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  KNIGHTS & MERCHANTS REMAKE  

It takes it's roots in KaM Editor. Since that is a whole another level of coding it took almost complete rewrite and restructuring of code (huge thanks goes to my friend Alex who actually introduced new core design). Still Editor code (especially it's graphic part) largely reused. I'm still using same basis: Delphi6+OpenGL.

KaM Remake is planned to reach at least KaM TSK level without any changes nor radical new features. Then we'll see. I don't want to plan something out of reach now.

Forum discussion where you can get more info on status and ask your questions.

 
  KaM Remake Fighting Demo 13.08.2010  

Fourth KaM Remake Demo is ready. This demo includes several big features most important of which - melee fighting! Other features are - improved stability and performance, TSK and TPR campaign screens, replay function, built-in map editor beta.

Download KaM Remake demo (use WinRAR to unpack it)

Forum discussion where you can get more info on status and ask your questions.

 
  KaM Remake Economy Demo ver.2010.02.11 11.02.2010  

Third KaM Remake Economy Demo is ready.

Link (use WinRAR to unpack it)

Alternatively you could download just changed EXE from: http://code.google.com/p/castlesand/downloads/list (use WinRAR to unpack it)

Forum discussion where you can get more info on status and ask your questions.

 
  KaM Remake Economy Demo! 28.07.2009  

I'm happy to announce that KaM Remake Economy Demo is ready!

Link (use WinRAR to upack it)

Please read included Readme, it has all the info.

 

 

  Video of KaM Remake 09.02.2009  

Made a huge contribution to KaM Remake in past several days, almost 50kb of coding (total of 320kb now, but still behind my biggest project - STKit2).

So what's new?
 - Static path finding A*, it doesn't includes unit-unit interactions yet.
 - More work on FrontEnd / GUI, more buttons, more info on pages, almost everything is rigged to gameplay (with exception of Ratios, Army command, Save/Load/Music). Production orders, Store stats, etc.. Even brightness control is working
 - House building misses request for building materials, else is complete. Laborers do build it and house gets built, just like in KaM.
 - Delivery system includes bidding now. Serfs will prefer one deliveries over others.
 - Render system reworked to sort all objects, now units go behind and in front of houses correct.
 - Lots of refactoring and minor improvements on old code, more flexibility (e.g. foreseeing new house types and walls)

Now to something really interesting - a video!

 

P.S. All graphic elements are made by KaM developers.

 

  Older progress 25.12.2008  

25.12.2008
Started to develop own TKMControls for user interface.

04.11.2008
Been working on internal logic and optimizing memory usage. Slowly moving towards 1st milestone - simple village functionality.

05.07.2008
Project was paused for last 1.5 months. Now work resumed for a while.

21.05.2008
First public announcement and screens.

**.03.2008
Project started.

 
 
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