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Showing results for tags 'epic'.
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Squirmunity is a game where you're a Cube. But you're not just any Cube, your mission is to SQUIRT yousrelf into this SQUIRMUNITY - NOT in an adult way but in a fun-loving geometric object way! There's plenty to explore in the demo, and the developer carefully designed each little mechanic of the game to be player unfriendly as possible, whilst simultaneously being directly driven by the Holy Spirit! Epileptics will be slain. “Because the poor are plundered and the needy groan, I will now arise,” says the Lord. “I will protect them from those who malign them.” And the words of the Lord are flawless, like silver purified in a crucible, like gold refined seven times. You, Lord, will keep the needy safe and will protect us forever from the wicked, who freely strut about when what is vile is honored by the human race. https://squirmunity.com We have a demo!
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... So, Here is the place where we're going to show our ideas about skills, any great skills you have in mind, you had in your game, why don't you share it here? We can call this is "Skill's Sanctuary" #################################################### #################################################### Cool eh? Here is the first one! This is the must-have-skill in your game #1, Poison Bubble >Pop up from beneath an enemy, it explodes like a bomb and deal damage to only one enemy 25% * a.atk + 300 Poison damage >Then after exploded, it cast poison gas to all enemies +30% chance to Poison all enemies How about that?
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From the album: Eric Chronicles Comics
Eric surely knows what is better. He is a veteran warrior after all.© ©2017 Rikifive
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From the album: Eric Chronicles Comics
An awesome cover of Eric Chronicles Comics! How could you not buy it!© ©2017 Rikifive
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Belzark's Resource Madness (Battler, Tileset, Sprite and Faceset edits!)
Belzark posted a topic in VX Ace
Heya guys! I'm Belzark. You may already know me and / or my work from previous posts (Hydra, Angels of Sin, etc.) but now I've decided to combine them all into one topic! It's much more convenient and I've finally learned how to use spoilers so I can sort everything in different categories ^^ Rules and Terms of Use You can request Resources by either posting a comment about what you want or by sending me a PM, either is fine. Requests are free, but since they're put in the "Request" folder at the bottom of the topic, everyone may use them. I don't do commisions or requests for just 1 person. When a request is finished you will be PM'ed. Sometimes I'll post a forum message to say it's finished (when I forget this rule or when I just have a feeling it's better to post it there). These resources are free to use in commercial as well as in non-commercial games. I'd also like to know which Battler(s) / other resource(s) you like best. That way, I know better what kind of resources are wanted and how I can improve my work. Well, that's all for now. Enjoy the free stuff! Belzark Battlers: Tilesets Facesets Animations Requests Changelog -
Hello! I'm working on a Devil May Cry fangame and noticed that I have a lack of guitar music for it! I have two tracks of usable (I.E: royalty free/copyright free) music for it... And they're the two guitar tracks that came with RPG Maker VX Ace... Most of my music is for normal RPG games and RPG horror. Anyway, off of my ramble. If you know of any music or have any music that fits the criteria (royalty/copyright free rock/metal/other kinds of fast-paced guitar music you'd expect from a Devil May Cry game), let me know! I'll credit you in the game and send you the link to it! This game, just like all of my other games, is 100% free, so you don't need to worry about commercial use. Thank you, in advance!
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Okay so time to put our brains to work. I well and truly believe the battle system used in Seiken Densetsu 3 was one of the best battle systems I have ever played with. It was fun, it was constant, you always had to keep an eye on the entire battle field and enemies could pop up at any time and the fact it kept you on your toes made me love it even more. In fact, I still from time to time play it whenever I'm well and truly bored and have nothing going on. Anyways I have this idea for a game I've wanted to make for a while now but decided before I ever did anything about it I would first of all get the battle system amongst other things sorted which brings me to what I want to talk about. Here's the idea. I got a typical scene of the Seiken Densetsu battle system here just so people know what I'm trying to get at. Now in this scene we can all see where the monsters are, the main character (who's HUD is at the bottom of the screen) and her party members. What I want to focus on is the little bars at the bottom pointed to by the white line. Combos Now in the normal battle system every time you attack a monster the bar lights up by 1 until it gets full and the next time you attack you do your special move. The battle system does have an ATB element to it because obviously everytime you attack you have to wait a few seconds until your character's ready to attack again so you need to be careful not to leave yourself wide open. I want to switch up how this works. Instead of having to attack to fill up the bars, I want the bars to act as your ATB bar itself. This way it makes it that every time you attack an enemy the bar drops by one and if you use up the entire bar then you have to wait until the bar fills up to maximum before you attack again. The upside is that you can technically crush your opponents with a combo but the downside is that you can be left wide open. Skills/Magic I still want skills and magic to be affect by only using MP but you have to wait a few seconds before you can use them. Although what I don't want is that stop in battle where you watch the move being used on your opponent or team members. I want that to be reserve for Special/Overdrive-style moves. HUD (red line) Now about the HUD, in the screen you can see it's spread across the screen but I don't want the HUD to be that big at all. I'd prefer if we could go old school with it and have only the player names, HP, MP, Level and Combo Bar in 1 row for each player if possible. I'd like to save the top of the screen for a hotbar of player skills, items and overdrive moves if possible. Player Switch Just like the actual game itself I want the player to be able to switch between party members with the touch of a button. Special Moves/Overdrive Now about this, I will explain this in more detail later because first and foremost I want the basics of the system created first before getting into more complicated things. Right so, feedback?
