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  1. Saiffu
    Latest Entry

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    As the title says, this project would be on hiatus until further notice.

    :)

     

    This is due to the lack of time which was given to it during our exams and some other personal problems we had. We hope that the community understands. Thank you all for the support and we hope to continue the project once we have settled.

  2. blog-0547618001382857660.pngOk so after months of planning and prep-work and digging through forums and old blogs from random people and making Google translate my newest bestest friend in the whole world....I have finally submitted my game to the all game submission area , hopefully i did it right and it will get moved over to the showroom soon.....so since this is my first blog...in pretty much ever....

     

    i have started and stopped so many games that i have lost count of them , i have been tinkering with RPG Maker since XP ...hated it then ..tried VX..hated it ...finally figured i would try ACE....wont say that i love it ..but to me it is by far the best one out..given time i think that it will be called that by many people.

     

    i choose my first full game to be a pokemon tactical battle game ..where you play the pokemon simply because i have not seen a game like that ...i may be wrong but hey if i am i dont really mind it ,lol imma still make the game if for no other reason than it is a great learning experience for me.

     

    also im suppose to start trying to learn ruby coding...not certain if imma like that or not ,but hey ill give anything a go just to see if i can do it ....

     

    but my main goal is going to be my next full game which i estimate will take me 2-3 years in production. it will be called First Thaw-Beginnings and it is going be based off of a table top styled game that i made with a few friends of mine years ago ( it actually took us almost 7 years to make it ) and yeah before anyone asks ..the friends i made it with have all given up any rights to the game anymore..i actually have it in writing,lol. anyways the game is to be set in the first thaw of the nuclear winter...the player starts out as what is know as a "freezee" ie a person who was cryogenicly frozen and you have to figure out how to survive in a world full of mutant monsters and a totally restructured society , this game is the first part of a (possibly) 3 part series. it depends on how i feel after i make the first one,lol

     

    ok so enuf rambling for today...

     

    -Cazziuz

     

     

    and yesi know my grammar is very very bad ..sorry about that

  3. HEY GUYS! GamerGirl04 Here With NEWS!

     

    I'm Planing To Develop A New Game Next Year (It's A While, Yes)

     

    It's Gonna Be A Fan-Made Pokemon Mystery Dungeon Game Cause I Think It Hasn't Been Done Before (Well From What I've Seen, It MIGHT Have Been Done Before)

     

     

    It Will Be Called Pokemon Mystery Dungeon: Emblem Destiny (I Know It's A Bad Name)

     

     

     

    Q&A:

    Q: Why Will You Be Developing The Game Next Year?

    A: This Christmas I'll Be Asking Santa For The Full Version Of RPG Maker VX Ace (Yes, I Do Use The Trial)

     

    Q: Why Pokemon Mystery Dungeon?

    A: I Think There's To Many Fan Made Pokemon Games Made With RPG Maker So I Think Doing Fan Made Mystery Dungeon Would Be Original.

     

     

    That's All Folks!

  4. inwp.png

     

    Development Blog

     

    First Entry:-

    Hey there guys and gals just figured I would try out a new method of game development which is writing a blog as I walk through the process of making my new game Master of the Forge, A game about running a successful blacksmithing operation via the tasks of Blacksmithing, Mining for precious metals and gems, learning new recipes and processing methods, management of resources, management of staff (may be added later but may be added straight away also :P) and completing requests from soldiers, mercenaries, kings, queens and common folk alike, Maybe even a god or two :P

     

    Just so you know this game will not be taking it self too seriously there will be a feeling of comedic value although some may not get the sarcasm and funny jiggery pokery it will be there in places :P

     

    Anyway, We shall start off by collecting all the resources that I need graphically for creating my first map, The Forge - Interior.

  5. Okay, so let me admit, I had been EXTREMELY busy, so I had no progress with my RPG, however as I promised, I'll share with you what i have so far.

     

    Okay so, first I am still thinking of a good center plot. What I got so far, is a mystery of an island to the west that make women extremely sick. Somehow, Eglantine and Anya are immune to it. And so and so.

     

    I don't know what to plan for the intro, but I am remaking it, for I hated the old one. The question is, how can I make Eglantine look like shes a complete egotistical asshole on the outside, but to her, she thinks shes respected and such?

     

    Secondly, if a game making company went out of buisness, does this mean ALL soundtrack becoms open source, and is able to be used? Because theres certain musics I want to use in my game. I credit them, and it's going to be free.

  6.  

    This is the preview of my new game called: The Harsh Winter

     

    Story:

     

     

    It begins in 1942 after Holland was captured by the Germans, The Germans were really nice at the beginning.but later they were starting to permit things for the dutch people.

     

    Every single human in Europe hopes that the Germans will be dealt with soon....

     

    Characters:

     

    Will

     

    Will is a smart boy that tries to survive the cold winter of 1942, he is a 14 year old boy that was born in 1928, after his parents moved from England to Holland.

