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Tharis got a reaction from Takeo212 in Wing Helm Parts
So I saw one of the characters in the trailer had a winged helmet, and I absolutely loved it. I thought for sure such an awesome part would be available to the character generator... and much to my chagrin, it was not. So i made an easy fix for anyone who wants to use it for a faceset SV_battler and Walking Sprite. To use the the battler helm you'll need to export the character you want to place them on, open up the rear wing then layer the character over the top of that image then layer the helm and wing over that and it should fit over them Enjoy! Also please do not move these from this site, as eventually the credit will be lost as to who made them.
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Tharis got a reaction from Dainiri.Art in Outside_D Tileset (WIP)
Just posting this here to possibly inspire more people to work with the pixels they have available to them, also to share what i have. So this stuff is taken and manipulated from RTP graphics (except for the flowers those are miniaturized photos of real flowers) from MV's RTP and can give a little more life to what we already have. Enjoy!
So I've dome some more with this just some recolors as well as some flag mounts and recolors of different flags nothing super special.
I've edited some more of the RTP this time some of the Over Land tiles and one map of the world. I am currently using this as a way to set up strategy boards in a war council room you can use it for whatever you want. Some of the flags are a little grainy but the general idea is had, it's a nice effect in the game to see something like this.
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Tharis got a reaction from Takeo212 in Wing Helm Parts
So I saw one of the characters in the trailer had a winged helmet, and I absolutely loved it. I thought for sure such an awesome part would be available to the character generator... and much to my chagrin, it was not. So i made an easy fix for anyone who wants to use it for a faceset SV_battler and Walking Sprite. To use the the battler helm you'll need to export the character you want to place them on, open up the rear wing then layer the character over the top of that image then layer the helm and wing over that and it should fit over them Enjoy! Also please do not move these from this site, as eventually the credit will be lost as to who made them.
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Tharis reacted to Glasses in Damage Formulas 101 (MV Edition)
Damage Formulas 101
MV Edition
You probably wondered how to make a skill do more damage against enemies with a state, or heal more if player has a state, or deal exactly half of enemy's HP. And so on.
All of that and more can be done through custom damage formula.
Basics:
Type - sets what does the formula damage or heal.
None - Nothing, no damage will be dealt.
HP Damage - HP will be damaged
MP Damage - MP will be damaged
HP Recover - HP will be restored
MP Recover - MP will be restored
HP Drain - Deals damage to enemy HP and restores that much HP for attacker
MP Drain - Deals damage to enemy MP and restores that much MP for attacker
Element - Sets which element to use. Normal attack - means will use same element as weapon.
Variance - How will damage fluctuate. E.g. If skill formula says it deals 100 damage and variance is 20%, the skill will deal between 80 and 120 damage.
Critical - Can skill critically hit, dealing increased damage by 300%.
And now, the actual fun part - formulas!
It decides how much damage will opponent take or ally will heal.
Let's dissect one of basic formulas that come with RPG Maker MV - Fire
100 + a.mat * 2 - b.mdf * 2
What do things like a and b mean?
a - attacker
b - defender
So if Actor Glasses were to cast Fire on a Slime. a would be Glasses and b would be Slime.
Meaning the takes double of Glasses mat (Magic Attack) parameter and subtracts double of Slime's mdf (Magic Defense) parameter and adds that to the 100 in the beginning ofthe formula.
E.g. Glasses has 100 mat and Slime has 20 mdf. If we were to convert fomula using those numbers, we'd have - 100 + 100*2 - 20*2, after calculation we see with those parameters Fire would deal 260 damage if there were no variance.
But only last number in the formula deals damage. If you had 2 lines of formula. (semicolon ; tells where line ends for the program)
E.g. a.atk; a.atk*2
Only a.atk*2 would be calculated for damage.
Are there more letters other than a and b for the formulas?
Yes. There are variables. Which are used like this: v[iD]. ID - index of the variable.
So you could have a skill that gets stronger the higher variable is.
E.g. v[10] * 2 - b.def * 3
Is there a way to make skill even more complex, e.g. if some variable is over 100, deal extra damage?
Yes, in that case we can use if else statements.
How if else statement looks:
if (statement)
{
formula1;
}
else
{
formula2;
}
But how to write it to the damage formula? It only has 1 line!
