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Found 28 results

  1. OVERVIEW Foxblade Fable is a fantasy adventure inspired by late 90s anime and JRPGS, and is in particular inspired by 2D PS1 & Saturn games. The game follows the adventure of Leigh Ravengale and his friends as they travel to a variety of locations to destroy the Binding Stones that summon and control monsters plaguing the kingdom. PLOT SUMMARY CHARACTERS COMBAT SOUNDTRACK DEMO VIDEOS (WIP) Credit For the most part, I am a solo developer on this project. I've thus far been handling all the scripting, UI design, mapping, concept art, portrait art, writing, game design, composing, sound design, etc. That said, the vast majority of the tileset art was done by [at] StR_Lite on Twitter. They're incredibly talented and I'm extremely grateful for the help! I will be updating this thread as I work on the game, looking forward to sharing more progress with you!
  2. Vis_Mage

    Mana Star

    Itchio Page: https://vis-mage.itch.io/mana-star For the past several years, I've been working on an RPG project that's been heavily inspired by the Golden Sun series. It isn't a fan game, containing a completely new cast/world/assets/etc, but has been very mechanically inspired by the series. After years of work and planning, I’m excited to reveal my project, Mana Star! CREDITS:
  3. Dragon Emperors

    Lucerna Tenebris - A Fantasy RPG

    About Lucerna Tenebris is a fantasy RPG set in a world where Deities and Demon fought, consequently altering numbers of animals into monsters and humans into demi-humans. In response to humanity's treatment to demi-humans, they united themselves to survive against human tyranny, while humans created a guild of adventurers to repel both monsters and demi-humans. Currently the game is in early prototype, tailored to suit the maximum of 1 hour judging play time for Indie Game Making Contest 2018, mainly showcasing the plot outline and featured battle system. Features Fight enemies on grid-based Active Time Battle system! The game re-introduces Grandia's ability system - where you learn specific weapon skills through equipping certain type of weapons - as Mastery system. Learn more skills through class system called Forte. Beat monsters by customizing Masteries and Fortes you've gained! Characters Screenshots Credits Demo Latest version: 0.1.24 (Alpha) IGMC 2018 submission: 0.1.18 (Alpha) Support Us! Visit our IGMC 2018 rating page! Facebook Twitter
  4. Fan-project (ver 3.0.0) Genre: JRPG Platform: RMXP Studio: Lokator & Di.H Prod WARNING: game translation is in beta stage. The game itself is fully ready and translated to english, but wasn’t much tested by native speakers, so you can encounter various errors. Please report these kinds of things, and we’ll patch them out! Readme file inside. STORYLINE/PLOT 2304 AW. Algol Solar System. Motavia. Twenty years passed since the elimination of Profound Darkness . Ancient technologies were hidden from the people’s eyes again. Hahn Mahlay is the first man on Motavia, principal of Motavian Academy, exemplary family man and the best scientist. He starts a new organization in the east - The Guardians. Defenders monitor the ecological state of the planet and any of its deviations. Our story started in Zema, where two Guardians ready for a mission are having a rest. FEATURES The ideological sequel of the beloved series Well-designed hand-drawn cutscenes Music made with the same tools as the original one Old familiar characters and bright new ones Complex variety of battles Additional quests, a lot of secrets and references Good humor CHARACTERS SCREENSHOTS TRAILER DOWNLOAD LINKS CREDITS
  5. "When one Memory is tainted... it corrupts another... creating nothing but an never-ending Nightmare... " Gensokyo; (dubbed as the Land of Illusions or Land of Fantasy) is a large Island surrounded by many mountainous regions. Home to different populations, Rabbits and Humans make up a small part while the rest are populated with many different forms of Youkai; including spirits as well. With the creation of the Great Hakurei Border, very little people of the Outside world would know the location of Gensokyo as it stands in a veil after the Great War that met it's end... cutting off any forms of contact with this form of society. Even with the Great Hakurei Border, some Youkai and Humans would leave or accidentally come here without knowing it is there, many of the human population are because of people who were captured during the war; those who have fought in the war; and those who come to seek shelter and escape from many influences of the Outside world. Because of it's isolation, many of Gensokyo's culture are little influence of modern Japan, many of the spiritual practices, certain items such as tea leaves; and old style food items in Gensokyo would show that old and traditional Japan still lingers here... despite the modern technology era slowly coming into Gensokyo. Today, Gensokyo is still cut off from almost many influences, maintaining it's traditional arts and style to the coming years ahead. Many months have passed since the Incidents of the Cherry Blossom and that of the Scarlet Mist... Today marks the first day of Spring and the whole land of Gensokyo would soon bloom back to it's former self. Many of the residents of Gensokyo would rest and relax, knowing that it would be a peaceful day to start a new year. However many of them still are careful; as the war between the Humans and the Youkai still lingers, even when the Great Hakurei Border was created. The tension still grows, but it remains docile as many wish to run their lives normally. Reimu Hakurei; the maiden of the Hakurei Shrine would prepare an upcoming festivity later in the day to mark the first day of Spring in Gensokyo. It was not long after that Reimu and eventually that many others experience a strange aura of uneasiness around Gensokyo... Something was wrong... It wouldn't be soon that this will spread throughout... On the night of the festivity, nearly everyone attends, despite the restless aura, everyone continues to have a good time to celebrate the first day of spring. Later on, many people have come to terms that something was not right, the feeling of dread spreads within the Shrine, without knowing that they will meet something... that Gensokyo will never forget.... Tensions still linger between the Youkai and Humans over the past 1,200 years as countless battles/wars between the two ravages the land of Gensokyo and that of the Outside World. Many years before 1885 A.D., The Youkai have invaded the very borders of Japan; destroying many Human settlements to hurting many of the citizens of the Outside World. The Humans retaliated however, defeating many of the Youkai that invaded their land. But the Youkai were relentless.... many have come back; raiding many settlements before destroying them for food and supplies; and the Humans alike. It was not long until the Japan military was able to pinpoint the location of where the Youkai have come from.... Many planes flew to Gensokyo, sending down airstrikes hoping to weaken the strength of the aggressive Youkai. But it didn't... it made things a lot worse. The Youkai began using their prisoners as a shield to warn the borders of Japan. Many have been killed during the airstrikes while the Youkai are able to replenish their forces. The Humans would counter this by sending many people to Gensokyo to exorcise and exterminate them. While this has been affecting the Outside world, other than the Youkai, many of the local residents in Gensokyo are also in danger of getting killed... As countless wars continue to ravage between the lands, it was not until the final battle where rumours of an item in Gensokyo that grants immortality would bring the war to a nightmarish end... 1885 A.D. The Great Hakurei Border was created to stop the Humans from marching further and to also stop many of the Youkai from invading, as an attempt to stop the tensions between the Humans and Youkai... The Hakurei Border would create a veil to isolate itself from the Outside world; to never let them find Gensokyo ever again, trapping anything that was within Gensokyo.... Has the war ended? For now.... as this marks Year 0.... These are the current characters you'll be teaming up in the World of Gensokyo. As the project progresses, more and more characters will be added to this page and unlocked to increase your party's power and toward Victory! Each character have unique attacks and personalities that allows many opportunities in battle! Read the descriptions left to right to the corresponding character. Reimu Hakurei - Age: At least 15 