     

    His town got destroyed by the Germans so he will take revenge on their leader

     

    So far I haven't implemented any more story characters but they will come tons of more characters :)

     

    Weapons:

     

     

    Mp40: a german submachine gun that has a 32 rounds magazine

     

    Kar98k: a german bolt action rifle that has to reload after each shot it has a 5 round magazine clip

     

    Luger P08: a german pistol that has a 10/8 eight rounds magazine

     

     

     

    Game Review:

     

     

     

    Credits: Unfamiliar for the ww2 sprites and tilesets

    OneCutStudio for the ww2 german battler

    Treyarch for the ww2 soundtrack at the beginning

    Enterbrain for the awsome rpg maker :)

     

     

    Units: Rifleman: a german soldier that is equipped with a kar98k

     

    Grenadier: a german soldier that is the same as the Rifleman except it has rifle grenades

     

    Submachinegunner: a german soldier that is equipped with a mp40

     

    Screenshots:

     

     

    Source: The Harsh Winter

  7. Hello again people. Here's some more character talk to show you what I've been doing. Would have had this done sooner but I've been a bit lazy on the game making field.

     

    Onward to the character showcase.

     

    Here's the intro...

     

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    This is Ysa in her new design. She's one of the protagonists in my game Empress of Destiny.

     

    Ysa (pronouncing that as "E sah') is twenty four of age, six foot and seven and a half inches tall, toned, and well trained. Ysa is the cheery one. She's always trying to boost people's spirits; put in some kind of hopeful idea or nice word on the situation. Not quite 100% energy cheerleader girl, but more like a mother or an affectionate girlfriend that you never knew you had. Though her sisters don't quite acknowledge it, they tend to rally around her support and good spirits more than anything else.

     

    Her backstory, just to recap.

     

    Ysa is an amazon warrior who lives with five other girls, her sisters, on a nameless island in the middle of a sea. She woke up there with no memories when she was just a young girl, and has been surviving with her sisters ever since then. They live in a large shipwreck on the beaches of the island, and have been trying to enjoy life through their harsh environment and are generally happy and doing pretty well.

     

    If you want a little more detail on the backstory of the six sisters this thing has it. http://www.rpgmakervxace.net/blog/289/entry-791-character-re-design-and-showcase-1-aki/

     

    But really, that's a nice summary right there already.

     

    Now. Personality and how she got to be who she is. It's got a bit of a story this time.

     

    The first year of surviving on the island was living hell for the six young girls. No food, and no survival skills. A wrecked trading vessel was their only comfort against the Sea of Rage and roaming beasts on the island. Their bodies used up energy the moment they got it. Every hour without food was one of misery.

     

    One day was particularly bad. They were all in depression. Weakened and miserable to the point of breaking. Ysa, who had been trying her hardest to keep her own spirits up, began to see that the misery would kill them before the starvation if something wasn't done. So she began to fumble together some words of encouragement to help them. But it doesn't quite work. Desperate and afraid for her friends, Ysa suddenly takes off on her own to find something, just anything, to cure their misery. This true love and concern is what rallies her sisters' dying spirits. They take off after her and meet up with her, and after some shared feelings, they set off together to find something; a day long quest that later leads to starting their lifestyle as amazon hunters.

     

    Ysa never forgets this particular memory. She firmly believes that her desperate love healed her sisters that day. Since that she's always held close to her heart the idea that a person full of love is stronger than one with an empty soul. Thus she always offers compassion and loving concern to others; firmly believing that she can help people become stronger and better the world with her kindness. Ysa is a beacon of good will to everyone, but this makes her predicable and easily wounded by spite. But at the same time, her mind is strong and not easily torn down.

     

    Ysa has a strong heart and steady mind so she is always able to emotionally support others without fear of crumbling herself. It also helps reign in wild emotions. So while deep down she wishes to open her heart and shower everyone with her kindness, Ysa, more than any of her sisters, is quiet and controlled. She is subtle, but those who open themselves to her will find that she has plenty of good will and moral support to give. She is the voice of reason most of the time, but not naive either. experience tells her that the world is harsh, and, when she is confronted by something that cannot be reasoned with or won over with peace, Ysa can still take a very serious stance.

     

    But most of the time, she's not too serious. She also has a few soft sides.

     

    One quirk that defines Ysa is her especially girlish attitude. Mostly when it comes to clothes and jewelery. Ever since she first laid eyes on the broken mirror in her shipwreck home she's been enchanted by the idea of feminine beauty and all the little things she can do to make herself look better. Though makeup isn't really an option, the wrecked vessel they live on still has a number of cloth pieces on them. She taught herself some sewing early on, and most of these girls' outfits were made or modified by Ysa in some way (including their various protectors, but that was more thanks to Silvi than Ysa). Though her sisters are usually indifferent about their appearances, clothes is something Ysa is always happy to chat about. Behind her reserved kindness and strong determination, she's still a lady with delicate tastes and a sense of beauty.

     

    Let me put this here again for me to write the next part.

     

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    Appearance.

     

    Her build is a little lighter than her sisters. She has a strong shape, but not the same definition on her abs and arms as her sisters. A little darker skinned naturally. And her features are a bit thinner and longer. Her curves are a bit smoother and wider. Still, she is quite strong for a woman. Like Aki and the others, she has quite a few haunting scars, but they aren't visible outside her full body image as they are mostly on her legs and thighs.

     

    The attire she wears is made from pieces of a young noblewoman's dress that was left behind on the shipwreck. She's cut it, re-sewn it into a top, and dyed it to a shade suitable for stealth (she uses a mixture of mud, minerals, and blood to darken bright clothes). She also wears (not seen here) a small skirt with matching color. She wears a necklace with stones and (also not seen) many stone and metal rings on her fingers. She also wears a pair of protective cups over her outfit for shooting and combat.

     

    And her hair is tied back with a headband. She's the only one who manages her hair with an accessory for some reason.

