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Yeah I got that as a suggestion a few times... With the smaller sprites, I always felt like it looked funny to have them going that fast. However, because the larger sprites don't look quite so silly moving quickly I have removed the "no dashing" (except for on the world map) restriction on all of the maps.

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Hello i am new developer and would like to state my claim. I came from mainly FFXIV forums and my characters and ideas are superb. I have a very big audience and I am into a lot of hobbies with videos that include BAStokIAMtheone. I like Paladins and Gladiators and I am doing some Beta testing for a game I cannot disclose. However I cannot dispute with NDA on this and will not disclaim my real name as I would not be able to test. I have seen the way the RPG maker VX ACe is taking to the 2-d crowd and I still love FFIII haha okay well I would like to try your beta and see what details you may have missed or something with dialogue that i can catch. 

 

Thank you, 

Bastok

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Thank you so much for the offer on this Bastok. Currently my beta is closed, I will probably do another one soon and I'll keep you in the loop on that. But right now I am in active development of the final touches to the Demo V1.2 This will close up chapter one and I will start progressing on into chapters 2-4 after the demo is released. so keep an eye on your forum e-mails.

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Still working out some of the kinks, But I am happy to say that The demo is nearly 80% finished, just need some interactable events, more things around villages and cities to add life, and the Holder's battlers which unfortunately are on the level of about 15% done... which is bad...

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Hmm, I'm looking forward to seeing how this game has evolved since I initially tried it. I'll definitely be trying out the demo.

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@Ocedic: I hope it will have evolved into something more pleasent than your previous play through.

 

I have updated the story intro with a little bit more information, also I will be set to release the new demo soon.

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So I have said this before, but the release of the current demo is right around the corner. I hope this one is a much more polished smooth and lively experience than what most will have already encountered in the past. I am still working on the ability animations for the characters in Symphony.

 

I think what the problem I was encountering before was that the battlers for my players were mixed between the Holder's format and the Character set format and when it was trying to load the Holder's format it would crash trying to access them (and possibly also trying to access the character set info for those characters). Now that all the characters (for the first chapter) have a Holders style battler (made by Ritsukou in his style) this will (I hope) take care of this problem.

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I've just realized with some of the changes made to my story arch that there are some loose inconsistencies that I need to track down and clean up within the game's lore. So on top of waiting for a few sprites I need I will likely again be delaying the release of the new demo. I really want this one to tie together nicely I even remapped a few areas so that they are a bit smaller (you'll appreciate that I hope Ocedic LOL!) and more aesthetically pleasing. I may... MAY remap the entire village I don't want to but I may just do it since I have a better vision of what I want to have happen in this story.

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Thanks I'm glad you are looking forward to it random, I'm still working on all of the polish and hopefully it shows. I took a moment and updated my long neglected progress section with some immerging news. I am still working on balancing the battles to make every character have a clear role as well as make the fights interesting and difficult. Beyond that I am working on some Text refits to Yanfly's larger windows as well as adding some new cutscenes which I hope will help make the world seem more alive. So if everything goes well I'll have the demo up soon, I want to say a week but I can't actually give a definitive timeframe because I would rather it be "right" then "out". I made that mistake the last time and got some less than hoped for, albeit encouraging reviews

 

So keep an eye out and soon enough a demo will be ready to roll!.

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Ok I am hosting Beta tester's requests to test the demo, At this point it should be fairly solidified there may be some minor alterations from what the testers will see and how the Demo will play out. If you are interested in Beta Testing please PM me by tomorrow night I hope to have all the testing done within this next week so I can release the actual demo by the weekend!

 

Again if interested please PM me.

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PHEW! Ok its finally ready! Please enjoy again we didn't find anything game breaking in the final beta however if something is broken please feel free to report it here on the thread, or to me in a PM.

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I don't unfortunately I just have my thread. I could try to work on one. not sure what the recommended size of those things are but I'll give it a shot.

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There are plenty of good userbar generators online. I used one to create mine.

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I agree with Ocedic's recommendation. Also, I got kicked out of the church and landed on a whole different map! Just so you know :)

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DOH! ok don't get kicked out of the church in this version! haha I'll have to update that thanks for letting me know!

 

Thank you Ocedic for your review! it was well put together and I will use the points made to help further improve the overall experience.

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Hey guys giving this a quick bump as there is an awesome new announcement for the future of Liphidain: Dissonance of Darkness! I am very excited to be working with the new team and hope to see some great things!

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Quick update, Since the team got together the artistic branch of said team wanted to go back and redo, chapter 1. So currently we are going through a remaping phase (which I am totally fine with) for much of the current world as it stands so far. Joey has done some amazing things for the Forvania Inn (which will, going forward, be known by it's official name, The Fallen Star). Because that map was redone, I have started remapping the Forvania Entrance (hence forth known as Forvania Square). This is just a taste of the scope of the remastering of this game.