years-old Abilities: Manipulation of Auras, High Intuition, Fighting, Summoning Godly powers; Shrine Maiden of the Hakurei Shrine; located very far east of Gensokyo near a mountainous region. Being the sole shrine maiden other than Sanae, Reimu is often called upon many times to investigate activities and incidents that happens throughout Gensokyo. Reimu is described as an easy-going, optimistic, dutiful, and curious person; sometimes to a larger extent. Se's often sympathetic to other people, sometimes her rivals. The Hakurei Shrine today is the popular locale for many residents of Gensokyo. Marisa Kirisame - Age: At least 16 years-old Abilities: High-level Magic A Human Magician and a very close friend of Reimu. She is often described as a straight-forward and a very self-confident person who often loves to get into trouble just of curiosity. Despite that, Marisa is a very determined hard worker; trying to equal her magic skills similar to that of Reimu's. You will often see Reimu and Marisa together throughout their times together. Alice Margatroid - Age: Unknown, Possibly young as a Youkai Abilities: Magic, Puppetry Proficiency A Magician capable of using dolls to aid her in battle. Alice lives alongside with Marisa as neighbours in the Forest of Magic. However, she spends most of her time alone making dolls as a hobby; which limits her relationship to mostly Marisa and Reimu (though Alice harbours more feelings to Marisa). Alice relies on her dolls to attack for her, which makes her to be more strategic than relying on full power magic or danmaku. Aya Shameimaru - Age: Over 1000 years-old, possibly around the same age as Yukari Abilities: Sharp Vision and hearing from great distances, Manipulation of Wind A Crow Tengu who is very known as Gensokyo's local Newspaper writer who often writes news story with exaggerating details. Despite that, Aya is very strong with her abilities, stronger than she realizes, most of the time she would "accidentally win" when she tries to find a news story. Aya calls her local newspaper to many of the residents of Gensokyo; Bunbunmaru Newspaper. Hong Meiling - Age: Unknown Abilities: Chinese Martial Arts, Manipulation of Qi A Youkai, part gatekeeper and gardener who patrols the gate of the Scarlet Devil Mansion. She is very known for her mastery in the martial arts. Despite her skills, The Scarlet Devil Mansion is often quiet without incident; in which most cases she would fall asleep and let many residents of Gensokyo pass without worry. Very little info is found about her origin. Sakuya Izayoi - Age: Appears to be around 16-20 years-old Abilities: Manipulation of Time and Space, Knife Proficiency Chief Maid of the Scarlet Devil Mansion who works for her mistress, Remilia Scarlet. Her true power is manipulating time. She would throw knives mid-air as time stops which then aims and flies directly at her targets. She would often stop time to finish cleaning many of the areas of the Scarlet Devil Mansion; despite having fairy maids around to work. Patchouli Knowledge - Age: Around 100 years-old Abilities: Magic, highly skilled in Elemental Magic A very smart magician from the Scarlet Devil Mansion. Patchouli spends most of her time in the Voile Library (main library of the Scarlet Devil Mansion) reading and writing out many magic books. Her skill in elemental magic makes her capable of casting powerful magic in multiples. However, her poor health along with Asthma, Anemia, there are chances she may not be able to recite spells at times. Remilia Scarlet - Age: Around to be 500 years-old Abilities: Manipulation of Fate Owner and Head of the Scarlet Devil Mansion; Mistress of Sakuya and Meiling; and the older sister and guardian of Flandre Scarlet. Though her appearance is often childlike and her behaviour as well, her fearsome magical attacks are known throughout Gensokyo as the "Scarlet Devil" . Like many vampires she is very sensitive to light and weakens if she is exposed, to which most of the time she stays inside the mansion that has few windows. Yuyuko Saigyouji - Age: Deceased but Immortal (Existed for at least 1,000 years) Abilities: Manipulation of Death, Ability to control Departed souls The Ghost princess of Hakugyokurou, but was once a human being. Her death from suicide would let her body to place a seal on the Saigyou Ayakashi, a dangerous youkai cherry blossom tree that would kill innocent humans. Despite this, Yuyuko's personality is very friendly and good-humoured among many residents of Gensokyo who knows her. Unlike many ghosts, her spirit resembles a human body of which she can freely move around Gensokyo. Youmu Konpaku - Age: Possibly to be under 60 years-old Abilities: Sword-fighting, concentration, super-speed A person with a mixed breed of part Human, part phantom who attends the gardens of Hakugyokurou. Youmu has a straightforward and focused personality, which compliments her very skills in sword-fighting; learned from her former teacher and former gardener, Youki Konpaku. She works and follow orders from Yuyuko Saigyouji as best as she can; mostly spending her time in the garden tending them with care. Yukari Yakumo - Age: 1,200 years-old, possibly older than Gensokyo's history Abilities: Manipulation of Boundaries Yukari Yakumo is a youkai of boundaries. One of the most powerful Youkai to live in Gensokyo; along with others (Suika and Yuyuko). Most of the time, she spends at her home sleeping all day and enjoy most of her life there. Although she rarely leaves home, she is often acquainted with Suika and Yuyuko including those who maintain the border of Gensokyo; mainly Reimu. Though she is often flaky and unreliable all the time, when the safety or security of Gensokyo is at stake, she will do whatever it takes to get involved. Cirno - Age: Implied to be 60 years, however childish in Youkai terms Abilities: Manipulation of anything that is cold Cirno is a Youkai Ice fairy who mostly spends her time in the Misty Lake. Comparing to average fairies that live throughout Gensokyo, she is considered to be the strongest of them all with her ice attacks and skills. Often, she loses to those she challenges to the residents of Gensokyo. Cirno's personality is childish, rather incompetent, and aggressive; attacking anyone who she thinks as an enemy without thinking twice of the odds. Here are some screenies of the project! It's not much but many many more will be added once the demo progresses! For now these are test videos for now just to show we're getting some things done. But it's better than screenies no? We'll include some very soundtracks used in the Touhou project that you will not find anywhere, it took some time to find the very ones that are fitting to the story and battle. More to come after a few works! Explore the open world of Gensokyo anytime anywhere! As you venture through your story, many challenges are ahead to test your skills, These challenges include story-changing sub scenarios, quests, finding vistas, and testing your battle skills against formidable foes in many skill challenges hidden around Gensokyo, from land sea, and air... including the underworld.... Don't always rely on pure power to defeat your foes! The Enemies in Gensokyo are relentless, they will do whatever it takes to get you into tough situations. Enemies will also remain strong as you get stronger, be careful not to let your guard down at all costs, you won't turn back once it's done! The ultimate difficulty of Touhou, unlocked after the main story which unlocks extra content for you to finish up! More locations are revealed, Time won't stop in battle, enemies gain new skills, and nothing will stop these new enemies to try to take you down. Nothing is safe, nothing will be easy, survival and strategy is the only key to victory.... If you like being a berserker that relies on heavy damage, a tank that can take damages for your allies, or a healer that can help your allies survive. You can build the stats of your characters any you like. Instead of weapons and armor granting you stats, you will be getting Jewels; upgrade components that grant bonus stats to your characters, in which you can remove them anytime you want. To achieve the jewels you would like, you can find them hidden around Gensokyo, or... create them by crafting them! No random encounters, enemies will freely roam around the areas where you cross, but they won't stand there all the time! Unique map encounter AI will make sure that you are careful at all times. From disappearing to appearing, while some chase you if you get within their range, and some... do nothing at all but just walk or stand! The primary sources of power and the main form of attacks of the Touhou Realm. Every character have unique powerful Spell and Skill cards to use in their time of need. Each have different effects and abilities that can turn the tide in battle to ensure your advantage or your victory. Be sure to use them at the right time however or else face the long cooldowns! We did our best to make this Touhou project as custom as possible! From RTP Parallax mapping, custom Touhou portraits, to custom Touhou menus and UI, We hope to give you players a different experience to our first time fanmade Touhou RPG project! We thank the following people below! Without their scripts and resources, we wouldn't have this project! Donate your free support to Reimu Hakurei and the Touhou project! We don't accept money, we accept free hugs though~ If you like to support us, use this banner below! Even though this project is still in a work in progress, the amount of support we can get from you will help us keep going no matter what~ Even so, we'll do our best to give you guys a great experience~ Thank you for your time to look at our project, we'll see you next time on the next update~ ^-^