     

    She could be considered the best dressed in a way. I wanted her to have an outfit that shows that she has a sense of style, so I thought something with a colored trim and a stylish center cutout would highlight her ouftit as being more than just practical. I also wanted her to have a protector that didn't completely cover up the outfit, so I thought a pair of individual protective cups would work around that.

     

    Just something that broke the norm I'm building.

     

    And her more feminine shape and curves is actually significant to her gameplay and role as the seducer. So, gameplay.

     

    Ysa is a little weaker than her sisters. She starts out with less health and strength, but this is offset by having one of the most versitile type of equippable gear and darkest and most fearsome Inner Spirit. Her character gear is the necklace, and it works in a different way. She has six hoops on her necklace, and thus, six slots for equipping enchanted stones. Each stone she equips just slightly raises her stats, so the player can completely customize the bonus from her equipment.

     

    Ysa's Inner Spirit is the Siren, and her spirit stone is the diamond.

     

    When Ysa uses this she can create psychic phenomenon. This allows her to charm people, control them, or inflict crushing psychic blows to kill. This makes her into the green mage / debuffer of the group. Psychic damage is unique to Ysa and cannot be blocked or resisted by most enemies. Her ability to briefly charm enemies is, more often than not, the key to surviving battles against large troops.

     

    Magic diamonds can further enhance her abilities. Such as reducing the high sp cost of her Inner Spirit (Eternal Song Diamond), causing persuasion and charm abilities to cause damage (Succubus Diamond), or by causing her normal psychic strikes to cause charming (Diamond of Delusions).

     

    This power to defy the will of others and force them to accept her is especially dark given Ysa's personality. It could even be said that her compassion and understanding of others is heavily based on her Inner Spirit. What's even darker is that she actually enjoys using this on her enemies. Ysa and her sisters don't quite understand what their Inner Spirit means, but what Ysa does know for sure is that she likes her ability to make monsters and soldiers submit in battle. To her, it's a peaceful form of punishment, but to others, Ysa's piercing sliver eyes and inescapable mental strikes are quite horrifying.

     

    But she is still reserved with it though. Ysa isn't incredibly strong willed or energetic, but when she does speak up it's usually with good intentions. She's a determined peace maker who believes that her good faith can perform miracles for others, and that her strength can defeat anything that threatens that. Not outspoken, but full of passion. And more than anything, she just wants her family to be happy, and will go to great lengths to ensure that.

     

    So that's what I got. Thanks for reading if you did. Say things if you got things to say. I'll try to reply to you if you have any questions or interesting comments.

  8. [2+1] Apocalyptic city at night

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    Hi everyone :lol:

    I'm new here in creating rpg games ^_^

    and I have a question, how a can put a video clip on a skill ?

    the thing i want the video ( summon ) go first and then the attack.

     

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    t h e j a y s t u d i o
    Latest Entry

    Hello everyone, I just joined up this communtiy, I figured out this is a way to satisfy my interest in game making. Im currently working on my first project, ANIMUS, which was based from a book, a book that I wrote by myself back then. . . I'm done with some preparations but I dont want to use common sprites and facesets, , , , I'm not that skilled in drawing, that's not my line,,, I need some artist...please help.....

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    What exactly is in the DS+ resource pack? I would have liked to have seen a full table of contents before purchasing, but it was kind of inevitable that I'd buy it eventually since I quite enjoyed the other DS pack. Feel free to ask if you want to know something specific.

     

    Audio: this consists of twenty looping .ogg tracks with descriptive names such as 'Dance party of blessing' and 'The misfortune appeared'. The tracks fit the DS theme really well and some of them are actually pretty good. I particularly enjoyed 'Cave where demon lives'.

     

    Scripts: seriously, who buys these resource packs for the scripts? Gimme the graphics!

     

    Battlebacks: a few nice settings for modern/Japanese/sci-fi themed games. They're the Ace-style battlebacks with the top and bottom sections separate, so you can make your own combinations.

     

    Battlers: this is interesting. There are some standard battlers in a very similar style to the Ace RTP. Then there's a bunch of cute little pixel battlers, over 100 of them. Unfortunately they're not animated, but they do look pretty cool.

     

    Characters: fountain, doors, pond, sewer, white bird, a bunch of school kids/samurais/robots to match the modern/Japanese/sci-fi theme they have going. There are some behaviour sprites that match the sprites from the first DS pack, as well as some cute new monster sprites: one of them is a person who's missing half his skin.

     

    Faces: the faces match the sprites that come with this pack and each face has four emotions: normal, happy, sad and shocked. The art style is noticeably different from the that of the first DS pack, being a little closer to the faces in the Ace RTP. There are faces representing 37 different characters.

     

    Pictures: one of my favourite things about this pack is that the faces come with matching busts, including the different emotions.

     

    Balloons: there are two sets of the little emotion-thingies that pop up in balloons. One of them doesn't have actual balloons, which is a nice change.

     

    Tilesets: this fills in the gaps left by the other DS pack, such as volcano-themed and modern tiles. I really like the art style, everything looks a little smaller and cuter to fit the DS theme. You might find the formatting a tad strange since each set sticks strictly to a theme, filling up only some of the available space with tiles and leaving the rest empty. Each set has a text file revealing what exactly the tiles are, so that's helpful. Once again, the tiles cover the modern/Japanese/sci-fi theme of the pack. There's also a ship tileset. I think these tiles combined with the tiles from the first DS pack make a more complete set than the Ace RTP.