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Hi guys what's going on. Name's Tiny Fighter but you can just call me.....Tiny Fighter. Anyways this is actually my first time coming to this site and joining this forum. Anyone who recognises my username would probably know it from the older RPG VX forums. To be honest back then I was just a kid so I didn't really know what I was doing but now I've grown up a little bit and I'm no longer a kid.....I'm a Man Child . I've actually become a freelancer so I've come to this forum for a variety of reasons, one of which is that I become a better writer or coder. I've a lot of time on my hands (for the time being) so I intend to make full use of every single person on this forum. I look forward to getting to know everyone here. Peace out.
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Hey, this is my first off-topic post owo I was wondering if anyone on here uses deviantART? I am Vivi-Chuu on there : http://vivi-chuu.deviantart.com/ I specialize in anime artwork (preferrably cute themed), but I respect all forms of art such as photography, fashion, illustrations, and more. If you have an account on this epic website, put your deviantART in the reply!!~ Maybe we can be friends too~
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Moonfall (Updated, Extended Demo)
Mister Zeno posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
ATTENTION! I've put a lot of work into this project and it's only a one man operation, so please check out this game and PLEASE leave feedback! Honestly, the feedback is what drives me to continue! A complete epic fantasy story crafted from beyond the time of Izschar, the mother planet of two moons; Trizia and Khil. Genre: Fantasy Average Demo Time: 4-5 Hours Game Progression: Introduction has been completed, as well as the beginning of the sub-plot. Expect to see Moonfall released early 2016 Recruitment: Closed Screenshots Story Greetings! The story of Moonfall is what makes it really special! Over the past 7 years, the story has been edited and tweaked to make it completely awesome! I've worked so hard to make the story incredible and it's just about reached that point! Hundreds of years have passed since the great war of Trizia and Khil. Over the decades following the war of the once allied moons, the crystals which once gave life to Trizia and Khil shattered, causing the moons to die. Shards from each moon fell to the surface of Izschar, disrupting the balance of life and causing once docile creatures to become hostile. These shards still contained small fragments of life from the two moons, which interrupted the climate and atmosphere of Izschar. Inhabitants of Izschar refer to this day as "The Fall," which eventually once again became the normal way of life. Until a group of scientists discover the potential of what little life was still contained in these shards, soon earning the title of "Flow," now the evil forces whom once dwelled in the shadows of Izschar, have come forth seeking this power. A story woven of deceit and plot twists, soon Eren is twisted and mixed into the amazing darkness that is The Fall. Characters Eren: A young man from the town of Azuel, desperate on becoming Izschar's best fighter. He knows little The Fall, but soon gets wrapped up with it's darkness. Kali: A skilled Black Mage from the town of Kaja, she desperately seeks the Black Flames searching for information on her father. Only two characters included in this demo, however, Moonfall has a wide variety of actors that can be switched out on the fly, as well as 3 different classes for each character! With over 12 story characters and 10 secret unlockable characters! Credits Thereisnoname Moghunter Victor Sant Khas Arcthunder Falcao Woratana Modern Algebra Yanfly Khas Nicke Galv Yami *Many many thanks to these guys, it would have been hard getting this far without you!* Features New Game + Several optional high level dungeons available after the main story 12 Main characters, 10 secret characters Party Switching to play with your favorite cast Complicated class/job combination system Over 35 unique classes and jobs Secret Classes/jobs Over 150 side quests already designed Awesome crafting and scavenging system Rare weapon smithing Over 1000 items already designed Current design supports 50+ hours gameplay (Not including New Game +) Designed for amazing replayability Moonfall supports a player housing system that evolves with the player, later on adding a party swapping crystal, class changing crystal a stash and much more! This first demo introduces the character and the world among with a small piece of the plot. It's mainly for feedback and testing. Nowhere near the final product, much of this is not final and will be changed. Feedback and comments are MUCH appreciated. Demo WARNING! This demo is LARGE, on average it's consumed 4-5 hours of gameplay. http://www.mediafire.com/download/3eg89w9d1tqkrdh/Moonfall_(Demo).exe * Updated Please don't forget the feedback! It goes a long way! Known Issues: Several bugs have been pointed out in the Peeking Pass, in the demo the Peaking Pass is really a rough copy, it's just there so the player can experience it, many changes are coming to it.- 15 replies
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Hello, So I've been composing music for a while now, sort of privately, and dabbling also in video game-style soundtracks and the like. I'm having trouble with getting those epic, pounding drums typical of most video game/film productions. If I may ask everyone, what VSTi are you guys using, what specific instruments, and what adjustments (effects and the like) are you making to get the sound you want from those drums?