Just write everything together~
if (statement) { formula1; } else { formula2; }
E.g.:
if (v[10] > 100) { a.atk*4 - b.def*2 } else { a.atk*2 - b.def*2 }
Which can be shortened to this if you're using only 1 line of formula.
if (statement)
formula1;
else
formula2;
E.g.:
if (v[10] > 100) a.atk*4 - b.def*2; else a.atk*2 - b.def*2;
And you can shorten it even further using ternary operator (my favorite one):
statement ? formula1 : formula2;
E.g.:
v[10] > 100 ? a.atk*4 - b.def*2 : a.atk*2 - b.def*2;
Symbols for statements:
> - more than
< - less than
>= more than or equal to
<= less than or equal to
=== equal to
&& and
|| or
!== not equal
! not
Examples:
v[10] > 100 ? 1000 : 100; (If variable 10 is more than 100, it'll deal 1000 damage, else it'll only deal 100)
v[10] < 100 ? 1000 : 100; (If variable 10 is less than 100, it'll deal 1000 damage, else, it'll only deal 100)
v[10] >== 100 ? 1000 : 100; (If variable is 100 or more, it'll deal 1000 damage, else it'll only deal 100)
v[10] <== 100 ? 1000 : 100; (If variable is 100 or less, it'll deal 1000 damage, else it'll only deal 100)
v[10] === 100 ? 1000: 100; (If variable is equal to 100, it'll deal 1000 damage, else it'll only deal 100)
v[10] > 50 && v[11] >== 25 ? 1000 : 100; (If variable 10 is more than 50 and variable 11 is 25 or more, it'll deal 1000 damage, else it'll only deal 100)
v[10] > 50 || v[11] > 50 ? 1000 : 100; (If variable 10 is more than 50 or variable 11 is more than 50 then it'll deal 1000 damage, it'll only deal 100)
v[10] !== 100 ? 1000 : 100; (If variable 10 is not equal to 100, it'll deal 1000 damage else it'll only deal 100)
What about parameters to use for a and b?
Here's a whole list of them:
Current: (All flat numbers, e.g.: 900, 999, 11)
level - current level (Actor only by default)
hp - current hp
mp - current mp
tp - current tp
Params: (All flat numbers, e.g.: 1337, 7331, 156)
mhp - max hp
mmp - max MP
atk - attack
def - defence
mat - magic attack
mdf - magic defence
agi - agility
luk - luck
XParams: (All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%)
hit - Hit rate
eva - Evasion rate
cri - Critical rate
cev - Critical evasion rate
mev - Magic evasion rate
mrf - Magic reflection rate
cnt - Counter attack rate
hrg - HP regeneration rate
mrg - MP regeneration rate
trg - TP regeneration rate
SParams:(All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%)
tgr - Target Rate
grd - Guard effect rate
rec - Recovery effect rate
pha - Pharmacology
mcr - MP Cost rate
tcr - TP Charge rate
pdr - Physical damage rate
mdr - Magical damage rate
fdr - Floor damage rate
exr - Experience rate
How about changing HP/MP/TP?
gainHp(value) - restores HP by value
gainMp(value) - restores MP by value
gainTp(value) - restores TP by value
setHp(hp) - sets HP to value
setMp(mp) - sets MP to value
setTp(tp) - sets TP to value
E.g. a.setHp(a.mhp)
E.g. a.setHp(a.hp + 100)
clearTp() - sets TP to 0
What about advanced stuff where you can influence formulas with states?
We got all that!
isStateAffected(stateId) - checks if battler has state inflicted to them.
E.g. b.isStateAffected(10) ? 10000 : 1;
isDeathStateAffected() - checks if battler has death state inflicted to them.
E.g. b.isDeathStateAffected() ? 10000 : 1;
resetStateCounts(stateId) - refreshes how long state will last for the battler
if (b.isStateAffected(10)) b.resetStateCounts(10); 100
updateStateTurns() - shortens all states on battler by 1 turn
b.updateStateTurns(); 100
addState(stateId) - adds state to the battler
if (!b.isStateAffected(10)) b.addState(10); 100
isStateAddable(stateId) - checks if state can be added to the battler
c=100; if (b.isStateAddable(10)) b.addState(10); else c=4000; c
removeState(stateId) - removes state from the battler
if (a.isStateAffected(10)) a.removeState(10); 0
What about buffs? Can we buff and debuff battlers?
Yes!
