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"Christian game" - released, so the empty hype label is debateable
PostPosted: Thu Aug 06, 2009 2:07 pm
by uc pseudonym
A game... made in RPG Maker VX with the RTP as well as some Mack and Closet resources. Don't get excited. But it's a complete game and fun if you like old-school RPGs.
[SIZE="4"]
Download[/SIZE]
Controls:
Confirm = Space/Enter
Cancel = Esc
Menu = A
PostPosted: Thu Aug 06, 2009 2:42 pm
by Cap'n Nick
I really enjoyed Antagonist and am looking forward to your new project!
PostPosted: Thu Aug 06, 2009 2:43 pm
by Tsukuyomi
uc pseudonym (post: 1336432) wrote:It doesn’t matter to Risa that her father died gloriously to help the Heroes defeat Mephistos. He left her as a small child with a mother she barely knew and he never returned. She isn’t sure if she can support the Empire or the Rebellion, but she will have to choose, because darkness is growing on the horizon.
That's quite the dilemma Risa has on her hands :-S
I'll be willing to test anything out for you if need be ^__^
*Runs off squealing* I'm game 8D
Is it weird I kinda finished reading about war and blood before coming across this thread >_>?
PostPosted: Thu Aug 06, 2009 4:28 pm
by Fish and Chips
This actually sounds pretty intriguing. Please keep me posted on this, I'd enjoy seeing your latest efforts since Antagonist.
PostPosted: Thu Aug 06, 2009 4:51 pm
by Jingo Jaden
Will be fun to see how this will develop. Keep us posted on this!
PostPosted: Thu Aug 06, 2009 5:22 pm
by Peanut
Cap'n Nick (post: 1336435) wrote:I really enjoyed Antagonist and am looking forward to your new project!
This.
Also the plot sounds pretty interesting, I'll be keeping an eye on this.
PostPosted: Thu Aug 06, 2009 5:27 pm
by ich1990
I thoroughly enjoyed Antagonist and this game sounds quite promising as well. I look forward to it.
PostPosted: Fri Aug 07, 2009 12:31 pm
by uc pseudonym
Screenshots added. Tell me if you think the black bar at the bottom of the second looks especially ugly (I haven't managed a workaround yet).
I'll update the numbers daily or so, unless the recalculation is sucking up too much time.
PostPosted: Fri Aug 07, 2009 2:10 pm
by Fish and Chips
Wow, this is something of a step up visually from Antagonist. Is this another "In-game graphics provided" engine, or do you have people working on the look of the game?
Also, I may be able to recommend a decent (and free) video capturing device, though I'll need to double check the specifications.
EDIT: The black bar in No. 2 is more distracting than ugly, per se. Isn't there a way to lower the dialogue box to a more even fit?
PostPosted: Fri Aug 07, 2009 2:20 pm
by Tsukuyomi
Oh wow, it looks great so far ^__^
I'm excited ^^ The characters look really good ^^ I'm looking forward to the end result ^^
PostPosted: Fri Aug 07, 2009 2:32 pm
by ich1990
Love the graphics, that is a huge improvement over Antagonist.
No, the black bar at the bottom of #2 doesn't bother me a whole lot, although I certainly like the looks of the text box in #4 much better. Perhaps that would be something to work on later, when you are waiting for beta testers to provide feedback (or are otherwise not engaged in working on the main body of the game).
PostPosted: Fri Aug 07, 2009 6:04 pm
by Peanut
Fish and Chips (post: 1336707) wrote:Wow, this is something of a step up visually from Antagonist. Is this another "In-game graphics provided" engine, or do you have people working on the look of the game?
I've used an earlier version of RPG Maker, and yes, it does provide some graphics for you. I think UC mentioned is his first post that he tracked down some other things as well.
I'm really not surprised by the graphics upgrade, RPG Maker has had better looking graphics then the program UC used to make Antagonist. Of course, with RPG Maker you actually have to buy the program.