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How to Make an Epic Game This tutorial is to help out THEAQIB here. When some hear "epic game", they tend to think huge maps. While it's true that a large map helps make the game feel epic, there's a bit more to it than that. Yes, that blue little square is my character. What makes a game epic is the importance and the exploration. It varies from person to person on what makes a game "epic" since people have different tastes and different opinions, but I will try to explain what I feel makes an epic game. Writing Game Design And that is my advice on making an epic game. You can find ways that are completely different than mine and still make an amazing epic game. These are just suggestions to help you get started and hopefully give you inspiration.
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I know what I am pretty much saying here is pretty difficult or nigh impossible to do, and if it has been done, I have found not hide nor hair of any evidence to support that. This idea is interesting to me but may already be doomed to fail. but hey can't hurt to discuss it, can it? I know about the final fantasy tactics like system and the shining force combat system as well, and I know there is one for RPG Maker VX Ace but I am not talking about that system, nor could I afford that at this moment. I am talking about building a legitimate army, from the ground up until the end of the game. even if it is just a story element and they only really come into play in cutscenes. would it be doable? Have the main story and build the army as a secondary/main plot device on the way to victory? I would say why having an army is relevant but It would probably spoil the possible story of the game I am going to make. Thoughts? Ideas of your own on this? any and all feedback and criticism is appreciated!
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Mesumari Setora
Reaven posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Mesumari Setora: In the Leghanic language translates to; Planet of Phantasy. During the infancy of mankind, within the depths of the Synkaru Galaxy there was a grand war. A battle between two Galactic powerhouses. The Ruthless Blood lords of Escar versus the Imperial Epics of Leghan. During the long tireless battles, the Lords of Leghan opened the vault of secrets and prepared for the final assault, hence our story begins. (I stare at my father and shed tears, my brother standing next to me in distress and confusion. The heavy roars of battle above the cathedral rattle the foundation of the building. The pace of his breath indicated suffering as he spoke to us with undying disappointment. “My son’s you have been granted with a royal mission, this will be our last meetingâ€. Our hearts shattered, our heads lowered and tears flowed heavily as our eyes became incontinent. I hold my heart and stare at my father in understanding. “I see your eyes father; they hold emptiness. This mission will result in survival however, in genocide as well; will it not?†I bluntly stood my ground. My father faintly smiled, and shook his head symbolizing accuracy. My brother’s eyes faded to black as he fell to the ground in sorrow. “W... why father? Why should we be the last of a planet to live?†He blasted at him with discontent. My father and I glared at him with empathy; we felt the pain but couldn’t express emotion. His shaking body and fluxuating energy rattled the walls around us. My father’s face grew serious and spoke with the last words we would ever hear. “Your mission is to live and recreate the Kagelorde. If we all die in vain, you my sons as the new Lords will train and obliterate the enemy once and for all!†That said he turned around and walked away with a smile for the final prophesy of our people was complete and the Shihashi De Kagelorde has begun.) Those two children were sent away witnessing the awakening of their families’ secret causing their galaxies obliteration. But they were not alone. Two of the enemy escaped to chase them. Landing on earth they grow up training and growing stronger during Earths grandest historical moments. Obeying their father’s wishes they found worthy Humans who were trained and became Kagelorde. These nine warriors waged a war upon the remnants of the Blood lords, creating grand distress upon the world and shaken the ground with their Immense power and abilities. In the final fight however The Main Lord's fought and in desperation the Boss used a forbidden art that took out five of the nine, and finally escaped. This is where the game begins. In the last moments of battle these grand warriors are looking towards Ostprusen, Where you the Offspring of a Great Battle mage still reside. It’s up to you to take on countless hardships as the Blood lords Generals and Minions work to annihilate all resistance. While you buy the Lords time to unlock the secret of Leghan once more..... Be warned, For the earth might not survive... Character Bios: * Gran Nexus: ** Reaven Urimaka Samatros Urimaka