Seth's Blog (aka Latest News):

01-Mar-2007:
I've started to work on this project again. The first thing you will see in the (hopefully near) future is a complete (and long overdue) re-design of this Web Page (and also the aosys.org Home Page).
As far as the game itself goes, my first priority will be to get a decent World-Editor working. This will be an internal tool (for me only) for the time being. Eventually I will put the World Editor up on the Web Page for download, but probably not until after the project is finished. That will likely be a LONG ways off, so don't hold your breath waiting for it!!! My second priority will be to continue programming the game.

04-Dec-2004:
FIXED THE BUG IN TACTICAL COMBAT -- the game will no longer "eventually crash". This is a major accomplishment! This stupid bug in combat has plagued this project for years and now I've finally solved it!!! Also, fixed a bug in the new character sheet which would cause the wrong Conditions (Poison, Dead, ect) to show up. Added two more monsters too (Goblin, Troll).

01-Dec-2004:
Pick up and Drop items is working now, for the most part (you can not yet pick up gold or treasure chests, but this will be fixed in the near future). On the downloads page, I've placed an Update which will add this and all the features listed under 26-Nov below, except USE (which will also be implemented in the near future). TO USE THE UPDATE, first install build 04.04.03, then UnZip the update into the folder where you installed 04.04.03.
I've also placed an Update for the Source Code on the Downloads page, for any programmers who are interested in learning how I did things in the game.

Another build of the game (with a full installer) will eventually be posted. But for the near future, I will only be posting updates.

26-Nov-2004:
In the near future, I will be uploading a new build of the game. I've made a large number of changes, including a vastly-improved character sheet, mouse-support in the Menus (such as when buying/selling stuff in towns), and implementing a number of previously-unfinished things (such Items -- you can now buy Climbing gear, Candles, Torches, Potions, ect). I am presently programming pick-up and drop items (in the dungeons, and probably in the towns and on the main map too). I am also planning to program in the ability to USE a useable item (torch, potion, ect) soon. I've also been working on a new Windows Version of the Editor, with full GUI support (ie: it looks/feels like a standard Windows App, scroll bars, buttons, drop-downs/combo boxes, ect). I really really need this myself in order to finish creating the World and the various Towns, Dungeons, and other locations in the game.

06-Sep-2004:
04.04.03 installer is now available for download. The C++ Source Code for Sceptre of Shalimar is included with the installer.


04-Apr-2004:
I've posted an update which will bring build 03.10.05 up to build 04.04.03. Its a .ZIP file which must be un-zipped into the folder where you installed 03.10.05... I may make an Installer for this in the future. Maybe...

Also, the Sceptre of Shalimar DOS C++ Source Code is now available for download on the downloads page.

I'm going on vacation to see some friends out-of-state. I'm actually leaving in a couple hours... So there will be no further updates to my Web Pages for at least two weeks.


15-Mar-2004:
Haven't uploaded the new build of the game yet (mentioned in last entry). Expect to see an 04.03.something build in a couple days here... As stated previously, this will likely be the last update I'll make to the DOS version (unless I get a lot of EMail expressing interest in the DOS version).

Just gotten over being sick for 2 weekends (11 days) with some sort of a virus. Probably that killer cold/flu the Media kept advertising this year. I mean I had the sore throat, cough, body aches, headache, fever, weakness/tiredness, congestion, the whole thing. Anyway, I'm pretty well over it now (thank God!). But it did put a "wrench in my gear-works". Beleive it or not, I've actually been working on Sceptre of Shalimar a lot lately (mostly the DirectX version...).

I only got 1 EMail for Dos C++ Source Code. So I'm guessing no one wants it (or no one cares). If you want me to post the Source Code, EMail me and let me know or its never going to happen.

Oh, and I *FINALLY* implemented the Web Page Counters the way I intended to. Now there is a separate counter for each page in www.sceptreofshalimar.org.

Thats all for now... More coming soon.


13-Feb-2004:
DirectX version preview will be available for downloading soon! (Its mainly a map-walking demo. Not really much of a game yet, but its a start none-the-less!)

Expect to release a new build of the game (Dos C++ version) this weekend. This will probably be the last (or at least one of the last) releases of the DOS version. This latest build fixes A LOT of the bugs/crashes and add some significant new features (quick/tactical combat toggle, priest (healing), some items (climbing gear, ect) and maybe vehicles (boats) to name a few).

ATTENTION PROGRAMMERS: I'm thinking of putting up the Sceptre of Shalimar DOS C++ version SOURCE CODE for downloading... If you are interested in this, please let me know (EMail me here). I'll ONLY do this if people show interest, so if you want it, SPEAK UP!!