  6. SYNOPSIS Odicia follows the journey of a fire mage named Eyala Troy, as she and her comrades set out on a dangerous quest to bring an end to the Kingdom of Valhara’s corrupt crusade to cleanse the world of mysterious mystical beings known as Scions. Created by illustrators Oliver Hamlin and Cameron Lee, Odicia at its heart is a love letter to the classic JRPGs, shonen manga, and various other cartoons and video games that have inspired their imaginations since childhood. Through retro-inspired visuals, music, and gameplay, Odicia immerses players in a nostalgic experience that evokes the feeling of playing an RPG classic on the consoles of old. FEATURES Original Visual Assets No default or premade RTP! Custom made, retro-inspired sprites, tilesets and animations. Engaging Exploration Travel through a variety of dungeons that encourage player exploration. Utilize each character’s unique Field Abilities to solve puzzles and discover secrets! On-screen Enemy Encounters No random encounters while exploring dungeons! Engage enemies through direct contact. Ambush enemy units by approaching from behind. Turn-based Combat System Use a character’s Rage and Will to unleash skills, magic, and fury upon the enemy! You decide which abilities each character takes into battle. Fun and Diverse Characters Recruit nine permanent playable party members, each with their own unique set of skills and magic. Original Music Soundtrack and sound effects composed by Lil Kevo 303. SCREENSHOTS DEMO LINKS
  7. Well met, Traveler, please step closer. Tell me, Traveler, did you just stumble through the window or are you looking for something specific? Is it Adventure? Emotion? Maybe some insight into the inner workings of the world? How about a story that involves all of that? Yes, that’s it. Well, you’ve come to the right place. Let me show you the world of ‘Rukia, home to many humans very much like yourself, who were given the gift of Magic. Not True Magic, no. That would be blasphemous. Just your usual, run-of-the-mill practical Magic, the type that allows for small fires, summoning of spirits, and warmongering. (What? Not now, Lucius. Can’t you see I’m entertaining our guest?) (No, I… All right, calm down, Lucius. You’re right. It’s not the time.) Err… Sorry about that. Now, please come with me to the outskirts of Duralla. A small town just north of the Great Desert of R’ssa. This is where our journey begins. It is a story about two brothers, their friends, and their adventures at the end of the Age of Innocence. This, dear Traveler, is the tale of the Moons of True Magic. (What is it, Lucius? Is that it, you ask? Yes, that’s it.) (What do you mean it’s not enough? I even gave it a dramatic ending and everything!) (Three hundred and fifty words? Why?) (Ugh. You mortals and your love of rules… All right, here goes.) So, Traveler, you want to know more about the Moons of True Magic, don’t you? Of course, you do! Who wouldn’t? There are five chapters to the story of our young heroes, the first of which is titled Kids from Duralla. Here, Keith and his brother, Gall, discover the map to an amazing treasure hidden south of town, within the walls of the Red Pit, a bandit and monster-ridden system of hills and caves. Rinna, their best friend, decides to join the party, and together they set to find riches beyond their wildest dreams. Things won’t be as easy as planned, though, and soon they’ll find themselves involved in events far greater than they could have foreseen. Keith, Gall, Rinna. They are all outstanding in their own way. Would you like to know more about them? CREDITS:
  8. 1) After Battle Recovery: Enables recovery after every battle, allows for modification of initial TP and max TP 2) Vampirism: Controls the efficiency of drain skills and allows for a state for enhanced efficiency. 3) Indominable Will: Allows the player to survive with 1 HP as long as they have MP, have states at 1 HP condition, 0 MP condition and max TP condition. 4) State Stacker: Allows states to stack, burst and overflow. itch.io github If anything seems odd, let me know. Otherwise, good luck in your development!~
  9. Genre: JRPG Game Progression: Completed (but the translation of the game is incomplete) Recruitment: Need help in testing and translating from Russian to English Average game time: 5+ hour The game takes place on the fantastic planet Aezzz populated by humans, elves and many different mystical creatures. The whole planet is a big single country and in its history were no wars, because all people signed the pact of friendship. The game story is focused on a strange thing named Mysterummy, which is passed to Trenz, the main protagonist of this game, from his parents. FEATURES: Positive atmosphere Non-linear game play. 7 original playable characters, for 6 (4 in this demo) of which joining the party is optional. You need about 7 hours to finish the demo, but it can be played through several times, because it has many endings, bad and good, and varied characters combinations. Voice of heroes in fights Humor Also, you can Fly on brooms Find many logical riddles And visit many secret places Unfortunately the game have some imperfections: most of graphics and music is not original Translated to English a little less than half of the game. Characters: Credits: Screenshots: Download demo from Itch.Io : https://anntenna.itch.io/mysterummy
  10. ColdAsSnow

    The Sea Between (Commercial)

    Trailer - https://www.youtube.com/watch?v=6Ao_zMGfNX4 Steam - https://store.steampowered.com/app/896550/The_Sea_Between/ Itch.io - https://theseabetween.itch.io/the-sea-between Demo is available through official website listed below. Synopsis Screenshots Credits Website & Social Media Website: http://theseabetweengame.com Twitter: @SeaBetweenGame Instagram: TheSeaBetweenGame
  11. Dorian Tokici

    Darkblood Chronicles - Steam

    STORY Omaj - Defy Expectations Omaj is a group of individuals that defy expectations by presenting captivating visual stories that open the imagination and inspire critical thinking. Join the retro JRPG revival movement with Darkblood Chronicles, the story about a young woman named Samantha. Her adventure begins with a strange foreboding nightmare, wherein she sees herself atop a guillotine with a hooded man standing above her, axe at the ready. She is startled awake as the axe comes down, but it seems to be just her dad, knocking at her bedroom door. It is early in the morning, though the sky is still as dark as night, and rains pours with ferocity. Sam arrives at school only to find that the power is off and the road back home has mysteriously vanished. Meeting up with an acquaintance of hers, Ethan, they are led around the school by a shadowy figure. They corner the figure, which turns out to be a quiet and mysterious girl named Sin, and realize she was manipulating them into following her all along. What comes next is the culmination of the strange occurrences that happened since the morning's wake. With the flick of her wrist, Sin opens a vortex to the dark realm, dragging Samantha and Ethan with her. In the journey that follows, Sam hopes to learn why she has been dragged into the dark realm, and the mysterious circumstances surrounding a tragedy that occurred two years prior. Unravel the mystery, and face your darkest fears in Darkblood Chronicles. FEATURES • Survival horror RPG, featuring a dark, mature and complex story. • Dialogue choices that determine one of five possible endings. • No random encounters. Explore and solve puzzles at your own convenience. • Active-time battle system reminiscent of old-school JRPGs. • Imbue Samantha with over 40 unique skills to create your own unique play style. • 3 fully fleshed out main characters and over 40 playable support characters. • Over 20 hours of gripping and addictive game play. SCREENSHOTS CREDITS