Juztsacki Kinas Olcuran Nimur Antagonist: Nitaros Versangre Odarevlis Urimaka Kujou/Kujou-shin Extra: Caleb Santiago Shinakaru Hioichi Hinari Gonamichi *All other characters not listed above belong to rpg maker vx, ace ** All referred characters and names + title subject to Copyright and trademark to Creator and Grand Nexus Dev. Credits: Music/ BGM: Music by: Lino Rise Title: “Intro Luxor†Title: “pRise Fire†Source: www.free-intro-music.com RFGB Subscribe at: Source: https://www.youtube.com/channel/UCQKGLOK2FqmVgVwYferltKQ Kevin Macleod Source: Incompetech.com Aaron Krogh Source: Rpgmakervxace.net Characters/Overlay/Tile sets: Kaylez: Tree's Celiana: Tile sets Kazzador: Enemy Sprite's Hanzo Kimura: Overlay scripts. Yami: Overlay scripts ruby translation. Special Coding Honors to: Khas Arcthunder: SAS (Sapphire Action System IV Script) Event/ Support. Galv: Galv's Banking script KMS: Mini Map Script Screenshots: Features: Sword Interaction and Effects New MiniMap Feature (Special Credit Goes To KMS for This.) Item and Money Banking System Shops 20 Person Character Selection Gender Selection! Unique, un-recycled, Original Story. Dungeons that will excite your gameplay Amazing Skills to help you take down your enemy's Amazing Soundtracks and Title Screen Timely use of Map overlay! Genre: Grand Epic RPG Game Progression: Game is an hour long, satisfying, demo. We hope to either win competition with your assistance to make the Quad story series a reality! Enjoy: http://contest.rpgmakerweb.com/game/view/id/82#.U7IDubE26M8 -
Introduction Legionwood 2: Rise of the Eternal's Realm is an epic length traditional role playing game created in RPG Maker VX Ace and a direct sequel to the much loved Legionwood: Tale of the Two Swords. It is the first installment in the epic Legionwood 2 saga. Legionwood 2 features a 12+ hour quest that takes place in the sprawling empire of Trevelle, filled with puzzles, challenging enemies and tons of adventures. The new class and sub-class system allows you to customise your characters to a high degree with over 80 different class combinations available. Story Outline Legionwood 2's story follows on from where Legionwood: Tale of the Two Swords left off. It has been nearly three hundred years since Castoth was banished from the realm and the world has been at peace. However, it seems now that this peace is about to come to an end. Barbarians from the western land of Entoban have invaded the empire of Trevelle, occupying two major cities near the western border. Lionel Morton, a guard in the Imperial Capital, has transfered to a battalion assigned to retaking the captured towns. Tonight, they move to liberate the city of Corinthe, where Lionel's lover Clara waits, alone and in danger. Several other things of note have been happening in Trevelle of late: monster attacks seem to be on the increase for some unknown reason and trade with Charn in the north has mysteriously stopped without notice. Can these things be connected with the war that is seemingly about to engulf the Empire? Game Features - An epic length quest with 12+ hours of gameplay and lots of optional side quests. - An interesting storyline about love, revenge, political intrigue and forgotten secrets with 6 fully developed protagonists. - Tense Condition Turn Battle (CTB) inspired by Final Fantasy X featuring challenging foes who react intelligently. - Intuitive class system for a high level of character customisation. Your Main Class determines your stat values, usable equipment and Tech category, but you can also equip a Sub Class, which grants you access to an addition category of Techs. Over 80 combinations are possible! - Non-linear gameplay that changes depending on your choices. You can't encounter everything in a single playthrough! - Play with mouse, joypad or keyboard. Screenshots Purchase/Download You can buy Legionwood 2 for $5.99 or download the free demo from here. Credits (full credit list available in game) Scripts Modern Algebra, Yanfly, DiamondandPlatinum, Shaz, BigAce, Craze Graphics Enterbrain/Degica, Mack, Lunarea Audio Enterbrain/Degica, Kain Vinosec, Symphonic Storms, Intelligentsia
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Game Overview Legionwood is a console style RPG made using RPG Maker VX. Legionwood is my attempt at creating a nostalgic and familiar RPG experience reminiscent of the classics of the early 90's such as Breath Of Fire and Chrono Trigger. Legionwood features a massive world filled with adventures and side quests, and is expected to contain over 20 hours of gameplay and four huge story driven chapters. While it isn't revolutionary and contains gameplay that is for the most part bog standard RPG fare, Legionwood is designed to be that way; familiar and fun for RPG fans looking for a casual game to play. Storyline The world of Legionwood. Once upon a time, it was prosperous and full of technological wonders. About three thousand years ago, a mysterious phenomena demolished most of mankind's cities, and as a species, they had to start