     

    Extra: there's a folder containing some dismembered DS-style sprites and an extremely odd .jar file which claims to be a sprite and bust generator. It doesn't actually generate busts, I'm guessing because there are no bust parts anywhere to be found. There are drop-down lists whose names don't correspond with their contents ('Cloak' contains pieces of hair, for instance) and other lists with nothing in them at all. Apparently you have to set it up by adding more folders yourself. Thanks, but I'd rather just franken stuff in GIMP. Of course the advantage of a .jar file is that it should run in Linux and Mac OS too (because I totally use RM in Linux all the time).

     

    Bonus: yet another folder containing the same battlers and battlebacks, but in large sizes. The battlebacks are 640x480 while the battlers are like, 3000x2000 and awesome.

  9. Due to the lack of media that I have been uploading to keep people up to date on Nyan Cat: A Grand Nyanventure, I have decided that it was time to make a video featuring an entire levels gameplay, from start to finish.

    So, HERE IT IS!

     

     

    Along with the gameplay, you'll also be able to see the new and improved menu layout, and the level selection screen layout.

     

    Let me know what you think of it either on here, or on the video on YouTube. And if you like it, and you feel so inclined to share the video on your facebook page, blog, or anywhere else, feel free! The more views and comments, the better!! :)

    (Please only link the video, don't download, and then upload the video anywhere else.)

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    Time to start revamping the charm of this cozy little world once again~

     

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    This world belongs with my showroom game, Petalia. It still needs a few touches here and there though..

    There are some parts I'm still not quite content/done with. Rhonus still needs it's University, the swamp looks odd, etc. ^^;;

     

    In RPG Maker the map is zoomed to about 200%-ish, due to the resolution. So details are more clearly visible in-game.

    Somehow the low opacity of the settlements, flora and details appealed to me more than having them 100% visible on there.

     

     

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    So today I worked on forests XD Won't be that big of an entry, just want to post some forest screens and the world map so everyone can get an idea of the game's location and where it is. Okay here are the images

     

    First the world map:

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    And just to get an idea of my progress, here's the world map again but the circled areas are done

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    I still have a lot of work to do ;_;

     

    And finally here are the forest maps. I know that I clutter my forests a lot, but there is always a path that the player can take so there's no real reason not to make it cluttered as it's not a small little forest, it's a dense forest that is over a pretty large area.

    ( I took the images in event mode so you can have a better idea of the forest)

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    (^^Optional boss)

     

    I hope I reach my deadline XDD Oh and if anyone is interested in beta testing the game, please let me know :) I don't think it will be that long, maybe an hour or so, two hours at the most ( I doubt it XD)

  10. I just submitted my game (Normal Differences) to be posted in Masterpiece Theater. There is a version with the RTP and a version without. I am looking for people to test it and give me feedback. All comments, criticism (constructive), and questions are welcome. Feel free to PM me any time.

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    So I've been writing gameplay ideas,and I was thinking these would be much easier with just Yami engine (Challenging students,bosses against teachers etc)

  11. P3RR1N
    Latest Entry

    GAH! I begin working on a project, only to stop dev. on it and begin a new one.....HOW do you all manage to work on a single project and not lose focus???

  12. 552585973.png

     

    Zendir 2 - A World Reborn is finally going to be released on Saturday, 31st August 2013!

     

     

    Follow the story of Zaphilia as she is thrown into the past, a turbulent time for the land of Zendir. What is the main antagonist's motivations this time around, or is it truth that his future was actually affected by his past? What happens if Zaphilia interferes with what happens in Zendir 2? How do the events of Zendir 2 even happen, and what is the penultimate ending of the second game in the trilogy? Find out on Saturday!

     

     

    Zendir 2 took exactly one year to make - it was this time last year that I finished Zendir: A New World!! Zendir 1 didn't have the best graphics or mapping or anything, but what won people over was the music. I have tried to replicate that feeling of entering A New World with the music of Zendir 2, and I hope I have succeeded to a degree, at the very least. Zendir 2 wasn't shoehorned into one month like A New World, and the focus is mainly on the story this time around, however. This means that whilst some things may be lost in some areas, they are improved in others.

     

    Now, I should probably take this time to tell you about Zendir 3.

     

    Zendir 3 is slated for release next year, but it will be far shorter than Zendir 2. It's purely about wrapping up the story. Why not make it an epic? Because that's what I've done with A World Reborn. I have to focus on University and potentially an internship as well as launching into the second year of Uni with the best grades possible. Everything counts now.

     

    Thank you for understanding. I hope you enjoy Zendir 2 for the epic it was made to be!

  13. I’m back! I have this huge backlog and very little motivation at the moment, so it may take some time for me to catch up.

    Since I saw four episodes at once, I had more of a chance to think about the show’s larger themes than I usually get. At its core, Uchouten Kazoku is a story about how to live and how to die.

    There comes a day in every tanuki’s life when he’ll be made into a hot pot. So it is with Tanuki, and so it is with humans. Everybody dies, and absurd and pointless reasons. What are we to do about it?

    uchouten_kazoku_04_07_3.jpg

    The answer which Uchouten Kazoku suggests is to be an idiot like a tanuki. To live as if death were not, or as if it is both inevitable and of little consequence. To live a life of freedom, freed from everything that enslaves one, even free from death itself.

    uchouten_kazoku_04_07_8.jpg‘uchouten_kazoku_04_07_9.jpg

    The father exemplifies this ideal lifestyle perfectly. He is completely unperturbed in the face of his upcoming death. His only concern is that he might ruin an otherwise tasty hotpot.