  12. Emotions are a very fragile core of our very hearts, but they can also become the strongest weapons if wielded properly. To watch friendships blossom, to have true love and friendship come to life, to have people rely on you and you rely on other people...these are all emotions central to the human heart, and why friendship is such a critical aspect in our lives and why it should never be taken for granted. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria. Story: Emotions. They are the basis of a human heart. And Blue Reflection is a compelling story following three girls who help those in their school, Hoshinomiya High School, overcome their emotions and let them fight on. Because I want you all to experience the story the same way I did, sit down in your chair, your bed, or wherever you are currently at right now, close out of other distractions...and put this following song on repeat and listen closely. Blue Reflection follows a girl named Hinako Shirai, a first-year student attending Hoshinomiya High School. When the game starts up, you see her in a very solemn and very lonely state. Hinako originally before was the famous star of a ballet school, almost at the top of her class, but due to an unfortunate injury concerning her knee during ballet class, she would never be able to dance again. After the accident, she switched schools and was made to live a "regular life", as a schoolgoer. She was put into the 1-A Regular Class of Hoshinomiya High School, which has a less strict curriculum than the Special Class, but more about that later. Hinako shortly thereafter runs into another girl, Sanae Nishida, who originally was in the same grade as Hinako in their previous school, has also transferred to Hoshinomiya to work on her cooking. The two bump into each other in the hallway, and Sanae is simply ecstatic. However, this triggers a change in the atmosphere...a side effect of uncontrolled emotions called "rampancy". Hinako becomes teleported to this strange world thereafter with lots of flowers around and a very calming and serene atmosphere. However, a strange entity on the other side of the riverbank, a Demon, as it is called in the game, attacks Hinako and forces her into the river. Hinako drifts downward to a nearby spot, crawls out, and is surprised. However then, she hears two voices in her head that allow her to give her the power to eliminate the Demon. The two girls, Yuzu, and Lime, give Hinako the power of the Reflector: the power to balance human emotions through kindness and understanding. After completing the dungeon, Sanae returns to her normal state, still admiring Hinako, but in a much less over the top way. The next day, Yuzu and Lime appear as classmates of Hinako's, with the intention of collecting Fragments, a collective of human emotions, to bolster the Reflector's power. The game then becomes about the three girls, Hinako, Yuzu, and Lime, as they collect Fragments through the Reflector's power in order to defeat the most menacing of foes in the world: Sephirot. Along the way, you'll find more girls around the high school, such as Sarasa Morikawa, who originally looked up to Hinako as a rival in ballet and aspired to be everything she was, Rin Sanada, a tennis ace with a perfect record, who is amazing at cooking and loves older men (personally, my favorite girl), Ako Ichinose, a news reporter/broadcaster who wants to make friends through videos and sharing her upbeat personality, Shihori Sugamoto, who is a pervert and we don't associate with her, Chihiro Inoue, a cute girl who uses her arts and crafts to charm and make friends with everyone, Fumio Taya, a musical prodigy who works tirelessly to become the best musician, Kei Nariyama, a high school basketball star with pizzazz in sports, Kaori Mitsui, a gamer girl who was originally on the track team, along with Rika Yoshimura, track star who wants to break out of the "normal" nomenclature, Yuri Saiki, a genius girl who is emotionless and the toughest nut to crack, and Mao Ninagawa, a famous actress with dual personalities. Each of these characters brings so much life to the game and makes each character shine as though they were really alive, and not just 2D models in a game. Eventually, emotions within the real world start to become more complex. Things start blending together and human become harder to understand for Hinako as she tries to fight her way to save her friends' hearts. Fear can spill into sorrow, happiness can spill into anger, anger can spill into sorrow, and everything just...comes together so well. The story was so amazing from beginning to end, as we see Hinako fight for what she believes in: her friends, her compassion, and her sense of conviction in doing the right thing. There are many beautiful moments throughout the story that can occur in every day life, ranging from dealing with troubled teenagers spouting rumours about you over the Internet, dealing with a high-class versus low-class daughter who can't follow their dreams, splitting from the track and field team due to not having confidence, not having someone to look up to in your darkest hour, and so on. Through the collection of many Fragments, Sephirot appear to attack the school, and as is your job as a Reflector, it is your duty to reflect them off. However, later on, you get the ability to kill them outright anyway, which kind of makes the first half of the game just plot armor for Hinako. Which is one of the things I kinda didn't like about the game, personally. I would have rather they built up the power to completely annihilate Sephirot in the first place rather than it fall victim to plot convenience, but that's just being very nitpicky of me. Also, Sephirot look fucking cool. As you fight and fight, you discover that the "dungeons" you can go to is actually the basis of the human conscience and emotion. Now, I'm gonna draw a parallel to Persona 5 for a second here, since this game has taken a lot of inspiration from that game. This game has a place called "The Common", the place you go to to find Fragments and fight Demons in order to increase your power. Persona 5 has a place called "Mementos", the place you go to to find Quests and fight Personas in order to increase your power. Seem familiar? Yeah, this game is a lot like Persona 5 in a lot of ways, where emotion and friendships are your quick ways to victory. However, I will say one thing, though. The two games are completely worlds apart. If we were to compare the two games as pizzas, for example, Persona would be a sausage and pepperoni extra large pizza with stuffed crust and a side of cheesy garlic bread. Blue Reflection would be a nice Hawaiian pizza with a side of bread sticks. Simple, but MUCH more casual than Persona 5. Streamlined in such a fashion that makes it feel like you aren't stressed for time trying to do the things you love and balance it out with fighting Sephirot. Now I'm hungry. As you play along, you'll discover the secret of the two young girls, Yuzu and Lime, who they really are, and why they chose Hinako as the source of the Reflector's power. Turns out, Yuzu and Lime are already dead. In a freak experimental accident gone wrong (totally not senor plot convenience, right?), a previous Sephirot wanted to try and merge The Common and the human world together, but failed. Yuzu and Lime were the result of that experiment gone wrong. However, their souls remain in The Common, but their actual identities are masked and no one knows who they are unless they have specifically come into contact with Hinako first, and given a ring to show that they are friends. By the way, if I ever got a ring from being friends with a girl, I'd marry her. Then, the Sephirot who wants to erase all human emotion and existence comes after you defeat all the previous Sephirot. Humans can be so frail and fragile as their bonds with friends crumble apart. Friends go away, relationships and hearts can be broken, people can even die. But that doesn't mean we should give up and lie down. It's in the endurance of the human heart to always persevere, no matter what, and this game has no shame in telling you that. The final boss makes you realize your fear and regret, your sorrow and your anger, and your wish to persevere humanity's wishes, with the concept of "never forgetting the people who made us get here in the first place", even if they aren't really