again. This much, archaeologists and scholars know from the ancient ruins of technological cities and fortresses dotted throughout the most barren parts of Legionwood's surface. After at least two millennia had passed, mankind had begun to re-establish itself as the planet's dominant species. Major inventions were being rediscovered, and technological development had finally reached a medieval period. It was at this time when everything began to go wrong. Legionwood has always had war, but suddenly, seemingly out of nowhere began a furious and unpredictable world war that raged for years and devastated cities and nations worldwide. This terrible conflict, known as the Great War, ended as suddenly as it began, with no mention of its cause or conclusion to the public, and mankind began to pick up the pieces. Now, one thousand years have passed since the Great War came to an end. Since that terrible time, makeshift peace treaties have ensured there have been only minor conflicts over the last centuries, but once again technology is on the rise, and half truths and legends about the Great War and its origins are prevalent in popular culture. Each country, empire and kingdom fears its neighbours, and only reluctantly are peace ties held in place. In a last ditched effort to try and maintain some sort of peace between the rival kingdoms of Charn and Trevelle, the king of Charn has decided to hold a celebration and festival to honor his new daughter's birth. Everybody in attendance is expecting a good time, but a key figure linked to Legionwood's dark past of conflict and death has been biding his time, and has decided that now is the perfect time to stage a new Great War and political upheaval. Simply looking for a way to wind down after months of hard work, Lann and his sister Liara come to enjoy the festivities, but soon they will both be pulled unexpectedly into an epic saga which may just have a battle to decide the world's fate waiting in its wings. Game Features - A character driven story full of twists, turns and red herrings, and an intended gameplay time of around 20 hours. - 6 playable characters, each one with a distinct personality, which you can mold into your own custom character classes to suit your combat style. - Turn based combat with an emphasis on tough opponents and using skills, rather than mashing "attack" over and over. Think, don't button mash! - A custom soundtrack, composed entirely of non comercial game music, some exclusive to Legionwood. - Collect, raise and summon 5 elemental spirits to aid you in battle! Summon level up, learn skills and fight just like your party members! - Innovative Ability Point system by KGC allows you to choose which bonuses you gain in level ups, so you're free to decide which role your characters fill in your battle plan. Screenshots Download You can download this game from the page here: http://rpgmaker.net/games/792/ The expansion pack, Mysteries of Dynastland, is available here: http://http://rpgmaker.net/games/792/downloads/5066/
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Hey all. So recently I started a new project, one that I've been meaning to do for a while, a Sonic RPG. I've been a fan of Sonic for a long time, since his 1989 video game release on the genesis, and have remained his fan since then. However, ever since Sonic and Knuckles, I haven't played very many of his games, thankfully. His transition into the modern game era hasn't been kind and I've found that his character is sadly lacking in development. Only the comic's have thus far remained true to the character and done a good job building him and its a shame that not many people know all of what he's gone through. That being said, I decided that I was going to create an RPG that would be more appealing to older audiences, a darker, more grim setting with believable character progression. Basically, Sonic has been gone on a lengthy adventure with Tails in another dimension, and returns to find that the world has been taken over by Dr. Robotnik and he is forced to go underground, starting a resistance against him, rescuing friends and fighting back. A couple of ideas have already been implemented, The ability to play the main story as characters other than sonic, Branching and extensive romance sub plots, for the fan to explore other relationships besides the default ones, a crafting system to add to the believability of being underground, a mission based plot development and side missions, including personal missions for various characters, and I've partially implemented a new sound track, for a more darker, sci fi feel. I want this game to be kind of game that can be loved by both old Sonic fans and newer ones and will Do my best to make it as such. However, I am limited in ability and am just one man. I would greatly appreciate any help on this project and would love to hear what others think of it. Edit: I have a couple of screen shots to share, one of the current title screen and another of a battle, showcasing one of several added enemies.