    Tanuki have an image of being free-spirited, playing tricks on people and being generally irresponsible. But Yasaburou, who is seen as the tanuki closest to his father, certainly isn’t irresponsible or selfish. He takes care of his family and the professor, and even befriends and helps out the man who ate his father. I see this care and responsibility as affirming rather than denying Yasaburou’s freedom. Because he is perfectly free, from death and all other constraints, he is able to love others selflessly without concern for himself. Just like his father, who is free to love the man who is about to eat him and worry over the taste of his hot pot.

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    In turn, the professor is moved by the father’s words and is able to wish he could be eaten and enjoyed by tanuki in the event of his inevitable death.

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    Contrast this freedom from death with the freedom that Benten has. Benten is unpredictable and won’t let herself be tied down to anything. She ignores the professor and others unless it suits her. Both she and Yasaburou have a great deal of “freedomâ€, but Benten’s is fundamentally of a different sort. Her freedom is in service to herself, and she is in truth a slave to her own fickle desires. This is made explicit in her mourning over the fact that she likes Yasaburou and hence is going to eat him. She acts free but she isn’t really free at all: if she likes him, she has to eat him. I can’t imagine her going without regrets to her death, hoping that the people about to kill her will enjoy eating her. Instead she sits crying by the well at night, alone and miserable.

    And I just wrote an entire post on Christian theology without mentioning it until the end. Further Thoughts

    I like how this show slowly reveals things piece by piece. This incident with the father turning into a mountain has slowly become more and more epic since the first episode. And only now does the show mention (in passing, as if it’s no big deal) that the professor literally kidnapped Benten when she was a child.

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    Each character acts differently depending on who they’re with, and aren’t constrained by a one-size-fits-all personality. Much is said without needing to resort to words. For example, notice how Yasaburou acts to prod the professor along, jumping through all these hoops without getting angry. And further note how the professor acts like he dislikes Yasaburou while nothing could be further from the truth.

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    The meal with the Friday fellows was surprisingly non-awkward. I was expecting something nefarious and evil but they’re just a bunch of friends who like to hang out for dinner. Very friendly too. The only question is why does Benten bother hanging out with a bunch of old guys? I’m guessing the two missing guests will provide the answer to that…

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    The fireworks battle was hilarious. This family feud has blown up to ridiculous proportions. (By the way, I’m shipping Yasaburou with their sister pretty hard… I hope we get to see her eventually.)

    One last thought: the animation can be gorgeous.

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    I hope PA Works continues to do more shows along these lines and gives up on the Hanasaku Iroha clones.

    http://anime4fun.com/?s=Uchouten+Kazoku

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    I have been playing loads of DG crawlers recently, Diablo , torchlight, drawn to the ease of play they offer, and the character control they offer in terms of being an RPG. Desperate to develop an idea which encompasses these elements i present to you fellow developers, with LIBARY.

     

    Libary is currently one day old in terms of life, and is a fresh undefined idea, which i have chosen to talk about in today's post, for feed back into what YOU guys (and girls) think about the idea in general. Bare in mind that this is rough, fresh, and not set in stone.

     

    Libary follows the tale of one person trapped in the libary (the reason is undefined at this point in time). This is a special libary, and the setting is a throw back to films like the never ending story. While the film contained one book which drew in and connected a real person to fiction, the libary is filled with books the "player" can read and be drawn into.

     

    Players progress through the "books" and thus the game, but completing elements of each book and gaining fragments. (What fragments are for is unknown to me at the moment, but will some how work into the plot when its decided).

     

    Current features (or atleast the idea's for them) include.

     

    Jumping - The player can jump in and out of "books" at will, Jumping Save's their current progression in the book, The reason behind this, is some books may require a certain skill or item to be present and the player may not have attained it yet, thus need to be able to jump out and enter another book in order to gain the requirement to progress.

     

    The gameplay will have a similar freedom to the likes of Kingdom hearts in that respect, the player can choose where they go, and when they go there, but their ability to complete the levels and the books, will depend on them Jumping at will between the books in the libary.

     

    I'm hoping this will allow the player to explore the different stories present, and allow for Quick progression during short play times.

     

    Temporary Party system. Having a defined party, seems like the wrong way to go about this game, so players will be teamed with party members connected to the book they are in. Upon completing a book, the player will unlock a Draw feature, which will allow them to draw a party member from previously completed books.

     

    Fragments: Although undefined at the moment, the Fragments the player find, will be related to the Players personal story, in effect with each book completed the player will attain a piece of the puzzle about the character they are playing as.

     

    That's all i have so far, I would love to know what you all think of the current idea, even if its a nay. Let me know in the comments. Thank you for taking the time to read this post.

     

    OmegaDSX

  14. blog-0509937001376774971.pngAs I'm still working on my game (I'm slow, I know... lotsa real life stuff going on now) I'm going to show you which Espers will show up in the game and WHO they were/are. Let's go!

    Espers will be put in the order the party will meet them, split in Espers of Light and Dark of course. For part one, I'll show you the first tier of the Espers of Light.