there. The story is easily one of the best parts about the game. GUST has always made games with really really good storylines because they work. Even though it's overly cliche with the whole schoolgirl trope, it still works. Unlike "That game which shall not be named" that I did last time. Overall: 8.5/10. Gameplay: Oh boy, is there a lot to talk about in this one. This game is very casual. But that's not necessarily a bad thing, because it follows a system that is very barebones, but still gets the job done. Unlike Persona 5, where you had to grind to Level Up in missions, in Blue Reflection, all your Level Ups are handed to you as you progress. Meaning, that there is no real way to grind, except by doing missions and getting "Growth Points". So, while it doesn't typically follow the usual RPG trope, it's still a good experience. As you can see here, you can level up individual stats for Hinako, Yuzu, and Lime, and depending on how you level them up, they will get skills based on the different types of "trees" you invest in. There's ATK, which is obvious, DEF, which is obvious, SPT, which stands for Special Time, which effects how fast you go in combat (more on that later), and TEC, which does things you may not normally expect from typical RPGs, like Critical Strikes and Luck, and also getting skills that decrease enemy stats or increase your own. The fact that you can mold your characters to suit any role is actually really really fun, and offers a lot of replayability in how you want to build your characters. To start off with, though, Hinako is generally a Jack-Of-All-Trades good in every scenario character, Yuzu is a tank......which is really strange considering she's the smallest character in the game, and Lime, who is a glass cannon. Every character can learn some sort of healing skill, technical skill, or attack skill that makes them completely not worthless, but not every character will be strong in every situation either. So in that regard, you have to balance your characters through certain trees and make certain that you are investing your points wisely. Now, let's get into the real bulk of gameplay: Battles. Battles are fought as Wait-Time ATB, for those RPG Maker nerds out there who know what I'm talking about. You have your timeline at the top which is incredibly easy to follow: Your turn on the left hand side, the enemies on the right hand side. When a target gets to the middle, they get to take their turn. Incredibly easy, straightforward, and to the point. And there are also attacks that help manipulate the timeline, for example "Bewitching Ivy" for Yuzu, which can knockback a foe on their timeline, and puts two "nodes" on the timeline that, when they get to their turn, knockback the same foe again. So there are lots of clever ways to manipulate the timeline to your advantage. However, with it comes a little bit of a negative I have with the combat. It's too easy. Along the way, you get a skill for Yuzu called "Grape Wave", which deals a shit ton of damage, knocks back foes, and has very little Wait Cooldown before you can take your turn again. Although it costs a lot of MP, you get all of it back anyway at the end of the fight, so all you have to do is spam "Grape Wave" for a majority of your fights, and....you win. And it's like that for a majority of the game after unlocking "Grape Wave", which might I add is a Story Skill, not a skill you get from unlocking and investing Points into trees. If "Grape Wave" were like that, I would have had a MUCH MUCH more fun time with the game, prioritizing strategy and actual thinking, rather than just spamming one single move over and over and over and over and winning constantly. That's not really fun. And because of that, a LOT of other skills during combat aren't really that usable, especially anything with "over time" in it's skill description. There is difficulty select, but all it does is make the enemies more spongy, doubling their health. It doesn't change the attack values for the enemies or increase their loot drops or anything like that, which is really a bummer, because if that were the case, I could have flown through the game on Hard difficulty without even breaking a sweat. Another reason why the combat is so easy. Do you see the Reflect 40% in the corner? That's a special mechanic called Ether Gauge. When it's at 30%, 60%, or 90%, you can use a special ability called Overdrive, which gives up a portion of Ether Gauge to give the turn character an extra action. If enemies didn't die to Grape Wave from Yuzu, the next step would be to use Overdrive on Hinako, use her Attack Up Skill, and then use an attack that hits all enemies and kill them that way. No matter what I did, it seemed like I was always striving for a challenge in combat when it really wasn't there. Even Sephirot fights are ridiculously easy if you know how to use Overdrive, Guard, and other commands at your disposal. There's no Equipment, no money system, or anything of the sort. Everything is done by stats. Which is both kinda positive and negative. It makes it more casual, but it also makes a lot of the game straightforward and one-dimensional in terms of what you can do. So while the combat isn't that great, there's a lot of variety with what you can do regarding skills. It's just a shame that Grape Wave is so ridiculously overpowered, especially in a game where you get all your HP/MP back at the end of the fight. If that didn't happen, combat DEFINITELY would have been a lot more challenging and more strategic. However, onto some of the good things about the game. Like Persona 5, at the end of the day, you can invite certain girls to hang out with you at various locations: The Tomb, The Convenience Store, The General Store (which is kind of the same thing, game. .-.), the Theatre, the Arcade, the Photo Booth, and the Bus Stop. Do this repeatedly, and you'll get special perks in combat when you fight against Sephirot. As you develop Friendship Points with your friends, you can unlock some of their most powerful Fragments. And Fragments are easily the most awesome thing about this game, which is why I'm super frustrated why I didn't take a picture of it when I did my playthrough. Fragments are, in essence, upgrades to your already awesome abilities. For example, think back to Grape Wave being ridiculously overpowered. Now imagine it having a less Wait Cooldown time and always guaranteeing a critical hit with 20% more critical damage. Or a heal-all spell that charges up your Ether gauge and also gives everyone an Attack Up buff. Or my personal favorite, a spell that increases every party member's Attack and Critical Rating, but lowers their Speed, which is then counterbalanced by a ridiculous "target party member gets ATK+, DEF+, SPD+, LUK+". Yeah, there are a lot of crazy synergies you can pull of in this game to make your combat experience even sweeter. And that's definitely one of the high points of the game for me. Grape Wave is still broken though. And each character you are friends with comes with their own set of Fragments, and as you do their Dungeons, you can get some of their most powerful Fragments. Your best friends are definitely the ones that increase efficiency when over 20% Ether, "Changes the equipped Skill", and anything that gives an ATK+ buff, as those are your most powerful tools. As you fight in The Common, you can obtain items from the monsters you defeat, which can then, in turn, be used to craft certain things. And while I couldn't get a screenshot of the crafting menu, the crafting menu is entirely complex, needing materials from three different, sometimes all four zones, and finding all the similar ways to get the items actually is the only real "farming" you have to do in this game, especially if you're going for 100%, like I am. So yeah, while the combat is very bare bones, it's still experimental in some regards. Bottom line, I wish it would have been more challenging, but we can't always have everything great in life. Overall: 7.5/10. Quality: This is both the best and worst parts of this game, strangely. And I'll go into a few details why. This game is fucking beautiful at 1080p. I know the screenshots don't really do it justice but EVERYTHING LOOKS SO FUCKING GOOD AND IT'S LIKE HNNNGGGHHH I CAN'T TAKE ALL THIS BEAUTY. And it runs wonderfully in 60 FPS as well with no frame drops! ....And then there's cutscenes, which look ugly as hell with 480p definition and choppy texture, like it's run through a grain filter from something in the PS2 era. And they're locked to an ugly 30 FPS, which is one of, if not my biggest pet peeve in games. If you're gonna have a game, make it run at either 60 FPS all the time or 30 FPS all the time. Preferably the former. But don't have inconsistencies in your game that ruin the quality experience for viewers. Maps are fucking beautiful and sometimes I just spent my time walking around the Sorrow Area (pictured below) and Happiness Area (pictured above) just taking screenshots because I had nothing better to do. The music is easily the best soundtrack I've heard in years. And that is not an exaggeration. Every track in the game has a beautiful oscillating piano line that is absolutely heart-trembling and amazing. Every track in this game felt vibrant and colorful. The best word I can use to describe this game's soundtrack is....electric. When you're fighting a Sephirot, the music absolutely makes you want to get your blood racing. When you're out in school and the rain starts pouring down on you, there's somber music to go along with it. When you're hanging out with one of your friends, it plays really calm music. Everything about the soundtrack is so incredible and easily one of the highs of the game. Every track fits in with the game so well. Especially in the Fear Zone, which is easily the most unsettling track in the entire game, with off-beat and off-key piano strokes hidden behind a filter that screams uncomfortable. ...