addBuff(paramId, turns) - adds a buff for a parameter
a.addBuff(0, 3); b.def*10
addDebuff(paramId, turns) - adds a debuff for a parameter
b.addDebuff(2, 10); 9999
removeBuff(paramId) - removes a buff or debuff from a battler
removeAllBuffs() - removes all buffs and debuffs from a battler
Parameter IDs
0 - Max HP
1 - Max MP
2 - Attack
3 - Defence
4 - Magic Attack
5 - Magic Defence
6 - Agility
7 - Luck
General Battler Stuff
die() - kills the battler
b.die(); 0
revive() - revives the battler
a.revive(); 1000
paramBase(paramId) - gets base parameter
a.paramBase(3)*10 - b.def*2
paramPlus(paramId) - gets the bonus of parameter
a.paramPlus(3)*2 - b.def*2
paramMax(paramId) - gets max possible value of parameter
b.paramMax(0)
elementRate(elementId) - checks element rate of the battler (rate being decimal numbers representing %)
b.elementRate(10) >== 0.5 ? 10000 : a.mat*4;
isStateResist(stateId) - checks whether the battler resists state
c=0; b.isStateResist(10) ? c+=2000 : b.addState(10); c
isSkillTypeSealed(stypeId) - checks if battler's skill type is sealed
isSkillSealed(skillId) - checks if battler's skill is sealed
isEquipTypeSealed(etypeId) - checks if battler's equip type is sealed
isDualWield() - checks if battler can dual wield
isGuard() - checks if battler is guarding
recoverAll() - removes all states, restores HP and MP to max
hpRate() - checks HP rate of battler
mpRate() - checks MP rate of battler
tpRate() - checks TP rate of battler
b.hpRate() < 0.5 ? b.hp-1 : 100;
isActor() - checks if battler is actor
isEnemy() - checks if battler is enemy
escape() - escapes from battle
b.escape() (makes enemy run away)
consumeItem(item) - eat up an item
a.consumeItem($dataItems[15]); 100
For actor only:
currentExp() - current EXP
currentLevelExp() - EXP needed for current level
nextLevelExp() - EXP needed for next level
nextRequiredExp() - EXP left until next level
maxLevel() - max level of actor
isMaxlevel() - is actor max level (true/false)
hasWeapon() - is actor wielding a weapon (true/false)
hasArmor() - is actor wearing any armor (true/false)
clearEquipments() - unequip everything actor is wearing
isClass(gameClass) - checks if actor is of a class (gameClass - $dataClasses[iD])
hasNoWeapons() - checks if actor doesn't have any weapons
levelUp() - levels actor up
levelDown() - level actor down
gainExp(exp) - gives actor exp
learnSkill(skillId) - makes actor learn a skill
forgetSkill(skillId) - makes actor forget a skill
isLearnedSkill(skillId) - checks if actor has a skill learned
actorId() - returns Actor's ID
For enemy only:
enemyId() - returns Enemy's ID
What about Math? Can we use Math methods inside the formula?
Yup, you totally can.
Math.random() - returns a random number between 0 and 1 (0 <= n < 1)
Math.min(numbers) - returns a minimum number from provided numbers.
E.g. Math.min(10, 50, 40, 200) - would return 10.
Math.max(numbers) - returns a maximum number from provided numbers.
E.g. Math.max(10, 50, 40, 200) - would return 200.
Math.round(number) - rounds a number to nearest integer.
Math.ceil(number) - rounds the number up to nearest integer.
Math.floor(number) - rounds the number down to nearest integer.
Math.rand() returns a number between 0 and 1, but can we get a random number between 1 and 100? Or 5 and 200?
No problem:
Math.floor(Math.random()*100)+1
^ That would return a number between 1 and 100. If we didn't add 1 at the end, it'd only return a number between 0 and 99.
But that's a lot of text? Could we simplify somehow?
Thankfully, there's a method in rpg_core.js that adds Math.randomInt(max);
So we can write the same using:
Math.randomInt(100)+1
If you have any questions, feel free to ask or discuss various ways to make specific skills.
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Tharis got a reaction from Takeo212 in Wing Helm Parts
So I saw one of the characters in the trailer had a winged helmet, and I absolutely loved it. I thought for sure such an awesome part would be available to the character generator... and much to my chagrin, it was not. So i made an easy fix for anyone who wants to use it for a faceset SV_battler and Walking Sprite. To use the the battler helm you'll need to export the character you want to place them on, open up the rear wing then layer the character over the top of that image then layer the helm and wing over that and it should fit over them Enjoy! Also please do not move these from this site, as eventually the credit will be lost as to who made them.
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Tharis got a reaction from Takeo212 in Wing Helm Parts
So I saw one of the characters in the trailer had a winged helmet, and I absolutely loved it. I thought for sure such an awesome part would be available to the character generator... and much to my chagrin, it was not. So i made an easy fix for anyone who wants to use it for a faceset SV_battler and Walking Sprite. To use the the battler helm you'll need to export the character you want to place them on, open up the rear wing then layer the character over the top of that image then layer the helm and wing over that and it should fit over them Enjoy! Also please do not move these from this site, as eventually the credit will be lost as to who made them.
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Tharis got a reaction from Dainiri.Art in Outside_D Tileset (WIP)
Just posting this here to possibly inspire more people to work with the pixels they have available to them, also to share what i have. So this stuff is taken and manipulated from RTP graphics (except for the flowers those are miniaturized photos of real flowers) from MV's RTP and can give a little more life to what we already have. Enjoy!
So I've dome some more with this just some recolors as well as some flag mounts and recolors of different flags nothing super special.
I've edited some more of the RTP this time some of the Over Land tiles and one map of the world. I am currently using this as a way to set up strategy boards in a war council room you can use it for whatever you want. Some of the flags are a little grainy but the general idea is had, it's a nice effect in the game to see something like this.
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Tharis got a reaction from Dainiri.Art in Outside_D Tileset (WIP)
Just posting this here to possibly inspire more people to work with the pixels they have available to them, also to share what i have. So this stuff is taken and manipulated from RTP graphics (except for the flowers those are miniaturized photos of real flowers) from MV's RTP and can give a little more life to what we already have. Enjoy!
So I've dome some more with this just some recolors as well as some flag mounts and recolors of different flags nothing super special.