05-Oct-2003:
ALL DOWNLOADS NOW INCLUDE INSTALLERS!
NEW SCEPTRE OF SHALIMAR BUILD RELEASED.

The game works with Windows XP and 2000 now (and probably NT also, but I haven't been able to test this).

I've added installers to all the Sceptre of Shalimar Downloads. So now the game will create its own icons, and it can be installed/un-installed just like any other Windows program. Only problem I've found is sometimes the un-Install will not delete all of its icons in Windows 98. (if anyone would like me to put the old .ZIP versions back up (the ones without installers) send me an EMail and let me know).

I've also made some minor changes and bug-fixes to Pre-Release 2 (see the download page for details).

You no longer need to have a copy of QBasic to run any versions the game.



26-Sep-2003:
I've got the DOS (C++) version of the game working in both Windows XP and Windows 2000 now (should work in Windows NT 4 also but I no longer have an NT4 machine to test it with). I will be putting the new file up for download either this weekend or next weekend (If you want to know what the problem was, keep reading, I'll explain it below).

I am planning on adding an INSTALLER to all of my Sceptre of Shalimar Downloads to make the game easy to install for everyone... You would just double-click on an .EXE file and the game would install and create icons like any normal Windows program would. The drawback of this is it will make the Download Size quite a bit larger. Isn't going to be a problem for people with Broadband... But for people like me (who are still stuck with Dial Up) it will mean a 3 or 4 minute download instead of a 30 second download!!

I'd love to get your input on this, please EMail me and let me know what you think about me adding an Installer.

For those of you that are curious, the problem in WinXP / Win2K was the Dos XCOPY command. All previous builds of Sceptre of Shalimar would use the Dos XCOPY command to copy Maps and other Data Files for saved games. In Windows 9x, this worked fine. But in WinXP and Win2K (and WinNT4), as soon as Sceptre of Shalimar ran the XCOPY command, it would screw up all the graphics. I'm guessing it ran out of DOS memory or something (although why it didn't return an Error Code is beyond me). After XCOPY finished, the game would actually still be running... But with no Graphics.


26-Apr-2003:
NEW SCEPTRE OF SHALIMAR BUILD RELEASED.
No, this isn't the long-awaited Windows/DirectX version (sorry, I just haven't had the free time to work on that). Rather, I went back and fixed some of the problems in the DOS version... Combat is working much better now, plus some changes to the Character Stats screen.
Download the new build on the Downloads Page.

I've had 3 people tell me the game won't run on Windows 2000 and Windows XP.
If anyone could verify this, and let me know, that would be great!

Also, I've been thinking of putting up the SOURCE CODE for the DOS Version of the game, so other programmers could look at it (and maybe even work on it!). If you'd be interested in the Sceptre of Shalimar Source Code, EMail me and let me know. If I get enough interest, I'll post the files for download...


24-May-2001: The most obvious item of news is that I now have my own domains: alphaomegasystems.org and sceptreofshalimar.org.
- I apologize, I missed the Q1 2001 'deadline' for a demo of the Windows version of the game. But I expect to have it out and downloadable within the next few months. I will be sure to send an EMail to everyone on our EMail list once the Windows version has been posted. - Contrary to rumors, I have NOT stopped working on the game. I am still working on it, but I haven't been able to put much time into programming like I used to. At one time it was an everyday thing. Now it is more like a once (or twice) a month thing.


19-Nov-2000: Smartlink.net is going bye-bye at the end of the year (December 31, 2000). The Sceptre of Shalimar page is now located at http://www.thevine.net/~hopkins/shalimar so please be sure to update your bookmarks accordingly! (EDITOR'S NOTE: AS OF MAY 2001 WE ARE NOW LOCATED AT www.sceptreofshalimar.org)
- Finally had some free time again, so I fixed the hit-counters on all of my Web Pages. Unfortunately, my new ISP (thevine.net) doesn't currently support more than one counter per user, so the hit-counter will show the same number of vistors on every one of my Web Pages (EDITORS NOTE: Multiple Counters are now supported, but we haven't had the time to implement them yet).
- Work on the new DirectX (Windows) version of Sceptre of Shalimar continues, although at a slow pace due to my busy schedule. I expect to have a Map-Walking Demo out by Q1 2001, and an at least somewhat playable Demo out by Q2 2001. For those of you who don't know or have forgotten: I am porting Sceptre of Shalimar over to DirectX/Windows because it will allow me to modernize Sceptre of Shalimar, giving it much better Graphics and Sound, and more up-to-date "look and feel".
- I'm still looking for Artists/Animators. I've got one person who is now working (part time) on some new tiles for the game, but I'll need more. For a look at what he's done so far, check out http://people.goplay.com/TylersHomepage/.

