seriouscat 347 Posted November 4, 2013 Update 11/3/13: I've had a lot of IRL problems that have prohibited me from working on my game but I managed to finish this city regardless! I've been mapping the imperial city of Zijin, and here it is! You enter this city first and then exit north to reach the imperial palace that I posted earlier in the thread: 5 Share this post Link to post Share on other sites
Ocedic 249 Posted November 4, 2013 Nice mapping! It has a distinct flavor while still being clean and well laid out. I've actually never seen an Asian-style town done as well in RPG Maker. 1 Share this post Link to post Share on other sites
Jonnie91 1,149 Posted November 4, 2013 Wow...Cirus that map looks amazing as Ocedic said... clean and laid out, it's simplistic, yet detailed xD Great job 2 Share this post Link to post Share on other sites
OneCutStudio 353 Posted November 4, 2013 Wow! I've checked this thread out before, but never really spent a lot of time on it. But now, I wanted to see what all the buzz was about and I must say that I am super impressed. You have some excellent mapping skills! I don't know why but what really impressed me was the screenshot for the fishing mini-game. The way it is presented seeing character and fish at the same time...really clever. + One more follower. 2 Share this post Link to post Share on other sites
Tsarmina 2,612 Posted November 4, 2013 How beautiful, cirus! The mapping is plain amazing! I always love pretty maps, and this one, like your other ones, is no different You really do this well. I love the little fountain in the middle, it provides so much centrality ^-^ And the tiles you use are beautiful and very Asian-suited! 真美丽~ 1 Share this post Link to post Share on other sites
Galv 1,387 Posted November 11, 2013 Just a quick bit of fanart - I can only draw simple cartoons! hehe (Spoiler one of the mini games!) 4 Share this post Link to post Share on other sites
flarify 128 Posted November 11, 2013 (edited) I too bring forth fanart! I've been wanting to practice my digital painting, and Cirus's main character Yara was an excellent... volunteer for the duty. First is progress just for those curious of how I did things, and second is the final product! Sketch it out | Basic colors | Basic shading | Add details http://i.imgur.com/ZEaSUjD.png[\img] Edited November 11, 2013 by flarify 4 Share this post Link to post Share on other sites
When Bugs Roam Ur House 656 Posted November 11, 2013 Hey wow, cool, a game on Chinese Mythology! : D ... I feel like i'll be the downer in this thread though... For what i'm about to say.. : ---- The names of Byakko (Baak Fu/ Bai Hu), Genbu (Jyun Mou/ Xuanwan), and Suzaku (Jyu Jeuk/ Zhu Que?) are all in their Japanese names; I was just thinking that was a bit odd for a Chinese-themed game. : 3 Qilin also actually isn't a dragon. Update 10/17/13: 900 layers later, I finished the exterior of my Imperial Palace that you will be able to explore when you enter the Imperial City of Zijin. Here's a screenshot of it: I agree, that map is very lovely! {'3'} But.... I think the building structure looks a bit more Japanese than Chinese. Ancient Chinese buildings don't usually have paper screens on the outside, nor banners-- though perhaps for shops. High-ranking buildings also usually have pillars outside. {'3'} i... Also think it would be better to add some stone pavement in the courtyard instead. And maybe have the building less lengthy + higher, with no patrol officers on the roof. [/font]I've been mapping the imperial city of Zijin, and here it is! You enter this city first and then exit north to reach the imperial palace that I posted earlier in the thread:[/font] ... I also noticed your latest map (Sorry if i'm too critical. "OTL ). Ancient Chinese towns don't usually have fountains or flower pots. The buildings also usually use rock/brick and wood, and don't use paper screen doors outside. They also don't really have gardens and commoner's homes aren't elevated. <(•o•)> Porch lights are also uncommon, though lanterns by the home are okk.. ... Torii are also usually used for sacred buildings/ shrines. (/o/) @@@@@@@ Sorry again. Ik this is long and probably sounds rough. Forgive me." /o/ I can send you a map that i worked on based on ancient China, if you want. Share this post Link to post Share on other sites