I've edited some more of the RTP this time some of the Over Land tiles and one map of the world. I am currently using this as a way to set up strategy boards in a war council room you can use it for whatever you want. Some of the flags are a little grainy but the general idea is had, it's a nice effect in the game to see something like this.
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Tharis got a reaction from Dainiri.Art in Outside_D Tileset (WIP)
Just posting this here to possibly inspire more people to work with the pixels they have available to them, also to share what i have. So this stuff is taken and manipulated from RTP graphics (except for the flowers those are miniaturized photos of real flowers) from MV's RTP and can give a little more life to what we already have. Enjoy!
So I've dome some more with this just some recolors as well as some flag mounts and recolors of different flags nothing super special.
I've edited some more of the RTP this time some of the Over Land tiles and one map of the world. I am currently using this as a way to set up strategy boards in a war council room you can use it for whatever you want. Some of the flags are a little grainy but the general idea is had, it's a nice effect in the game to see something like this.
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Tharis reacted to Dainiri.Art in D'Art MV Resources (Latest Upload [Feb 10,2016]: Parallax Big Trees)
Latest Upload
Feb 10, 2016 - Parallax Big Trees - New!
Category:
Iconsets
Facesets
Static Battlers [FV]
Static Battlers [SV]
Generator Parts
Tileset - New!
Special Event Resources:
12 Days to 2016
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Tharis reacted to Dainiri.Art in D'Art MV Resources (Latest Upload [Feb 10,2016]: Parallax Big Trees)
No problem, thanks too!
Thanks, I'm surprised too lol..
Thanks! yeah peoples are fast specially if they needed more resources but in here there is not so much yet and I'm hoping to see more here.
And for the Update Actor2 Crew is coming up I hope I can keep this up lol..
Actor 2-1
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Tharis got a reaction from Dainiri.Art in Outside_D Tileset (WIP)
Just posting this here to possibly inspire more people to work with the pixels they have available to them, also to share what i have. So this stuff is taken and manipulated from RTP graphics (except for the flowers those are miniaturized photos of real flowers) from MV's RTP and can give a little more life to what we already have. Enjoy!
So I've dome some more with this just some recolors as well as some flag mounts and recolors of different flags nothing super special.
I've edited some more of the RTP this time some of the Over Land tiles and one map of the world. I am currently using this as a way to set up strategy boards in a war council room you can use it for whatever you want. Some of the flags are a little grainy but the general idea is had, it's a nice effect in the game to see something like this.
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Tharis reacted to Point08 in Pixel Point - Point08's Edits and Customs
4/5/2017 - I've finally gotten some of these assets formatted for use with Yanfly's Grid Free Doodads plugin. The books aren't done yet, sorry, they're time consuming, but I'm getting there and will post them soon. I'll update the link when the books are ready. The books are included in the zip file, which is now updated, and reformatted to include subfolders for easier organization. A zip file of the assets ready for use as doodads can be grabbed from here: Point's Doodads
Terms of Use:
*Always credit Enterbrain or Kadokawa for any RTP resource, including recolors, resizes, etc.*
Commercial projects: Yes, no credit to me required
Non-commercial projects: Yes, no credit to me required
Funded projects: (kickstarter, gofundme, etc., whether commercial or not) Yes, no credit to me required
Reposts: Yes, no credit to me required. Please do not claim you made them though. *You must include these terms of use if you repost these on another site!*
Edits: Yes, no credit to me required.
If you use any of these resources, feel free to send me a screenshot if you want. I'm always happy to know they were useful to someone. This is not required however.
I'd like to give a quick thanks to Sharm and Celianna, as their work, both past and present, is what inspired me to start doing this in the first place, and is often the inspiration for what I attempt to create. I've also learned a lot from looking at their art and watching Celianna as she creates hers.
All of my current resources are designed for use with MV. If you have requests related to anything I create (e.g. recolors, resizes, different styling, etc.) please feel free to ask.
Indoor Tiles and Parallax Files
Outdoor Tiles and Parallax Files
Weapons for Side View Battlers
Windowskins and Cursors
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Tharis got a reaction from Dainiri.Art in Outside_D Tileset (WIP)
Just posting this here to possibly inspire more people to work with the pixels they have available to them, also to share what i have. So this stuff is taken and manipulated from RTP graphics (except for the flowers those are miniaturized photos of real flowers) from MV's RTP and can give a little more life to what we already have. Enjoy!
So I've dome some more with this just some recolors as well as some flag mounts and recolors of different flags nothing super special.
I've edited some more of the RTP this time some of the Over Land tiles and one map of the world. I am currently using this as a way to set up strategy boards in a war council room you can use it for whatever you want. Some of the flags are a little grainy but the general idea is had, it's a nice effect in the game to see something like this.