 

Because the maps were getting an overhaul, Ritsukou has decided to flex his artistic might and do some unique Busts for the characters. This means that we will be moving to Full bust conversations for the characters when they are speaking to one another.

 

Once we have all of that taken care of we will start working on Chapter 2. Stay tuned for further updates!

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Ok the new screenshots are up feel free to leave a comment or whatever you like.

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This sure has undergone some changes since I last took a look at it, from what I've seen of Forvania so far in the new screenshots it finally doesn't look somewhat awful anymore (I decided to hold that thought back for a while, I probably shouldn't have but that's that and it's long past time for that now anyway), I'm going to see if I can find the time to give this another try within the next few days - I want to see exactly how much has changed.

 

I hope you managed to balance combat correctly and set the poison state to be far less overpowering than a horde of spiders during all the reconstruction, whould hate to lose to some spiders in that old tower again because the poison is too powerful - I get that it was a beta and all but that was kind of ridiculous at such an early stage in the game, I really did end up using all my anti-poison items and mana for healing because of that (Don't even mention TP conversion because that was near useless during that situation).

 

Anyway enough pointless ranting from me, it's good things are turning out so well for you at last Tharis... or at least that's what I would state if I weren't so apathetic in general (Sorry... or something along those lines anyway), I've completely forgotten the rest of my post so I'll just stop here for now.

 

I will return... eventually.

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Thanks for the feedback!

 

Things are being reworked and a currently under construction but the Screenshots in thread are actually not a part of the released demo yet. Give it some time and we will have a new version of the demo up and running. As for now the demo is still standalone. Though I hope that a lot of the balancing issues will be worked out.

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Ok, so I'm back little over a month later. Still not ready for the Demo to be released. But there are few reasons for this. One, being probably the most major reason there hasn't been an update, is that I am extending the prologue into it's own actual chapter. Since neither chapter 1 nor chapter 2 were really in the original iteration of Liphidain (Over 12 years ago) I decided I didn't like the way things unfolded and flowed. Now, if you have played the demo already, it won't be TOTALLY different. Much of what is already in the prologue is still in it, there is just more of it.

 

The largest -changes- will come to what was chapter 1 (and is now chapter 2) There just seemed to be an overall drop off in interest at that point (A concern which Ocedic made note of a while ago.) and honestly I don't think many people made it past the first half hour of gameplay in Chapter 1 (or what was chapter 1). And although I do want to show the heros as children I'm going to redo their entire story framework. The characters will all largely act and interact in much the same way, but the challenges facing them as a whole will change. Also I feel like from start to finish the actual time (meaning amount of time lapsed in the game) was literally just a few days. the first of those days being the day that Tharis and Arysana meet. This won't do. because, save for only the concepts of "Love at first sight" and "Serendipity" their love story will make literally no sense. So I have decided to make some serious changes to that relationship and how it grows. Now if you actually did beat chapter 1 and saw the ending cutscene much of that will stay the same. The characters will all still go their separate ways the way the story intends for them to go.

 

Also another new addition to the features of the game is Crafting! I have always been a big fan of crafting in games (my favorite crafting in a game being Legend of Mana)  because although you could just go buy your weapons if you want to, you have the option of going out and finding the materials and MAKING your own weapons. With better and better materials made available to you as you progress. Also I am going a step further and adding in some different effects the player can choose to use on a weapon they have made. For instance you can have your Sword "Sharpened" to increase it's base attack, OR, you can have it "Serrated" to change the damage to "Slashing/Piercing". Giving the player further customization to their repertoire of counter balancing the enemy's defenses. Also there are several Unique Weapons the player will find (as a good portion of RPGs' fun factor is finding loot) and these additional effects will be made available to the unique weapons as well.

 

Atop of ALL of these changes are the Sprite animations. Now, some of you guys have seen my sprite animation thread in the Resource Showcase section of the site. Those that are there are available to anyone to use for any project of course. However, those are only a small taste of what Liphidain: Dissonance of Darkness will feature in terms of animated sprites. Mostly because the ones I'm sharing are generic and could be used in many different games. The ones I'm not sharing are ones that are unique to My game. And let's face it, if I shared all of those resources outside of my game, then what would be the point in playing it? Haha just kidding. Actually, I hope the story is driving enough that sprite animations only enhance the gameplay rather than be the only sustenance. Also, not to be forgotten, Ciruscat has granted a mighty graphical boon to the project by reworking all of the Chapter header's in her amazing aesthetically astounding manner.

 

And that's all she (Me, wait then, He) wrote for now. It's a big update but it's gearing up to change the way things are going, and I think the direction it's headed now is really the way I wanted it to go in the first place (just didn't know how to get it there). And that's all in large part due to you, the awesome RMVXAN community.

 

Thanks you guys for not giving up on me, despite this being a late bloomer.

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