PostPosted: Sat Aug 08, 2009 1:28 pm
by uc pseudonym
No percentages update because today is really scattered and I'm not sure what all I've done.
Regarding the text box, the problem is that I have no idea where the code that controls the size is, and the way I'm calling the battle backgrounds (strangely, there is no option provided for this) doesn't have an easy way to make them stretch to fit the screen. However, I haven't actually tried to look through all the default code yet, so perhaps this is easier than I'm thinking. I was hoping just to have a solid text box, but it appears the opacity can't go all the way up for some reason.
Another option is simply reducing the size of the images so that the bottom meets the top of the text box, though I haven't tested this.
Fish and Chips wrote:Is this another "In-game graphics provided" engine, or do you have people working on the look of the game?
Unlike the OHR engine (which has some ridiculous stipulations), pretty much any image can be imported into VX. However, I am doing this alone and my patience for pixel art is limited to a dozen or so signs and other things I couldn't find. What I did try to do was browse various websites for free images that fit the visual style.
Sadly, tiles are one of the hardest things to import (strict overall limitations), and I think a lot of these are unfortunately blocky. But yes, even that level is a lot more than what I was using.
PostPosted: Tue Aug 11, 2009 12:31 pm
by uc pseudonym
I didn't want to bump my own thread with just this, so I've added a few sample character profiles to the first post since some people requested them. I was hoping to have the trailer as well, but I've been distracted and unsuccessful at finding a decent video capture program (suggestions would be welcome).
The real reason I'm posting is to note that a short while ago I finished the game's ending, with all the associated events and maps. If I was going to stop at any stage of this project, it was the mapping, which is why I focused on it first. So now that I've set the 100 000+ tiles, I can get on to setting up the combat system.
PostPosted: Tue Aug 11, 2009 1:30 pm
by Tsukuyomi
*Lurk, lurk* Very nice ^__^
I'm not really sure if any of these is what you are looking for, but I guess it's worth a looky ^^?
http://www.nchsoftware.com/software/video.html
PostPosted: Wed Aug 12, 2009 9:38 am
by SnoringFrog
http://www.jingproject.com/That's the program I've used in the past for video capture. Not many frills to it, but it gets the job done and has worked well for me when I needed it.
Thusfar the game looks nice, looking forward to its completion.
PostPosted: Thu Aug 13, 2009 9:45 am
by GeneD
Even though I never finished Antagonist, I'll be looking in here to see how your new project goes. So far I think the graphics are great -especially Irene and the little angels in the last screen shot- which might even motivate me to try harder than I did with Antagonist if I ever decide to try the game.
I also like the tiny bit of script we've seen, it sounds intriguing so far.
PostPosted: Thu Aug 13, 2009 12:56 pm
by uc pseudonym
Trailer link added to the first post. It reminded me how much I dislike video editing. The trailer isn't very good, but it gives a stronger sense of the game.
I've been tracking down errors in the combat scripts for a while, but I think everything is functional and the way I want it. Now I need a break, but the balancing should be fun so it won't be too long.
PostPosted: Thu Aug 13, 2009 1:19 pm
by Tsukuyomi
Awww, the opening scene (in the trailer of course) gave me chills ;____; If that had dragged out longer.. I bet I would've started tearing up xDD;
Was it just in the trailer, or does the text really fly by that quickly ^^?
That looks really good.. Can't wait to play/test it \(^__^)/
PostPosted: Thu Aug 13, 2009 2:37 pm
by Cognitive Gear
I loved Antagonist, and I am really looking forward to this new project of yours.
This looks like quite the step up from Antagonist graphically, can we also expect some alterations to gameplay as well? (I know that you are limited by the engine, but it doesn't hurt to ask)
PostPosted: Fri Aug 14, 2009 11:38 am
by uc pseudonym
Fixing my custom scripts took much longer than expected (at least they all seem operational). Still, I've balanced the first two areas, which is what I intended the demo to cover. Not sure when I'll try to release that, though. Certainly not now, as I'm dealing with connection issues.