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Tharis got a reaction from Takeo212 in Wing Helm Parts
So I saw one of the characters in the trailer had a winged helmet, and I absolutely loved it. I thought for sure such an awesome part would be available to the character generator... and much to my chagrin, it was not. So i made an easy fix for anyone who wants to use it for a faceset SV_battler and Walking Sprite. To use the the battler helm you'll need to export the character you want to place them on, open up the rear wing then layer the character over the top of that image then layer the helm and wing over that and it should fit over them Enjoy! Also please do not move these from this site, as eventually the credit will be lost as to who made them.
-
Tharis got a reaction from Takeo212 in Wing Helm Parts
So I saw one of the characters in the trailer had a winged helmet, and I absolutely loved it. I thought for sure such an awesome part would be available to the character generator... and much to my chagrin, it was not. So i made an easy fix for anyone who wants to use it for a faceset SV_battler and Walking Sprite. To use the the battler helm you'll need to export the character you want to place them on, open up the rear wing then layer the character over the top of that image then layer the helm and wing over that and it should fit over them Enjoy! Also please do not move these from this site, as eventually the credit will be lost as to who made them.
-
Tharis got a reaction from Takeo212 in Wing Helm Parts
So I saw one of the characters in the trailer had a winged helmet, and I absolutely loved it. I thought for sure such an awesome part would be available to the character generator... and much to my chagrin, it was not. So i made an easy fix for anyone who wants to use it for a faceset SV_battler and Walking Sprite. To use the the battler helm you'll need to export the character you want to place them on, open up the rear wing then layer the character over the top of that image then layer the helm and wing over that and it should fit over them Enjoy! Also please do not move these from this site, as eventually the credit will be lost as to who made them.
-
Tharis got a reaction from Takeo212 in Wing Helm Parts
So I saw one of the characters in the trailer had a winged helmet, and I absolutely loved it. I thought for sure such an awesome part would be available to the character generator... and much to my chagrin, it was not. So i made an easy fix for anyone who wants to use it for a faceset SV_battler and Walking Sprite. To use the the battler helm you'll need to export the character you want to place them on, open up the rear wing then layer the character over the top of that image then layer the helm and wing over that and it should fit over them Enjoy! Also please do not move these from this site, as eventually the credit will be lost as to who made them.
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Tharis got a reaction from Nyapurgisnacht in Style and Parallaxing Process?
This looks good over all however the one tree that stands over the house near the middle left side of the map as a very odd shadow. The shadow looks like its directly under the tree or where the tree would be as if the ground under it was flat... however there is a house there that's roof actually eclipses the branches this gives it a very 2D feel. What you could do is take the very top of the shadow of that tree and put it over the top of the house at about a 1.25 magnification and stretch the part of the shadow that will connect to the ground to fit with where the ground is flat at no magnification and then cut the rest of the shadow that would appear on the house off this will help to give the correct spacing with the building and the tree.
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Tharis got a reaction from Saeryen in Town Maps Feedback
I'm more inclined to see an implied story at a glance. Think about when you approach a building in Skyrim, even if it's a broken down house in the middle of nowhere you can automatically see that there is some kind of story there. The easiest way when making a house or town, to pull this off is to think of it in terms of "Who lives here? What kind of lives do they lead? What supplies are they going to need? Is it a major city, medium town, small hovel? Will items and goods stored outside become damaged (even if you don't have the resources to show this) or attract rodents?
One thing I like to do is add fauna to my maps as well it's a nice way to get some life in the scene without having to add any dialog or work really.
I tend to actually like larger single maps for smaller towns with some space between each of the houses (just make sure to fill in the space with some kind of detail like trees or other brush) and many smaller maps for larger cities with houses cramped together more, it helps both create the illusion that their respective sizes imply.
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Tharis got a reaction from BCj in Liphidain: Dissonance of Darkness (New Artwork!)
Ok, I've been working on setting up the main and side quest timelines for Chapter one. I have actually made a LOT of progress despite just having started back up again. I'm not sure how long it will take me to have the demo ready but if i can keep going at this pace (knock on wood) it should be a few weeks before I start asking for testers.
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Tharis got a reaction from crystalia in Liphidain: Dissonance of Darkness (New Artwork!)
DEMO AVAILABLE!
NOW WITH ARTWORK BY RONINDUDE!
Game Overview: Several eons after the "Aurora", the event that caused the first rays of light to shine out into the black abyss, darkness seeks to return to it's peaceful serenity. One by one the bastions of light have fallen, the line of Gods is at an end. The Final God of Light, Talinious, has been imprisoned, none of his progenitors remain to send aid. If this, the final bastion of light falls, all the universe will become darkness again. There is but one hope to stop the darkness from destroying everything, free Talinious and restore the line of the Gods. There is but one key to unlocking the void, the mortal to do so must be pure of heart. For if they falter, the gateway to the greater enemy will be open.
At present, tensions between the nations of Forvania and Mogard are again rising. These former allies now vie for power and control of the political factions within their borders. However a more nefarious power works to manipulate both sides of the conflict to move about it's business unseen. Tharis has been tasked with the mission his Father cannot fulfill, to restore the God of Light to is former place. And at every turn, the world will seek to tempt him from his path, yet remaining vigilant is the only option if he hopes to succeed.