*sigh* And then camera angles like this can happen where you're stuck looking at the ground and not being able to take in the scenery of the game. And yes, that's me with the maximum amount of tilt DOWN I can go. And now for the negative, besides the gross looking cutscenes. The script looks like it was rushed and made in two days. There are spelling errors and grammar mistakes all over the place. It really ruins the immersion of the game when there are constant spelling mistakes. Mistakes that can easily be rectified by plugging your script into Microsoft Word, hell, even NotePad of all things! And the port on Steam is riddled with gross and quite often, frequent, crashes whenever a cutscene decides to play. I know TecmoKOEI aren't the best at making ports, given their ignorance to the DW series and Toukiden, but come on, this is ridiculous. I don't want to have to lose 45 minutes worth of progress in the game due to a random infuriating crash. Quality is hit and miss, honestly. Depends on if you're a graphics freak like I am, but infuriating random crashes aren't tolerable. Everything else about it was good, though. Overall: 7.5/10. Replayability: As stated before, there's a lot of different things to do regarding building your characters, and there's a New Game +, but unless you're going to 100% the game the first time, there's really no reason to go back for a second playthrough unless I really really loved the game as much as I did. So ultimately, that's not really the greatest of determiners for a game's replayability value, but honestly, there needs to be a reason to go back through the second time and cherish the game as much as the first time. Overall: 6/10. Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not. Would I recommend this game?: Absolutely yes. However, don't buy it on a whim like I did for the $59.99 price tag when it has glaring issues with the port development, such as lackluster cutscenes and random crashes. Wait until it goes on sale for about $40 before trying to consider this game. It's at least not as bad as NieR: Automata in terms of port development, but it still has glaring issues. Unlike NieR: Automata, there's no fixes for the crashes either. But if you want a casual RPG you want to breeze through while looking at cute girls, then this is absolutely your dream game. If you want to buy this thinking it might scratch your Persona fix, you'll be disappointed as those two games are worlds apart. It's still a very fun game in its own regard, and I highly recommend it. Overall: 7.6/10. Great. Now take the absolute best track in the entire game no questions asked.
  13. I do remember well the first time I Heard the name Dragon quest. It was in a videogame magazine I saw in the street and, because when I was 9 I was a little Jrpgs fan, I asked my parents if they could buy it. They bought it at christmas and I must say that that decision was a great one, such great that, as you see, I still remember it. Now, at the age of 17, I've played almost every Dragon quest game to date (except XI), and one day I thought: "Why don't I remake the first Dragon quest game in rpgmaker?"; I began, with that simple premise, to embark myself on a journey of almost 2 years. Was it difficult? Sure it was, but the reward is great. By just having this little remake, I feel like I did a great tribute to the origin of one of my favorites franchises, Dragon quest. This is just an ode to the beginning of everything, to the beginning of Dragon quest. -Story Long before the game begins, a man named Erdrick returned peace from the hands of evil. The peace came in the form of the sacred Ball of light. The hero returned to the King with the Ball of Light and there were great festivals and celebrations. Eventually, Erdrick took his leave and was never seen again. Years passed and the people prospered, but one person was not happy with the way things were. He lived in the western mountain cave, far from Tantegel's walls. While exploring deep within the cave, he came across a sleeping dragon. Suddenly, the dragon awoke and the man was very frightened. As he closed his eyes to stop himself from seeing his demise, nothing happened. The man grew tired of waiting and threw a stick to distract it. To his surprise, the dragon picked it up in his mouth and brought it back to the man, like a dog. After that he discovered he could make the dragon do whatever he wanted. He then named himself the Dragonlord. Suddenly, a disaster occurred: Charlock Castle rose from its dirt grave, and everyone knew this was a bad omen. A few minutes later a swarm of monsters attacked Tantegel and the villages across Alefgard. Though they fought bravely, the years of peace had made the people weak. The Ball of Light and Lady Lora were stolen by the Dragonlord himself. After this terrible attack the people were terrified to walk outside again. Many men were killed traveling between places and people locked their doors at night. At night, they could hear the Slimes scratching and mumbling along the walls of Tantegel. The King fell into a deep depression over his kidnapped daughter, even though the legends told of a descendant of Erdrick coming to restore peace. The King believed it to be a myth until one day a scrawny-looking young man appeared at the King's feet and asked permission to retrieve the Ball of Light and Lady Lora. Since many other hapless warriors had volunteered and failed, the King had already given up hope. But he sees a light in this young man's eyes and knew he was the descendant of Erdrick. Giving him a few items and some gold, the King sends the warrior out. -characters Hero: A descendant of the legendary hero Erdrick. He arrives from an unknown location to help the land of Alefgard Erdrick: He rescued Alefgard years earlier. He has left a message for his descendant, in the cave which bears his name. (In the North American localization, he is known as Erdrick, with similar changes to locations and items: Erdrick's Cave, Erdrick's Sword, and so on.) Lorik: The King of Tantegel, and ruler of Alefgard. Lady Lora: Daughter of King Lorik. Imprisoned in the Swamps caves, south of Kol, by the servants of the Dragonlord. Dragonlord: The villain of the story, he has stolen the ball of light in order to lock Alefgard in perpetual darkness. -Screenshots -Features -World map view! -Faceset for the hero! -Music from others Dragon quest games and jrpg titles! -Graphics from other Dragon quest titles! -Original nes translation! -Status Completed. -Controls Z= Accept X= Cancel/open menu Shift (not allowed in world map)= run A (in world map)= world map view Q (in world map)= World music change W (in world map)= Bestiary -Credits -STORY BY: Enix -SCRIPTS:Nelderson, Ekras, Sojabird, Yanfly, Gexrox, Woratana, Fridgecrisis,StorymasterQ, Synthesize, Ty, Diedrupo, Night5h4d3.GEXROX, Vlue L. Maynara, Jet10985, Woratana, Moghunter, IXFURU, João Neto and Khas. -RESOURCES: Enix Dragon's Den rpg-maker.fr -MUSIC COMPOSERS: koichi sujiyama, windir, Yasunori mitsuda and Nobuo utematsu. -Download Download (you need Vx ACE's RTP in order to play= RTP) -How to install 1) Decompress the rar 2) Go to the game folder 3) click on the game (the exe with the slime icon) Hope you like it! ^^
  14. In this video, I give you the cheat codes for creating your own personalized final boss themes for your RPG game . Feel free to ask any questions!
