorry for my poor mspaint skills ... :-) I bet you can find on the net a few webpages that has fonts to download, and search numbers that look like the the '1', and then use their '2' as a base for your game. The coloring you used btw looks just like the original.

Overall that's a great job, and I only try to help. You can completly ignore the above nonsense :-)

Offline MusicallyInspired

Re: King's Quest II SCI Remake (in development)
« Reply #12 on: June 09, 2007, 04:32:11 PM »
Thanks, Omer. I was trying to get the "2" to look as much like the "1" as possible. I looked everywhere for fonts but couldn't find one like the "1" from KQ1SCI. Your reference really helps, though. I appreciate it.
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Offline MusicallyInspired

Re: King's Quest II SCI Remake (in development)
« Reply #13 on: May 04, 2010, 09:54:27 PM »
I've actually done some work on this today! In its current state, the game is playable (in a very basic state) up to Dracula's castle. Currently you can acquire the candle, light it, go downstairs to the basement, grab the ham off the table, and acquire the tiara from the chest. I have yet to program in killing dracula and getting the keys, though.

So far I have no random encounters programmed into the game. Right now Red Riding Hood just stands next to a tree in one screen and isn't there anymore once you give her her basket and come back to the same screen again. I'm going to wait to program in all that fancy stuff until the game is completable from beginning to end.

After everything is programmed I'm going to concentrate on some better writing (right now I'm just copy+pasting from the AGI texts), then on to the background art, then sprites and animations, then music and sound effects. It's nice seeing the game playable this far, though, with the regular AGI animations.

Also, just to bring this thread up to date a bit, I've scrapped the arabic "2" for the title screen and thrown in the roman numeral instead. It was just too difficult. I decided to make it look more like King's Quest IV's title screen than King's Quest I's as a nice result. But it still has the same blue buttons from KQ1 underneath the title.
« Last Edit: May 04, 2010, 10:02:36 PM by MusicallyInspired »
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Offline Cloudee1

Re: King's Quest II SCI Remake (in development)
« Reply #14 on: May 04, 2010, 10:47:51 PM »
Hey, I see Omer referenced a demo. Hows come you haven't uploaded one here yet?
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