     

     

    First up is Ifrit. Ifrit, the fire-elemental Esper, is a trickster. He likes to play pranks on everyone, especially on Shiva. He is not so strong but definitely makes up for it in terms of boasting, or is he compensating for something else with that? When he is summoned, he likes to present himself as stronger than he really is. The enemies he faces would be defeated by letting them roll on the floor laughing their ass off as Ifrit makes a complete fool of himself. And only then he strikes, when they least expect it. When not possible, he fights head on, giving everything he's got. And when he's got a few drinks down, he might burn stuff to the ground

     

    If he is not in his full form, he poses as a canine wielding an axe. While mainly attacking physically, he also utilises fire magic, though he rarely uses any spell above -ara level. Ifrit's axe is known as Flame Axe. If cornered, all hell breaks loose, as he unleashes his Hellfire.

     

    As a human, he was known as Jinn, a highwayman who lived around Cornelia and later moved to Vector. Jinn became the Guardian just before he moved to Vector. Shinryu opened an eye and the Great Soul Beyond blessed the most potent person he could find. Jinn, as the outlaw he was in Cornelia, thought he could escape the law in Vector. He crossed the water and almost immediately taken prisoner by the rebels. He learned that Vector was a tyranny of epic proportions, downright cruel to the people. Jinn sided with the rebels and fought. In a one-on-one fight with the Tyrant he brought him down, saving Vector. His actions made him a hero, something he would never be if he stayed in Cornelia. And little did he know that he was the Guardian, only after restoring balance by killing the Tyrant because that one night, he burst into flames and became Ifrit.

     

     

     

    Next is Shiva. Shiva is the Ice Queen, literally. She hardly shows emotions, unless things get personal. She might seem very strong and happy in life, but deep inside she's insecure and depressed. Shiva blatantly HATES the pranks from Ifrit, yet she doesn't see it backfires as HE has more and more fun when being told he's childish and yadda yadda yadda. Other than that, Shiva is best friends (with benefits) with Phoenix, though Phoenix can't replace that was taken from her before she became the Guardian. And whenever she is raging, lives will be taken. Yet she doesn't see the ruins it makes in the world.

     

    When not fully powered, Shiva dresses in her usual skimpy clothing which makes you wonder if she ever gets a cold. She uses a gun named Centauri, which shoots ice crystals and is powered by pressure, generated by rapid sublimating of solid CO2. She found this way to power a gun, as it doesn't go against her element. If enraged, she shows her opponents some Diamond Dust, of the damaging variety.

     

    Shiva used to be known as Styria. She lived with her girlfriend Nyx in Palamecia. They were refered to as the Shiva Sisters. Being the discriminated type, because they are... youknowwhat... they got forced into the least honorable job. (I don't think I have to tell you which job THAT is) But still, they worked for their lives. Palamecia was ruled by Emperor Mateus at that time. He didn't have a wife and so frequently called the best there was in his Empire. One day, Styra and Nyx were called over. With the world in turmoil since Shinryu moved again, the Emperor thought it was the best time to try a threesome. Bad thing, the girls are not interested in men. Though through his actions, he restored balance as he indirectly told that loving your own sex wasn't bad. Albeit, his actions were questionable and he ended up on the other side of the spectrum of Espers. And as corrupted as he was, the now Esper Mateus took Nyx as a hostage and later bound her to him as a trophy. Before dissapearing into the Rift, Styria was enraged and tried to off him. The balance created by Mateus was short and he broke it himself again. Styria was blamed for the 'death' of their Emperor, but saved by a voice in the sky telling that she had to restore balance now. She calmed the people of Palamecia, permanently. (no, not by freezing them all) Ascending to Esper-hood, Styria took on their once-hated nickname and became the Ice Queen she is today, but still filled with the same hate for Mateus.

     

     

    Let's continue with Ramuh. Ramuh is your thunder elemental, spellcasting, not-so-heavily armoured justicar. Being the face of law enforcement in the Feymarch, Ramuh is your strict, swift but just judge in court. Mantaining order like no-one else, he surpasses any other attempt before him. But don't, just... don't... go around wreaking havoc or be disrespectful when he is in charge. He'll throw around thunderbolts and lightning, which is perceived as very, VERY frightening by many.

     

    Ramuh prefers staves and robes to any other combination. With his Justicar's Staff, he'll deliver powerful thunder spells to the unlawful. And if Thundaja isn't enough, be wary of his Judgment Bolt.

     

    Ramuh used to be known as Indra. Indra was a Judge in Alexandria (of the armored variety). He didn't like the armor as he thinks it is clunky, not comfortable, heavy, impairing and no good when casting spells. He left Alexandria and went to Galbadia. Galbadia was divided in East and West at the time. The two parts were very judgmental to each other, finding new ways to legally harass each other. Indra stepped in, with equal trials for everyone. He ditched the armor in favor of a toga. While the armor was intimidating, the thought of a weak-looking person who could effectively boil you in your own armor was far more effective. The two parties were impressed, adopting many of Indra's ideas. Finally, by uniting the two halves, Indra achieved Esper-hood. The division between the two parts was the great source of imbalance.

     

     

     

    And the last one for this part is Titan. Titan is your more than average sized Esper who can destroy entire cities by merely walking around, in full Esper form. Generally, he is the peaceful type, lending a hand in building societies by giving stone, fertilizing land and creating 'natural' defensive structures. Be wary though, he gives, but he can take too. He rules the land under your feet, and until the end of time, he rules.

     

    Normally, he walks around in heavy armor and carries his warhammer named Earthbreaker. When enraged, he unleashes Gaia's Wrath, letting the planet itself lash out against those who defy him.