  15. +death is just the beginning+ +Genre+ Fantasy Real-Time RPG +Game Progress+ Story: 100% (Planned in detail, In-Game: 15%) Maps: 30% Database: 60% Music: 0% (Looking for a composer) Art: WIP (Looking to hire for enemy sprite art) I'm currently using RPG Maker MV mash ups w/minor edits and edited battle sprites x.x +Updates+ Please check the DevLog for updates! (I try to update at least weekly if not more frequent) Demo V.1 Release Date: 7.20.16 - Updated: 7.23.16 - Download below Demo V.2 Release Date: TBA +Story+ The world of Perception was once three seperate Planes of Existence: Nirvana, Damnation, and the world of humans (the living). When Lucifiel betrayed God (or so the stoy goes...), he began to form his army for the day when the seal seperating the worlds would be broken. When this occured, the worlds formed a mishmash of each other called Perception, kind of like a limbo. God had a protector named the Valkyrie and under her the Four ArchAngels, but most of them have disappeared or resorted to the demons' side. Also missing is the Valkyrie's weapon and the key to binding the seal again: the Lance of Longinus. The merging of worlds has left many in confusion. The geography of the world completely changed. Races have gone extinct and new ones, like the dangerous anamoly of Witches, has emerged. Other remaining Races like the Drag-Ons, Reapers, Kitsune, Aurochs...were all thrown into chaos. Not only that, but Lucifiel and the 3 ArchDemons are planning an assault on Perception. In Eve of Perception, you play as Matthew, a young man who fell from the sky. He stumbles into two Marines (Jou and Alec) who have just fled from a massacre of a battlefield. Unconscious, the soldiers take Matthew to a nearby village and the orphanage within in hopes he lives through the night. Jou has her own problems as the monster that slaughtered her troop is still in the forest, blocking the only way home, and it seems their mission, to find a group of renegades called the Eight-Span Crows, has failed. Matthew awakes with little memory, but knows that his sister is in danger and vows to find her. Jou tells Matthew of an Agency in her hometown that can help him locate his missing sister, and they join forces. Things become complicated when one of the orphans goes to fight the monster in the forest himself... + Main Characters+ +Supporting Cast+ +Battle+ +Features+ +Screenies (Screenshots)+ (image heavy) *Screenshots showing RTP characters are out of date, but most are updated to the current build +Other+ This has been a long time project of mine. I started with RPG Maker 2K3 and have worked with the maker since. This game is based on a novel I started a decade ago. The plot is completely planned out with extensive backstories for everyone. I know it's an ambitious project. I know it's gonna take a year or so, which is why I'm pacing myself and leaning on the support of age-old friends ^^; My main influences are Star Ocean and the Lunar series, so expect something similar to those titles. ^^ I really hope you enjoy and support my project! Thanks to Mog's RTBS I can finally have the game I've dreamed of making! If you have any feedback or comments or want to apply for beta testing demos, leave me a comment or shoot me a message!! +Hiring+ Note for all positions: If you can work with a payment plan, I'm interested! All credit will be given and at least 50% payment upfront. If you're really gracious and work for free, you'll be given special thanks and included as an NPC in my game. ^^ +Credit+ +Demo+ +Support+ Please use the banner above to support Eve of Perception! You can also donate towards not only this game, but other projects (as a collective) at our Patreon! Mods, if there's anything that needs to be added/changed (I think I didn't leave anything out... o.o ), just let me know and I'll get right on it. I updated the tag; I hope that was the right thing to do.
  16. Posted new artwork and screenshots as well as many other updates over in the topic: http://www.rpgmakercentral.com/topic/38797-eve-of-perception/ The demo will be released on 7.7.16 and be about 30 minutes long. Can't wait to show you guys my hard work!!
  17. In 2021 we have been contacted from a planet in a distant universe, claiming it's Earth. There was not really much we could do about it, as we cannot communicate with it from our side... and travel seems impossible from both sides. But it's not. SciFi RPG I was expecting the project to progress slowly. Sadly, it's progressing too slow. Nothing i can do about it though. 20% is what i got so far... June 2021 By the time Jiro realizes that a big Pharma company is for some reason after him, he disappears. While Jiro's friends are looking for answers, they realize that their life's will never be the same again... (This is an over-simplified version of the story. Full story elements are provided within the game. I decided that rather giving the player walls & walls of text to read even before he starts playing, providing the player with story elements in-game, is much more player-friendly.) I make use of scripts made by the following people: (a more extensive list will be provided once the project nears competition) TheoAllen SoulPour777 Tsukihime Galv YanFly The following screenshots are outdated. Instead of update them i think i rather upload a short game-play video in a few days. - A story driven game - - Dark Comedy elements - - Use of Adventure-genre elements - - Character relationships & Decisions to make - - Items & Enemies Encyclopedia - - Fully interactive in-game A.I. with supported speech - - Turn-based battles - - No revivals. If a character dies in battle, he's out of the game - More that one ending Thread edited for the 4th time
  18. Hello Guys! This is a game I've been working on during the last days, it's a scifi JRPG with Mechs. The story takes place in 2439, after a great catastrophe nations try to reorganize themselves and continue fighting for power, trying to secure the last resources on Earth. These images shows the first work I've done: Fighting System Visual Novel System (with two characters - Roland, Jorge- and mechs) (NEO) France's Flag The World in 2439 Let me know your opinion about it
  19. Sughayyer

    Iter Impius - WIP

    Iter Impius (Evil Ways) Iter Impius is a sci-fi, J-RPG style game based on the universe of Adamah. It is basically a dungeon-crawling game with a mission-driven story. There are six characters plus the main character whom you can select from to assemble your party in different missions, each one with its own special features and abilities. Abastract: Characters: Supporting Cast: Gameplay: The gameplay is very traditional – the story advances as you accomplish the mandatory missions. Side missions are also available to collect experience, money, items, etc. Early in the game you meet all characters and you can assemble your party according to the missions – some characters are better at certain situations than others. In addition, having certain characters in your party will yield different results in some missions. The characters have inherent metamagical abilities, and some of them can cast “spellsâ€. But all of them unleash special attacks when they get into “surge modeâ€. Game Progress: Character Design -> 95% Graphics -----------> 80% Scripts -------------> 98% Mapping------------> 50% Music and SFX ----> 80% Database-----------> 70% Credits: Scripting: Graphics: Music & SFX: Soon I’ll post pictures and post it on the showroom. Glossary: Adamah – heb.: Earth. Adamah is the name of the universe where a couple games are based on. Iter Impius – latin: Literally wicked ways or evil deeds. It’s a scenario in the fictional universe of Adamah. Judge – Special agents of Opet. Judges are the police, task force, paramedics, judges, attorneys and executors, having full powers granted by law. They are infused with metamagical powers from the womb. Lilium Cruentus – latin: Literally bloody lily, a flower species. Another scenario within the universe of Adamah. Mox – latin: Panel, slab, stone, tombstone. Plural – moxen. Mysterious objects in the world of Adamah, in Lilium Cruentus they are suggested to be remains of an ancient civilization and in Iter Impius they are said to be mystic objects made by the ancestors of Adamah. Opet – A fictional city in the Moon. Also the name of an ancient Egypt festival. In Iter Impius, Opet is the City of Dreams where a “perfectly organized society†was created.
