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Topic: The Silver Lining Demo (King's Quest fangame)

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All Forums : [Adventure Games Forum] : Adventure Game Discussion > The Silver Lining Demo (King's Quest fangame)
29 JUL 2006 at 8:59pm

TribeHasSpoken

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Phoenix Online Studios once again extends our open invitation for all gaming press and fans to attend our 2006 Major Event tomorrow (July 30) from 4pm-7pm EST (GMT -5). In addition to our previously confirmed guests and gaming press representatives for the chat, we are also proud to announce the attendance of Jason Victor, Elizabeth
Gee, Christopher Serico, our voice actors for the parts of King Graham, Queen Valanice and Connor respectively. We've also confirmed the attendance of representatives from gaming site GameBoomers as well as Orange Lounge Radio.

The Phoenix Online Studios team will also be revealing the long-anticipated first public demo during this event as well. This is the same demo that was used during the negotiations with Vivendi back in November 2005, that resulted in the game being granted official legal permission to continue development.

We hope to see you there at http://www.tsl-game.com/chat/


Michael A. Bright
PR & Web Assistant
The Silver Lining Development Team
Phoenix Online Studios
www.tsl-game.com
michael.bright@postudios.com

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30 JUL 2006 at 12:45pm

Ksandra

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Excellent! I'm definitely looking forward to trying the demo.

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30 JUL 2006 at 11:41pm

TribeHasSpoken

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The Event was a great success, and Phoenix Online Studios would like to thank everyone who found time to attend. A log of the chat should be available shortly for those who couldn't make it.

We released a number of treats during the chat, and I'll share those with you now.

The winner of our present contest was Rob McKay, who designed a sample box cover for the game. Check out his great work at http://www.tsl-game.com/home.php

We at Phoenix Online Studios have always been immensely proud of our composer, Austin Haynes. To see just why we're so proud, have a listen to "The Day You Were Gone", the love theme from "The Silver Lining". The music was composed and performed by Austin, with lyrics by César Bittar and vocals by Amy Kurylo. http://www.tsl-game.com/media/music/cd/

To show off the impressive work of our artists, as well as to give you a few more hints on the game's secret storyline, we've released eight brand new desktop wallpapers of the game's major characters. http://www.tsl-game.com/media/wallpapers/

Finally, we promised to release a demo, which needs no further explanation. Download it now at http://www.tsl-game.com/trilogy/


Michael A. Bright
PR & Web Assistant
The Silver Lining Development Team
Phoenix Online Studios
www.tsl-game.com
michael.bright@postudios.com

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31 JUL 2006 at 11:16pm

Ivinia

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I'm impressed with the demo thus far. Nice job guys!

Question: When in the village with the bookstore and pawn shop, if you go to the left exit on the screen it looks like a bug. I saw some shutters at a closeup and couldn't get out of the scene and had to quit.
 Is that a bug or did I miss something?


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1 AUG 2006 at 4:43am

Susan

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Thank you for all the new goodies.


I played the demo for a few minutes.

Wow
 Fantastic job!  :-*

I was worried when I heard the narrator say 'valiance' outside of Graham's room, but I heard later Valanice was pronounced correctly.  Oh yeah, I don't think my video card likes all the animations (hallway outside of throne room slowed down a bit on my machine), but I think that's more of an issue on my end.  Planning to upgrade that soon, anyway.  

I miss my Bubba: 1986 - 2006.


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1 AUG 2006 at 12:01pm

kuddles

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I'll be downloading the demo just to make sure it works on my system, but I won't play it through because I want to keep as much of the surprise as possible when I play the game for realz.
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10 AUG 2006 at 3:16am

TribeHasSpoken

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We've released another patch for the demo, version 1.0.1. Again, this is downloadable from the Trilogy page on our site.

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14 AUG 2006 at 6:38am

TribeHasSpoken

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Patch v.2.0 for The Silver Lining demo has now been released and can be downloaded from http://www.tsl-game.com/trilogy

The following is a summary of what each patch has fixed so far. Please note that each patch includes all fixes from previous versions:


Patch v.2.0
- updated About box
- added dynamic loading for Graham's Bedroom, resulting in smoother and less choppy gameplay in Main Hall
- fixed mispelling of Hassan's voice actor
- fixed pouch from not disappearing from inventory
- fixed grammar in one of the Narrator error messages
- removed Direct3D from display options
- fixed dialogue for Bookshop regarding non-existant note on door
- fixed Hassan's scurvy conversation logic
- added Yes/No messagebox when Hassan asks "Ready to sail?"
- removed zoom and rotate from Ferry
- fixed Map to use pointer cursor instead of walk
- fixed fadeout to stay black for longer during scene transitions
- added missing Hassan dialogue
- fixed grammar in Hassan conversation
- fixed vague cloak Narrator error dialogue