seriouscat 347 Posted November 11, 2013 Thanks for the critiques Bug, they give me things to consider. I would like to address your points though if that is okay! ~~~ I want to preface by saying my intention was to take Chinese Mythology and turn it into something different for my game in the way people are inspired by Greek Mythology or Roman Mythology or even Religion and twist them into something new. The mythology is the base, just my fantasy/interpretation of it into something new for Constellation. I didn't plan on literally jerking them from Chinese mythology. Hope that clears up why mine are different. I made Qilin a dragon instead of a kirin since it was referred to as the Yellow Dragon is my reasoning hehe. ~~~ As for the map critiques, I appreciate your insights into Chinese Mapping! All I can say is my intention was never to replicate Ancient China as the setting itself isn't actually "China" but to just have a general Asian feel for some towns for the players to experience. I am still very heavy on the fantasy aspect of the game, so it was never meant to clone China. I hope that help clears up any problems you have! Thank you for taking the time to critique! ~~~ Also... an update! I will have new art to unveil soon! Neverward is composing new character busts for the new menu script I am using! 2 Share this post Link to post Share on other sites
Tsarmina 2,612 Posted November 11, 2013 Lol Galv, that picture is the cutest thing I have seen since the picture of your hair. (I'm sorry, I just HAD to link it...) Your work is really amazing Cirus ^-^ I do like how you put the spin on the Asian mythology (after reading a few posts I hadn't read before) and the architecture, though you still manage to convey that it's heavily Asian while being different at the same time. I didn't use to like the Mack grass as much but sifting through a couple screenies, I decide it's so much better than RTP ^-^ Ooh, new art! I'm getting all excited~ 2 Share this post Link to post Share on other sites
Neverward 210 Posted November 14, 2013 (edited) Hahaha I have to agree that fanart is absolutely ADORABLE, and hilarious (and omg your awesome xD, kudos for the hair link). And so is Flarify's!!! Awesome work makes me want to draw some fanart! ;D Edited November 14, 2013 by Neverward 1 Share this post Link to post Share on other sites
Tsarmina 2,612 Posted November 15, 2013 We should spread the word about Galv's hair, it is TOO CUTE to pass up on ^-^ For both cirus and Neverward: Is Neverward the only other person doing art (official art I mean) for Constellation? :3 Share this post Link to post Share on other sites
seriouscat 347 Posted December 12, 2013 Update 12/12/2013: I would first like to apologize for the long time between updates; I have been out of commission due to a recent traumatic event in my life. BUT! I am doing much better and I am finally ready to reveal something new... Constellation's Phase Combo Battle System! It was scripted especially for Constellation by the wonderful Galv. Before I get to the video demo I want to introduce the five phases used in Constellation, explain the phase combinations and skill speeds. The Five Phases: Note: Wood is analogous to Tree. Phase Combinations: The length/power of the status effects are of course subject to change/balance but for now here is a tentative list of the status effects caused by each phase combination: + / + produces Blind status effect: Offensive physical hit type skills will miss for 1~x turns (will be determined). + / + produces Molten status effect: Increases agility and causes confusion for 1~x turns (will be determined). + / + produces Entomb status effect: UNDECIDED + / + produces Freeze status effect: Unable to act for one turn. + / + produces Douse status effect: Next magical hit type skill will miss for 1~x turns (will be determined). + / + produces Poison status effect: A magical damage over time (DOT) that amplifies over time and lasts for 1~x turns (will be determined). + / + produces Mire status effect: Decreases evasion and agility for 1~x turns (will be determined). + / + produces Steam status effect: For 1~x turns (will be determined) there is a % chance to be immobilized per turn. + / + produces Sear status effect: A physical DOT that diminishes over time and lasts for 1~x turns (will be determined). + / + produces Rust status effect: Decrease critical phase damage for 1~x turns (will be determined). + produces critical tree phase damage. + produces critical fire phase damage. + produces critical earth phase damage. + produces critical metal phase damage. + produces critical water phase damage. Notes: Skills that target self/party members DO NOT result in a status effect and instead reset the combination to the phase of the skill that targeted self/party member. These combinations can be achieved by enemies as well and used against your team, so careful planning is needed to avoid disabling your own team which is where the next section comes in handy... Skill Speeds: Because I wanted the battle system to be about tactics I wanted to give the player flexibility in attack times of their party members by having 3 different skill speeds: Fast, average, and slow. Fast speed skills would take priority over average speed and slow speed skills, and etc. This would give the player further control over achieving a desired status effect. Video Demo: A mock boss fight to show the phase combination battle system in action: 3 Share this post Link to post Share on other sites