     

    Titan was formerly known as Goliath, or in short, Gol. Gol was one of the creative minds in Karnak. There were many at the time, and they all tried to impress and force down each other. Gol was working with a man named David. They were working on a reliable system to fertilize and sustain farm land in a barren desert. They got their project out, but David got cocky. He stripped Gol of his credits to the project. Gol, obviously, wasn't happy with it. David told him to shut up and threw a rock. Gol, being the savvy person he was, saw it coming, caught the rock and threw it back. He proved David wrong and got his credit. But unfortunately, David died a few days later of complications in the wound. Gol carried on their legacy by teaching others to co-operate properly. Sometimes, the second pair of eyes is all that is needed to perfect a creation. Gol became Titan as a reward, but he is still sad because of what happened to David.

     

     

     

     

    This concludes part one. The next part will be about the first tier of the Espers of Dark, A.K.A. The Zodiac Espers.

  15. I've been learning how to script, and to keep a record for myself (and for anyone who might be interested, though that I don't know about), I thought I'd post them up here. This is going to have to be what I'll consider my first script. There were two before it, but these were embellished versions of the first two scripts that DP3 makes in his tutorials.

     

    Needless to say, I'm greatly indebted to DP3's tutorials for getting me on my feet.

     

    It's real short and sweet:

     

     

    #============================================================================#   **  Change Title Menu Sounds#----------------------------------------------------------------------------#       Version 1.0         siChainlinks           7/8/2013#============================================================================#============================================================================#----------------------------------------------------------------------------#    Instructions:#  #   Put this script below Materials and before Main.#   Adjust the sound options in the editable region to your taste.##-----------------------------------------------------------------------------    #============================================================================module Module_siC  # Leave this alone  module StartMenu_Sounds  # Leave this alone#============================================================================#-----------------------------------------------------------------------------    #   ///// EDITABLE REGION ///////#-----------------------------------------------------------------------------         # Sound options: format is ["Filename", volume, pitch], these must be    # placed in your sound effect folder in the audio folder of the game.        New_Game_Sound    = ["Autodoor", 100, 100] # Sound effect on new game     Load_Game_Sound   = ["Open1", 100, 100] # Sound effect on continue    ShutDown_Sound    = ["Miss", 100, 100] # Sound effect on shutdown            #-----------------------------------------------------------------------------    #   ////// END EDITABLE REGION ///////#-----------------------------------------------------------------------------    #=============================================================================#-----------------------------------------------------------------------------    # Don't touch anything beyond this point unless you know what you're doing.#-----------------------------------------------------------------------------      endend#-----------------------------------------------------------------------------    # Replaces the window command for the symbols of the main menu only#-----------------------------------------------------------------------------    class Window_Command  def process_ok    @@last_command_symbol = current_symbol        # Only in the start menu will sound_effect be defined.     if current_symbol == :new_game      sound_effect = Module_siC::StartMenu_Sounds::New_Game_Sound    elsif current_symbol == :continue      sound_effect = Module_siC::StartMenu_Sounds::Load_Game_Sound    elsif current_symbol == :shutdown      sound_effect = Module_siC::StartMenu_Sounds::ShutDown_Sound    else      sound_effect = nil    end    if current_item_enabled?      # If sound_effect is defined, play sound listed, else play ok sound      sound_effect ? RPG::SE.new(*sound_effect).play : Sound.play_ok      Input.update      deactivate      call_ok_handler    else      Sound.play_buzzer    end  endend

     

     

     

    EDIT: Thanks again, DP3. Here's an edit of the script that will also allow a bit more to be customizable. I've added in main menu options (which can be removed, if they don't float your boat), and some instructions on how to add sounds for custom menu options. Let me know if they are clear, or if you're having trouble with a particular menu option.

     

     

    #============================================================================#   **  Change Menu Sounds#----------------------------------------------------------------------------#       Version 1.2         siChainlinks           7/8/2013#============================================================================#============================================================================#----------------------------------------------------------------------------#    Instructions:#  #   Put this script below Materials and before Main.#   Adjust the sound options in the editable region to your taste.##-----------------------------------------------------------------------------    #============================================================================module Module_siC  # Leave this alone  module StartMenu_Sounds  # Leave this alone    Menu_Sound_Effects = { # Leave this alone#============================================================================#-----------------------------------------------------------------------------    #   ///// EDITABLE REGION ///////#-----------------------------------------------------------------------------            # Sound options: format is ["Filename", volume, pitch], these must be    # placed in your sound effect folder in the audio folder of the game.        :new_game => ["Autodoor",   100, 100],  # Sound effect on new game     :continue => ["Open1",      100, 100],  # Sound effect on continue    :shutdown => ["Miss",       100, 100],  # Sound effect on shutdown             # You can add to this list to deal with other start menu options, but    # you'll need to first find out what their symbols are (with the : in    # front and coloured yellow). To do this, I'd recommend scanning the     # relevant script for symbols that sound right, and then giving them    # a try until you find the right one. To add, simply copy and paste     # the above lines and put in a different symbol, volume and pitch.        # To change the sound effects of the main menu:        :item       => ["Coin",       100, 100],    :skill      => ["Cursor2",    100, 100],    :equip      => ["Decision1",  100, 100],    :formation  => ["Evasion2",   100, 100],    :save       => ["Ice3",       100, 100],    :game_end   => ["Fall",       100, 100],        # To restore to defaults, comment out these lines with a #. To add    # custom menu options, find out the symbol needed and add a new line.        #-----------------------------------------------------------------------------    #   ////// END EDITABLE REGION ///////#-----------------------------------------------------------------------------    #=============================================================================#-----------------------------------------------------------------------------    # Don't touch anything beyond this point unless you know what you're doing.#-----------------------------------------------------------------------------      } # Leave this alone  endend#-----------------------------------------------------------------------------    # Replaces the window command for the symbols of the main menu only#-----------------------------------------------------------------------------    class Window_TitleCommand  def process_ok    @@last_command_symbol = current_symbol    sound_effect = Module_siC::StartMenu_Sounds::Menu_Sound_Effects[current_symbol]    if current_item_enabled?      # If sound_effect is defined, play sound listed, else play ok sound      sound_effect ? RPG::SE.new(*sound_effect).play : Sound.play_ok      Input.update      deactivate      call_ok_handler    else      Sound.play_buzzer    end  endend#-----------------------------------------------------------------------------    # Replaces the window command for the symbols of the main menu only#-----------------------------------------------------------------------------    class Window_MenuCommand  def process_ok    @@last_command_symbol = current_symbol     sound_effect = Module_siC::StartMenu_Sounds::Menu_Sound_Effects[current_symbol]    if current_item_enabled?      # If sound_effect is defined, play sound listed, else play ok sound      sound_effect ? RPG::SE.new(*sound_effect).play : Sound.play_ok      Input.update      deactivate      call_ok_handler    else      Sound.play_buzzer    end  endend