Genre: This is a High Fantasy/SNES style J-RPG
Game Progression: The game's development has been hankered a few times, however most of these hiccups are due to getting and listening to feedback by the community. In the end the game experience and story progression will benefit from the extended development time.
Gameplay: A Quick note on the gameplay of this RPG. I am designing this to be as tactical as I can, which means that you will want to read the descriptions of each of your character's abilities, weapons, and armor so that you know when and how to use them. This will not be a game where spamming the attack button will win the day, outside of your standard battles (and even some of those will require more thought). I don't want to make this game a tactical nightmare, however I refuse to make it "too easy". That being said if you do read your abilities, weapons, and armor descriptions, and understand when and where to use them this should make for a fun and interesting game.
Characters:
Many of you will have noticed that The characters' original portraits have been removed. This is because I am currently in the process of commissioning new bust artwork by RoninDude of Deviant art.
to give an idea of eventually what the characters will all look like here are some previews.
Talinious
Astris
Tayron
Bidden by his Father at a young age to prepare to fight the forces of darkness (and as well the very nature of being mortal). With the duty to provide the key to unlocking the gate at the forefront of his mind, Tharis is often asked to make hard choices for the sake of the existence of everything. Though he bares his burden well, sometimes cracks in the façade begin to form. This, is where his enemies will strike at him the hardest at his very heart and soul.
Class - Paladin: These are the blessed warriors of Talinious, lost long ago after the God of Light fell into darkness and obscurity. Paladins engage foes head on, prefering to stay ahead of the damage and protecting their allys with a number of heavenly skills. They were originally trained by the God of Valor to fight with no fear, as such they are far less vulnerable to mind effecting spells.
Effective Roles: Main Tank, Ally Buffs
Strengths: High Defense, High Willpower, High Spirit, High Health
Skills/Functions: Battle skills dealing primarily physical damage, also has limited acess to miracles which heal and buff defensive and offensive statistics.
Weaknesses: Low Agility, Low Attack, Low Mana.
Tharis is susceptible to Area of effect attacks due to his low agility, also skills and attacks that target agility as the defensive mitigation will be particularly effective against him.
As we first meet Arysana we catch a glimpse of a girl who would like to lead a normal life, however we quickly find out that she is anything but normal. Born with the ability to manipulate the elements of the world around her, she often has no clue how to control her gift. This causes some issues with the Townsfolk of Bayle as they fear her power to destroy. Frequently a point of ridicule for the poor girl, her abilities have branded her a freak, and as such she has learned to be very fiery in her own defense. Despite the fact that she gets heated she is also quick to forgive. Arysana's gifts are not only rare, but actually unheard of, in all the study of magic (which in Liphidain is not extensive by any means) no one has ever been able to do what she does. This fact, combined with the stigma that most mages feel outside the big cities, make Bayle a very awkward place for Arysana to grow up.
Class - Scion: The Scion is a gift from the heavens. Using magic in ways not seen by other mages, the scion is theorized to be decended from a celestial lineage, and thus granted access to the powers of creation and destruction, as are all celestials.
Effective Roles: High Damage, Battle Control
Strengths: High Willpower, High Spirit, High Agility, High Mana
Skills/Functions: Arysana primarily deals damage and is effective against both large groups and single targets, she has limited access to debuffing and debilitating skills but most of these will effect whole groups rather than a single target.
Weaknesses: Low Defense, Low Health
Arysana is highly ;vulnerable to stunning effects, due to light armor. Her evasion is much higher than that of Tharis or Balidor, but if struck with a stun she will likely not resist.
Balidor is the often underappreciated younger brother of Bayle's local hero, Fadar. He is driven by motivations of proving himself beyond his brother's notoriety. He wants to be able to step out from behind Fadar who seems to have eclipsed him since birth. Balidor is Loyal, and as many young teenagers quick to anger. His distain for his brother has become quite potent recently to the point of being unhealthy for their relationship as family.
Class - Champion: These fighters are often found in the frontlines of the battlefield, because of this, they are effective at engaging multiple foes all at the same time. Effective with their chosen weapon to the point of deadly precision, Champions rarely miss their targets.
Effective Roles: Secondary Tank, Area Damage
Strengths: High Attack. High Agility, High Defense
Skills/Functions: Balidor operates best when engaging multiple targets at once. Many of his skills have a modifier for defense. As such, High Defense will actually raise Balidor's damage as well.
Weaknesses: Low Spirit, Low Willpower, Low Luck
Balidor will not be able to withstand many magical attacks, because of this penchant for using metal armors and weapons he is particularly vulnerable to fire and lightning. Skills that use a target's defense against itself will be particularly effective against Balidor as well.
Edwin is the younger brother of Arysana, he is obsessed with becoming an adventurer. He would do anything for his older sister. He often sympathizes with her as she is rejected by the entire town. He does on occasion tease her about her 'gifts' but usually at the wrong time, as is the case with most younger brothers. He looks up to Tharis, and enjoys his company as he seems to be of like mind.