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Tales of Adamah
Sughayyer posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
Tales of Adamah: THIS VERSION IS OUTDATED, BUT STILL TOTALLY FUNCTIONAL. AN UPDATED VERSION IS UNDER DEVELOPMENT. IF YOU WISH TO PLAY THIS GAME NEVERTHELESS, I'M OPEN TO YOUR FEEDBACK. THANKS. An adventure epic in a mind-blowing explorable fantasy RPG setting where your decisions will shape the history of the world! This time, you are thrown in a political turmoil when nations rebel against a decadent Empire ruled by the bloodline of a hero who brought peace to the world long ago. In the meantime, a powerful organization starts working for both sides of this battle, while a group of priests is persecuted with the charges of being responsible for the new ensuing chaos. Who will uncover the secrets that set this epic in motion? Who will decide the future of Adamah? This story is part of a trilogy written by me, Rodrigo Sughayyer Elias (still unreleased). Progression: The storyline is divided in 12 chapters. The demo version features 3 chapters, and the beginning of the fourth. haracters: These are the main characters of the game. From left to right, up and down: Joshua: A young swordsman fostered by the King's personal bodyguard, he studies a technique long forgotten. He does not know it yet, but his actions will determine the future of Lianham's kingdom, and of Adamah itself. Zack: One of Joshua's few friends, and one of the few soldiers in the kingdom of Lianham who is not jealous of his position and also his girlfriend, Dolores. Levy: Roams the world under the guise of a travelling bard, but he is a good friend and protector of Petrus, He is skilled in the ways of the world -- and the ways of the girls. Petrus: A young priest with a strong sense of duty. He loathes violence, but learned to fight to protect the weaker ones than him. He is peaceful and prefers rational, practical thinking, but in the face of danger a different side of him shows up... Lucy: Little is known about her aside from the fact that she is supposedly a mad wizardess who was banished from the last magical order in existence. She seems frail, but her body hides fearful secrets. Dolores: Joshua's girlfriend. She is a very ambitious girl who puts her goals above everything else. Only later in the story her role will be fully revealed. She is a student of a powerful wizardess. Sarah: A seer that roams the desert. She is seeked by her wisdom and takes Joshua and Petrus under guidance. But does she reveal everything she sees in her visions? Features: A large explorable world, non-linearity, many optional subplots and many ways to approach the same puzzle. Dungeons and challenges can be beaten in different ways depending on how you assemble your party. The game also offers many tactical routes to choose during battle, like the order of the party line-up, and the possibility to make a member refrain from battling. The skill system is also very flexible. Each character has their own skillset that must be earned in different ways - some through leveling, some studying, some unlocking plot elements. Also, the addition of Galv's Shard System provides customization of your skills, and allows you to combine different essence shards to unlock more spells. Clever use of the abilities is the key to victory, since spamming "attack" and curative skills like most RPGs won't get you too far. The battle engine is a modification from Jet's battle engine which runs smoothly and is very gamer-friendly. Credits: Scripts used: Tsukihime's Target Management Yanfly Core Yanfly Aftermatch Yanfly Party System (this script has been modified to suit this project, but all credits still go to yanfly) Jet's Simple Battle Engine (this script has been throughly modified but all credits go to Jet) Galv's Magic Shards Khas' Awesome Light Effects Graphics: Original RTP Modified RTP Art from Enterbrain Music: Helmut Vonlichten Franz Vonlichten All rights reserved. No part of this soundtrack can be reproduced without permission. Testing: Omega Zero Draaloff Special thanks: FOmar for mantaining a blog with so much info. Galv for helping me find my way around this site. Tsukihime and Yanfly because I disassembled your scripts to try to find my way into scripting. And now, the pictures! * The artwork is susceptible to change if a graphical artist signs up for help. The system can even support Holder Battlers! So sign up! Overview of Lianham Castle town Prologue (Escape at night) Joshua performing a sword swing at a Green Mold Shopping! In the cave Download Links: http://rapidshare.com/share/EFE15B3F2EF8DF7E9F36E3DF1187E71C- 13 replies
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