     

     

     

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    Recent Entries

    post-18657-0-97003300-1375527133_thumb.png

    Vos

    Main character

    Race/gender: Female Kitsune(Fox demon)

    Powers: Siphoning and speed attacks

    Weapon(s) of choice: Zundaru (custom made blade), Mouth, Claws, Tail

    Personality: A soft yet cold approach, personality changes to demonic nature once in demon form.

    Description: white short-mid hair, white eyelashes with white pupils, a black sclera (its the part of our eyes that is white) skin is a tanish color when in her human looking form, has the appearance of a 19 year old, actual age is unknown.

    post-18657-0-25435700-1375781005_thumb.png

    Katashi Lo

    Secondary/main character:

    Race/gender: Male human

    Powers: Summoner with close combat attacks

    Weapon(s) of choice: Priest staff, gauntlets, spiked chain whip

    Personality: Overall loud and boastful and a bit pervy, in situations he becomes a focused being unlike any other.

    Description: Long Blue hair, green eyes, a plain Caucasian/Asian color skin, has tattoos that are used for summoning spells, a moderate body build from the short years of training, has the appearance of a 17 year old, but is actually 22.

     

    See how I made them here :)

    http://www.rpgmakervxace.net/topic/17430-character-design-katashi-lo-and-vosupdated-x5/page-2#entry120107

  16. In my last post I talked about the Party life system, this will be the complete focal of this post. For a brief over view, the PartyLifeSystem (PLS here on) is a way in which we try to add a sense of realism to the game. It all starts here

     

     

    blogentry-1479-0-71292100-1375473585_thumb.png

     

    This is the personality Generator for the characters, it selects and stores attributes for use later in the game. It works on the basic principle of Positive and Negative, with 1 = positive and 0 = a negative response.

    There are five Personality traits the characters are generated into, these are as follows:

    · Openness

    · Conscientious

    · Extravert

    · Agreeable

    · Neurotic

    These traits mix to form the characters personality, so the generator for “Hazel†would look something like this.

    · Openness = 1

    · Conscientious =1

    · Extravert =0

    · Agreeable =1

    · Neurotic =0

    The above would suggest that Hazels personality is of an open and thoughtful level, preferring to avoid direct conflict, she would prefer to side line her own beliefs to avoid it, yet the affects her actions have on others weighs heavily on her mind.

     

    SECOND STAGE: MAKING AND BREAKING TIES.

    With the personalities Figured out, the game then creates a randomly generated pattern of Ties, or “starting bond†for the partymembers, this decides who likes each other. The event currently looks a little something like this.

     

     

    blogentry-1479-0-71292100-1375473585_thumb.png

     

    There are 3 defining criteria for the bonds/ ties between the party members, Negative impression, Indifferent, and positive impression. The characters differences in personality will play a key role in the negative effect of this randomly generated tie builder; however similarities will not always mean there is a mutual understanding. And while characters that are agreeable and not conscientious may be easier to sway with decisions, it is hard to gauge how those decisions are truly affecting their bond with you.

    It was for this reason that we decided to use, the face images for a great “hint†towards the characters bond with you. For how they bond with each other you will have to watch how they interact with one another.

     

     

    blogentry-1479-0-42271600-1375473587_thumb.png

     

    We used a simple conditional Tree event to control this, each time the players bond is effected, this event is triggered and alters the face pictures dependant on the level of bond you have with the character.

    Bond ranges from -100 to 100. With 0 being a default stand point? Positive and negative, as you can see there is a running theme here.

    The above Highlights the Randomly Generated element of the PLS, and in the next post, we will explore the more dynamic and mechanical elements which this system brings to the Genre of RPG gaming.

    This will include the Party death system, Resurrection; along with “death prevention†since Death is a very real element of the game.

    I wanted to keep this post short and sweet, so I thank you for reading, Stay tuned for next time, also if any of you would like me to delve into more detail with anything discussed above, let me know in a comment. Thanks for reading.

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