Class - Rogue: This profession is often entangled with illegal activity. Swooping in and taking that which is not theirs and leaving undetected is a skill many would not consider learning, but for those that do it can be quite profitable. When stuck in a jam, rather than wasting time slowly killing their foes one blow after another, rogues prefer to weaken enemies and be as efficient as possible, ending battles before having the opportunity to loose too much blood, or gold.
Effective Roles: Debuffs, Damage
Strengths: High Agility, High Evasion, High Luck
Skills/Functions: Edwin's skills are primarily based on agility. Often Edwin lowers the effectiveness of an enemy's defensive statistics, this opens an opportunity to use another skill that takes advantage of that weakness and debilitates yet a new statistic. This being the case Edwin's major strength, when fighting, is to open opportunities to gain an advantage over the enemy during battle and turning an enemy's strength into their biggest weakness. In this Edwin is effective in controlling the flow of battle and turning the tide for the party.
Weaknesses: Low Defense, Low Health, Low Attack, slow to gain TP to use for combo skills
Because Edwin's attack is low, using his standard attack is not very effective and thus a lack of TP can be a point of frustration to his combination attacks. Also the player must know which attacks to use in combination with others for his damage to be effective, this can slow the battle down when first learning to use this character. Also Edwin is easily damaged by earth and wind based attacks due to his use of light cloth armors.
Aylindra is part of an Honorguard called the Astril. They are crusaders that protect the Astrialus, the gateway to the crystal palace of Astris, Goddess of Love. She is passionate and driven. When confronted with the idea that the Goddess, may have had something to do with the down fall of another God, not only does she disbelive it, she actively tries to disprove such blasphemy. She joins Tharis, not only to protect Lynnessa (a priestess of Astris), but to show him the error of his ways. What she will find will open her eyes forever.
Class - Astril: The Honorguard of Lady Astris, Goddess of Love. The Order of the Astrialus was created after Humanity was nearly wiped out, following the great celestial war. Forvan, the Hero that rallied the humans behind the banner of hope, established these warriors as a replacement for the lost paladins. Over time, as changes were made to the order, only women were allowed to join. These fighters employ great passion on the battlefield and are relentless and focused. They target one opponent at a time either using the enemy's strength's against themselves or simply overpowering them, they take battles one fight at a time.
Effective Roles: Secondary Tank, Single Target Damage
Strengths: High Agility, High Attack, High Spirit, High Willpower
Skills/Functions: Aylindra's skills are (like Edwin's) Primarily agility based. Her damage is focused on one single target at a time, with very few skills that hit more than one enemy. She does not debilitate her foes but does use some of their strengths against them making her and Ediwn a very effective pair in battle.
Weaknesses: Low Defense, Low Health
Aylindra is not effective against swarms of enemies, because of her low defense, being hit multiple times in succession can be a point of detriment to her. Use of metal armors makes her weaker to Fire and Lightning.
Lynnessa is the cousin to Arysana she has wanted to be a priestess her whole life. Most of the clergy of Astris are male despite the fact that the Diety is not. However some of the most influential of Astris' Acolytes are Female. Lynnessa has no ambition for power, or fame, she simply wants to serve the Goddess. One of the tenets of the religion is to fall deeply in love, and even though she has not admitted openly, this is secretly why she wants to be a priestess. When Tharis comes to Forvania to find Arysana, and brings news of potential treachery on the part of the Goddess, she feels it is her duty to get to the bottom of the accusation.
Class - Priestess: After the fall of Talinious, most all of the major cities were decimated, in every case the first targets were the chapels and churches, as the large demonic horde washed over Liphidain like a wave of filth. After the war was ended, Astris herself appeared to the humans that were left. She promised her protection, and from this point forward no one remembered the other gods. Astris' priests are given acess to the goddess's ability to heal and and protect as part of the fulfillment of that promise. Some of the more trusted clergy are given acess to the offensive abilities the Goddess harbours, but only in limited amounts.
Effective Roles: Healer, Ally Buffs
Strength: High Willpower, High Spirit, High Luck
Skills/Functions: Lynnessa's primary function is to buff and keep the party alive. Her healing skills often have multiple effects beyond restoring health. The temporary buffs of these healing abilities are to prevent frequent repeats of the same spells over the course of a battle. Leaving more time for Lynnessa to apply more effective, offensive buffs to the group.
Weaknesses: Low Mana, Low Health, Low Defense
Lynnessa's mana pool will prove to be a detriment to the priestess, she has a wide array of skills but a very low pool of resources to use these skills from. She will often need to recharge her mana mid-battle in order to maintain effective coverage of the team's health. She will have skills that will help to alleviate this problem but they are not immediately effective and must be planned, in order for Lynnessa to maintain adequate mana.