  20. craigorton22

    I'm new - kind of.

    Hello! I joined this community a while ago but apart from browsing the forums I haven't done anything. I was a big fan of RPG maker VX and I moved over to Ace a while back now. I'm currently working on a title (just for fun, I don't take this as seriously as a lot of the people I've seen on here) A little about me - * I'm a (professional) writer in my day-job so using RPG Maker VX Ace is a way for me to bring my stories to life without having to learn a lot of coding/ect. * I love Jrpgs, Rpgs, Fighting games and Life simulation games the most. * I live in England in the U.K. * I have a pug called Drake named after Nathan Drake from the Uncharted games. What you can expect to see from me are games with romance options, a lot of choices, turn-based battles, housing systems and much more. As I said, I do not take myself or my projects with RPG Maker seriously - all of my work will be non-profit and hopefully someone here will play and enjoy it!
  21. Hello everybody. I wanted to show you some work in progress screenshots regarding my new project, Urban Fantasy. A game which features magic in an urban environment. The game is in an evaluation phase, I hope to have soon enough work done to successfully start a kickstarter thanks to the company I work for. Battle System As you can see I changed the original Galv system with the Battle Symphony Sys, looking for more customization. I'd like to know what do you think about the battlebacks. About gameplay, well, I just have thought of some parallax mapping. Here I have a simple version of an evaluation trailer I created for my company: https://www.youtube.com/watch?v=7wj6-YWtqbU If you want to know more about the game please visit INDIEDB http://www.indiedb.com/games/urban-fantasy
  22. How to Create an original JRPG battle theme for beginners!
  23. Hello everyone, and welcome to my new game's topic page. Today, I'm going to be showing off the project I have been working on for the past few weeks. Some of you may recognize the familiar title, and yes, you are right; this is a revamp of my old project that I scrapped due to a critically game-breaking error that did not allow me to move forward with the progression of the game. All of the characters, battle style and semantics, plots, and settings have stayed the same, however, some mechanic are arbitrarily different this time around than last time. Without further ado, let's get right into it! Story: Gameplay: Characters: Screenshots: Credits: Scripts: Xail Engine, CSCA Core, Difficulty, and Light Effects, Yanfly Engine, Yami Battle Symphony, Neon Black Victory Aftermath, Galv's Menu and Message Busts, other snippets by Tsukuhime, Dekita, KMS, and Moby's Text Blip. Resources: Animations provided by Timmah, Battlers provided by someone (can't remember their name off the top of my head), Faces, Busts and Charactersets provided by Kaduki at usui.moo.jp (in the future, credits to the lovely @Allusion for making my Faces and Busts ;D), Tilesets provided by Celianna and Futuristic Tileset Promotions, Title Screen and other pictures provided by Google Images. Music and Sound Effects: Music provided by Satoc (remodeled using solmire.com because I love that site), Other music provided by purple-planet Royalty Free music, Sound Effects provided by Fire Emblem. Thanks everyone, and I hope you all have a fantastic day!
  24. Hi everyone! I'm here to introduce my "experimental project". I work as a writer in the videogame field with indie companies, though I must say that my first love is Rpgmaker, the first gamedev tool I learnt to deal with, and in two weeks I started using a trial version of Ace and created a brand new project. The provisional title is Urban Fantasy. PREMISE Urban Fantasy is an experimental JRPG featuring an urban environment, social problems, thrill and fantasy. In order to melt these two different aspects (Urban and Magic) the game focuses on the commonly excluded social cathegories you never heard something about when played traditional JRPGs like students, salarymen, policemen, poors etc... the same for the representation of an environment which has a strong narrative potential as our cities are. Subsequently such a setting gives us room to portray an URBAN kind of magic, dealing mainly with the popular kinds of arts we usually witness everyday on walls, tv etc.. as Psychic abilities, Graffiti, Cyber abilities, Rapping etc... can be but those are just an example of what I have in mind. OLD TRAILER https://www.youtube.com/watch?v=7wj6-YWtqbU WHAT ABOUT STORY? CHARACTERS SCREENSHOTS NEW BATTLE SYSTEM VIDEO CREDITS If you want to know more just visit UF's INDIEDB PAGE http://www.indiedb.com/games/urban-fantasy
  25. Hi, Im working on a roguelike project in VX Ace, using Saba Kans Random Dungeon Generator. I started the project last year and learned a lot about VX Ace until today. I am OK at scripting and think I have what it takes to tacke such a project (for example I modified Saba Kans script so that the mini-map can be toggled on/off and there are tweaks to the dungeon generator itself). As of now, Im using the standard battle system. There are on-screen touch encounters but then you go to the battle screen and fight using the standard battle system. The same thing is true to all the menus and basic database of the maker. This approach is not really "rogue like" as those games usually have "map screen battles". Scripting this project into a "real" rogue like is lot of additional work. Okay, now here is my question, which path should I choose? A. A pseudo Roguelike RPG Using the standard battle system, featuring a party of 4, lots of skills and customization options, tons of items (almost like in an MMO). All done using the default systems and database. B. A "true" Roguelike In order to achieve this, I am forced to cut back on the complexity. Pros: Map Screen Battles, Interacting with enemies and objects right on the map etc. Cons: Only 1 Hero (no party), only a few dozen scripted items and skills. Not tons of them. Here is a link to the RMN entry of my game, as well as sample screenshots.
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