Patch v.1.0.1
- fixed toolbar from not showing up in Patch v.1.0

Patch v.1.0
- added ability to go west from Village Main
- added animated scene objects in Docks, Village Main, and Garden
- fixed mispelling of the word "stranger" in intro text
- removed many output errors, resulting much smoother and less choppy gameplay
- fixed and added new Narrator error messages
- removed camera key bindings
- fixed "floating" Graham caused by excess walk speed
- fixed Graham from journeying infinitely more, rather than just once
- removed dialogue for Bookshop regarding non-existant note on door
- fixed bug where Graham would infinitely spin like a Tazmanian devil
- fixed text in exit game confirmation
- added exit confirmation to Quit button in options menu
- updated About and Mission info to include Patch info
- fixed right-click cycle to go from most common to least: Walk-Eye-Hand-Talk-Item
- fixed toolbar to go from most common to least: Walk-Eye-Hand-Talk
- fixed minor errors on Skip Intro dialogue box
- fixed minor error on PR Credits

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18 AUG 2006 at 8:10am

norton

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I have downloaded the demo and patch however there is no "save game" and when I get to the dock, the skipper does not allow me to board the ferry, I have given him the coin and bribe, but nothing further happens? any more help please?

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18 AUG 2006 at 9:22am

TribeHasSpoken

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Originally Posted By norton (18 AUG 2006 8:10am)
I have downloaded the demo and patch however there is no "save game" and when I get to the dock, the skipper does not allow me to board the ferry, I have given him the coin and bribe, but nothing further happens? any more help please?


The save game option was deliberately taken out of the demo. Also, you need a certain item before you can board the ferry...

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19 AUG 2006 at 4:07am

norton

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thanks for that, I thought that was the case, any idea when the REAL game is going to be available?

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20 AUG 2006 at 1:03am

TribeHasSpoken

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I'm afraid I can't give you a date for that, as the final decision rests with Vivendi Games. Even if we were to give you the date that we'd have the game ready by, Vivendi might ask for changes to the product which would delay that.

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20 AUG 2006 at 10:37pm

TribeHasSpoken

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Did anyone hate Cedric, Graham's owl companion from King's Quest 5, as much as I did? If so, I've created a little mod for the demo that should make you happy. Check it out at http://www.tsl-game.com/forum/index.php?topic=5032.0

Please note that this mod is in no way sanctioned by either Phoenix Online Studios or Vivendi Games. It's just me having a little bit of fun.

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28 AUG 2006 at 10:48am

Elfstone

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Fine work so far! You get a little feeling about the epicness, I think.
Graphics are nice.
The idea with the credits blending into the game in real-time seems original to me. At least I've never seen that before.
I guess you don't get a complete feel for the dialog system from this demo as there is no choice (yet) to make.
It's so very nice to see those old familiar places again.


I'm sure you still have lots of additions to make so I just list what I noticed (it can be based on my system, I don't know):

Bigger problems:

- zooming out (outside, at least) is infinite and shows you the architecture of the game...I guess you don't want that in the final product, maybe it is a bug specific to me?

- if you start a new conversation or a new topic the opposite interrupts Graham's speech, because the lines are triggered too fast it seems...that can be a desired effect, but in this case it looks more like a bug (again, this could be specific to my system)

- the voices of the characters except the narrator's voice are considerably toned down in volume compared to the sound of the game...I might settle that by turning sounds down in the options menu, I'd have to check...as a result the oracle is barely audible, since her voice reverberates on top of that

Nitpick (CONTAINS SPOILERS!!):

- there is no consistency in providing a description of the location...for example there is none at the entrance of the castle, but there is inside Graham's chambers

- some lines are not dubbed, which might be a bug...example: the dresser in Graham's room

- if you can't do something with an object the game tells me I'm a thief or I always want to pick things up...that's a little confusing, because there's one cursor for both picking up and manipulating objects...for instance, if I try to use the bed it might be nice to have an individual response to that

- the "touch" description of the bag of money is the same as for the single coin

- it's not visually apparent that Graham can't get past the fallen tree, because his size compared to the tree suggests that it would be no problem to climb over it

I'm sure many of this will get obsolete after you are done with the fine-tuning of the final product.

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28 AUG 2006 at 2:40pm
Deleted UserAs the programming director of TSL I can assure you that the final game will play A LOT smoother than this.
This demo is a slightly modified version of what we sent to VU back when we were shut down, to convince them that we were the real deal. The demo was put together under a lot of stress and we couldn't fix many known issues, but the important thing was to get a feel of the game and not that it was polished to perfection and tuned to run at a good framerate on slower systems. Many improvements (that the public has not seen yet) have been made since then and you'll see the difference yourself when we are done.


All Forums : [Adventure Games Forum] : Adventure Game Discussion > The Silver Lining Demo (King's Quest fangame)

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