 
 
 
 
 
 
Main Credits:
Lead Designer .............................. Tharis
First Director ................................. Tharis
Art Direction .................................. Tharis
Lead Artist...................................... RoninDude
Lead Writer ................................... Tharis
Lead Alpha Tester ........................ Tharis
Lead Music Contribution ............... Jonnie91
Testing and Feedback .................. Ocedic
Eventing Consultant ..................... Obrusnine
Design Consultant ........................ Ocedic
Editor Design ................................ Enterbrain
Artistic Credits:
Major Contribution ....................... Enterbrain
Title Screen ................................. Rgangsta (Booker Dewitt)
Character Design ........................ Linni
Character Design ........................ Holder
Character Design ........................ Archeia Nessiah
Character Design ........................ Scinaya
Character Design ........................ Lunara
Character Design ........................ Momope
Character Design ........................ Earth587
Character Design ........................ Vibrato
Character Design ........................ Pandamaru
Character Design......................... Vee
Character Design ........................ Closet
Character Design ........................ Zanara
Character Design ........................ Khobrah
Character Design ........................ Loose Leaf (Mack)
Character Design ........................ Charlesthehurst
Landscape .................................. Enterbrain
Landscape .................................. Celianna
Landscape .................................. Tharis
 
 
 
 
Music and Sound:
Sound Track ............................... Enterbrain
Original Song ............................. Jonnie91
Digital Arrangment ..................... DjDarkX
Sound Contribution .................... Milo (freesound.org)
Sound Contribution .................... Stk13 (Freesound.org)
Sound Contribution .................... Robinhood76 (Freesound.org)
Sound Contribution .................... Argitoth (Freesound.org)
Sound Contribution .................... Nextmaking (Freesound.org)
Sound Contribution .................... Audione (Freesound.org)
Sound Contribution .................... Tharis
Game Flow and Programing:
Major Scripting .......................... Victor Sant
Major Scripting .......................... Yanfly
Scripting Contribution ................ Modern Algebra
Scripting Contribution ................ Kal
Game Design .............................Tharis
A Special Thanks to all community members! Thank you
all for playing and giving feedback and help where needed.
(Please if you happen to see some of your graphics,
hear a sound or song you made, feel free to message
me and I will add you to the credits. Some of these
resources I found on sites that did not give credit, so
if I missed you please feel free to let me know.)
NEW Screenshots:
Current Features:
Quest journal: To help keep the player organized and maintain their direction.
2.5 hours of gameplay (roughly)
 
Features to be released:
Crafting: Including, Weaponsmithing, Armorsmithing, Smelting, Alchemy, and Jewelcrafting/enchanting (possibly more as I get into the databasing phase)!
The crafting in the game will feature additional effects the player may add to their crafted items. This means enhancing things like potions to add additional effects, or to increase the potency of weaponry, perhaps raise the weak points of defense in a piece of armor. These effects will help to make the game more tactically engaging and fun.
New extended, retooled storyline, to give more depth to some of the main characters and world of the game.
New Graphical direction to add a bit of uniqueness to the look and feel of the World of Liphidain.
New and more places to explore, previously small areas have been increased to allow for greater exploration, and all new areas have been added!
New optional quests have been added allowing the player to connect with the world in some standard, and some more interesting ways.
Lots of animated sprites filling the world with motion and life.
The current Demo is available! Feel free to post any problems you find in the current demo here on the page.
(NOTE: This currently does not contain the Features to be released)
https://www.dropbox.com/s/j1wib0hqchtvsxw/Dragon.exe
Liphidain: Dissonance of Darkness
Demo v1.2
Available Now!
Support this Game
(Made by Chalesthehurst, what a stud)
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Tharis reacted to flarify in MERCY
It was intentionally left vague, but in hindsight I would have wanted to give the player a more emotional attachment to both the Darkness and to Mercy, and make it a little more clear what exactly was going on. I fear that I may not have made things "personal" enough to make any of the decisions difficult. But perhaps that's just the way Mercy operates - very little emotional attachment. And sorry about the flutes, ahaha!
Glad you enjoyed it, Tharis!
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Tharis got a reaction from flarify in MERCY
This was a good game, Flarify! I enjoyed many aspects of if (though the music in some cases wasn't my favorite, it was well chosen for the mood you were trying to convey... those damned flutes!) not the least of which was your mapping, I have always enjoyed your ability and respect the effort you put into it. Maybe I made some wrong choices but I'm not sure exactly what was going on toward the end of the story... it was very vague, but all in all it's nice to play a game that has well written dialogue and compelling characters.
Great job!
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Tharis reacted to flarify in MERCY
A story-based fantasy game.
YOU ARE A GUARDIAN, keeper of the peace and vanquisher of the Darkness. You have journeyed throughout the region to keep it free of the Darkness' foul influence. When your path leads you to a mysterious forest, you may find what you've been searching for all this time...
Will you dispense justice to those you encounter? Will you be a merciful beacon to the lawful and lawless alike? And will you find and destroy the Darkness, once and for all?
DOWNLOAD HERE (RTP Required)
Approx. 1hr playtime.
Thank you for taking a look at this game!