Tsarmina 2,612 Posted December 13, 2013 Wow! This is really well executed cirus ^-^ It took me a while to get used to the system with the phase combinations and whatnot but it's really beautiful~ The effects and graphics are really beautiful also, despite the fact that the characters seem to walk in place 1 Share this post Link to post Share on other sites
Matt Beer 33 Posted December 13, 2013 Just chiming in to show my support I wanted to say you are on track with a very good looking game here. I wish my first game looked like this much fun. I like your new battle system, it's very creative and definitely stands out. Maybe a new icon for metal though? just my opinion. I hope you continue working on this gem Matt 1 Share this post Link to post Share on other sites
Galv 1,387 Posted December 13, 2013 The genius idea behind the combat mechanics is all ciruscat! I was just the code monkey 1 Share this post Link to post Share on other sites
Tsarmina 2,612 Posted December 13, 2013 We appreciate the code monkey, Galv ^-^ This is turning out really fantastic 1 Share this post Link to post Share on other sites
Heartfeltcurse 195 Posted December 13, 2013 Indeed, that was quite the display of a battle system. It was genius idea from Circuscat, and excellently implemented by Galv. I can't wait to see what happens next with this project. 1 Share this post Link to post Share on other sites
OneCutStudio 353 Posted December 14, 2013 Update 12/12/2013: I would first like to apologize for the long time between updates; I have been out of commission due to a recent traumatic event in my life. BUT! I am doing much better and I am finally ready to reveal something new... Constellation's Phase Combo Battle System! It was scripted especially for Constellation by the wonderful Galv. Before I get to the video demo I want to introduce the five phases used in Constellation, explain the phase combinations and skill speeds. The Five Phases: Note: Wood is analogous to Tree. @Ciruscat: I love your incorporation of the "Cycle of Creation" and the "Cycle of Destruction," although you named them differently. These ideas are represented in a variety of internal style martial arts. A lot of pressure point artists use these cycles to create various effects when striking the body because certain pressure points are keyed to specific elements. How did you come to know about these principles? Share this post Link to post Share on other sites
Ocedic 249 Posted December 15, 2013 This latest showcase of your battle system is indicative of your project as a whole: It's clear that a lot of passion and dedication goes into every aspect of the game. I like how your game works mechanically while still maintaining thematic cohesiveness. Keep up the great work! 1 Share this post Link to post Share on other sites
The Yank 10 Posted December 18, 2013 Whoa this game looks great! I wish I could find enough motivation to make maps like those... unfortunately I'm too lazy to learn how to parallax map. The combat seemed a little generic, but it's good to see you added your own twist to the typical battle system. Hope to see updates soon! Share this post Link to post Share on other sites
Skytric 9 Posted December 19, 2013 I'm really going to have to try this out! It looks amazing with how you have things set up. What's more the story seems interesting and the characters look great. Can't wait to try this out sometime. Share this post Link to post Share on other sites
seriouscat 347 Posted December 21, 2013 Thank you all for your kind words and support! It really encourages me to keep going and work hard! Update 12/20/2013 I am so excited to show you all the NEW artwork for Constellation I commissioned from Neverward! Without further ado, here they are: And here is an example of how they look in the new menu by Galv: 2 Share this post Link to post Share on other sites
Galv 1,387 Posted December 21, 2013 Neverward's artwork is amazing, loving the style so much! They look so nice in the menu 1 Share this post Link to post Share on other sites
Tsarmina 2,612 Posted December 21, 2013 It's beauuuutiful! Yara looks amazing in particular but I like a lot of the others too Great job to both Neverward and Galv for art/menu and cirus of course for the idea behind it all! ^-^ 2 Share this post Link to post Share on other sites