17-Jun-2000: New build posted today. This isn't the one I mentioned last month, rather it is an interim release. No quests yet, combat is still iffy, but I did get rid of the Debug Messages! I've also added some new stuff to Terracon and Falcons Summit, and added a few new tiles. Also, the Tile Editor works now (hence the larger size of the .ZIP file).
Work on converting this to a Windows (DirectX) application continues. I have also began researching the possibility of doing a Linux version of Sceptre of Shalimar. Thanks to the few of you who EMailed. At least I know there are a few people out there who still want to see this project finished!

7-May-2000: I am planning to post one more build, probably Late June / Early July. This one will have better combat and a few actual quests (and some of the storyline in it), and no more DEBUG messages! After this, there will be no more builds posted until the program has been successfully converted to DirectX, which could take months (see previous post, below).
I've been getting almost NO EMail or Feedback of any kind about Sceptre of Shalimar. I begin to wonder if anyone out there even cares about it anymore? If you do care, go to the EMail Web Page and drop me a line sometime. I will keep working on Sceptre of Shalimar regardless. But if no one else cares, I will not put up any more entries on this web page and will not post any more builds.

1-May-2000: Work continues on converting my graphics library into DirectX. Once this is done, I will need to make a few small changes to the rest of the program so it will compile as a Windows/DirectX program instead of a DOS program. This will likely be about 5 to 15 hours of work, since I am only able to program a few hours one or two weekends each month, from your point of view Sceptre of Shalimar is going to be at a stand-still for quite some time.


15-Apr-2000: NEW BUILD POSTED (see Downloads Page). This build still has the DEBUG code in it, so you will have to do a lot of "hit any keys" to get through all the DEBUG messages. Combat works now, except for the missile sprites. Combat still needs a lot of refinement, but it WORKS!
I finally got DirectX working. I really isn't all that difficult, as long as you have the TIME to play around with it (as you can tell from the frequency of my posts on this page, I don't have the time to program like I used to).
Note to BORLAND C++ Users - You need to use Borland's IMPLIB utilities to get the DirectX libraries to work in Borland C++ 4.52 (the DirectX .LIB files are in Microsoft Visual C++ format, IMPLIB converts them to something Borland will understand). I am not sure if Borland C++ Builder has this same problem. And you know, it was so "nice" that this was "included" in the documentation! I mean, it isn't mentioned ANYWHERE, not in Borland's help files, and not in the DirectX SDK. I had given up on ever using DirectX in Borland two years ago, then I accidently stumbled on the answer last week while surfing the web... Which is nice because Borland C++ is so much FASTER (and easier to use) than Microsoft Visual C++ is.

5-Mar-2000: Major work on SMapEdit (Shalimar World Editor) today. I've finally got a File Dialog box working! No more having to type filenames, you now choose them from a menu!!! You can also hit ESC to cancel so you don't accidently lose your work. Also, Tile and Animation Editing are now a separate program (that DOS 640k memory thing again).
I am concentrating on making SMapEdit more intuitive and user-friendly (in its current state, it's TERRIBLE, I'll be the first to admit it!). I am adding a lot more functionality with the mouse to make adding tiles to a map more like drawing with a paint program. Lots of other neat little enhancements. Hopefully by the time I upload the next release, I will be finished with the new stuff. I need the editor quickly so I can create the new monsters and do some long-overdue updates to the maps!

4-Mar-2000: Combat Module is, for the most part, done. Except for Spells and Magic efffects. I am re-doing the monsters, because currently they are too tough! A first level character doesn't stand a chance, unless you cheat... I will need to finish the new monster-set before I put the next work-in-progress release up for downloading.
I have also been adding some new tiles. I STILL NEED AN ARTIST. I have some artistic talent, but not enough to make the game look the way I want it. Plus, it is way to time consuming for me to both program and do the art.

24-Feb-2000: I am almost finished with the combat module. And I am very dissapointed with the way things are turning out. I am going to upload another Work In Progress version soon, so you all can see what you think. After this I am totally scrapping the combat module and doing things differently.
Also, I am VERY close to getting DirectX working correctly for me. Once this happens, it is going to be MONTHS before you see a new Work In Progress version... But when it is finally done, it will totally blow the doors off of anything I've done to date! 640x480 65,000 color graphics are just the beginning (heheheheheh!).

This page was created by Seth Hopkinson.
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