Tsukuyomi wrote:Was it just in the trailer, or does the text really fly by that quickly ^^?
The text advances when you hit the space bar. I tried to slow down for the trailer, but evidently not enough.
Cognitive Gear wrote:This looks like quite the step up from Antagonist graphically, can we also expect some alterations to gameplay as well? (I know that you are limited by the engine, but it doesn't hurt to ask)
This is actually a half-decent engine, so it lets you use scripts for custom systems if you like. I didn't go overboard with this, but you'll find a number of changes:
- Characters can learn abilities from equipment via an AP-like system, in addition to earning them by levels or quests.
- Some of these abilites are passive, ranging from simple stat increases to new abilities like counterattacking.
- Characters have overdrives. So do bosses, which should get a major AI boost.
- Each battle skill or passive ability must be assigned using points from a relatively small pool, forcing you to prioritize between all the skills you've learned.
- I've tried to jury rig a hidden status system to add some depth to combat. For example, one of your basic skills will knock down a flying enemy, which reduces their defense and agility until they fly back up a few turns later.
- Minigames. Not terribly exciting ones, but they exist.
PostPosted: Thu Aug 20, 2009 12:06 pm
by uc pseudonym
Demo is up, quite belatedly. You can find it in the first post, or [url=abloodypeace.theproject.us/ABP Demo.exe]here[/url].
Meanwhile I've been pretty busy and progress on the game is only crawling.
PostPosted: Thu Aug 20, 2009 12:19 pm
by Tsukuyomi
uc pseudonym (post: 1339773) wrote:Demo is up, quite belatedly. You can find it in the first post, or [url=abloodypeace.theproject.us/ABP Demo.exe]here[/url].
Meanwhile I've been pretty busy and progress on the game is only crawling.
Since it is only a demo, I could probably skip the battles, but I rather get the whole feel of the game.. I'm also trying to drag it out as best I can, so I don't have to wait too long for the real version (not going too well) 8D
It took me a little bit to get used to pressing Esc for the menu instead of alt (I think it was) to pop up the menu, but that really isn't anything ^^
WARNING: This spoiler actually contains a spoiler D:<
[spoiler]I love how slipped in the adventure tips like in Antagonist XDD[/spoiler]
PostPosted: Thu Aug 20, 2009 12:37 pm
by goldenspines
Loved the demo, UC. Don't stress yourself out on getting the full version complete; take as much time as you need. But, many of us are all waiting patiently for it.
I do have a few things to comment on though.
The random monster battles were nicely paced, I think. Not too many, but enough to keep you on your toes.
The overall controls, in battle and on the field, were nice and simple. The menu was the only control I had a bit of trouble finding (ten minutes into the game, I began to wonder how I equip items and soon found the menu after pushing a few buttons XD).
And the graphics, of course, are very beautiful; which makes the game even more enjoyable to play.
Also, there was a character; Bishop Shen I think it was, that reminds me of you UC. XD;
PostPosted: Thu Aug 20, 2009 7:32 pm
by ich1990
Just finished the demo. It took just over 30 minutes according to the in game clock.
I really like the game system. The graphics add a lot to the game and make it feel very slick and polished. I like the combat options as well. Having to choose between tactical attacks and passive abilities adds a bit of depth to the combat that Antagonist was lacking.
The story is starting off quite well. I especially like the last few lines of the demo. Very intriguing. I was quite disappointed when the demo ended, but it ended on a very good note.
One possible error I noticed is that, through the skills menu, you can select to use passive abilities in battle. Are those options supposed to be grayed out? When I tried using Tenacity I on an enemy it looked like I just used a regular attack.
Other than that, I didn't notice any problems. Great job. I look forward to the rest of the game.
PostPosted: Fri Aug 21, 2009 1:08 pm
by uc pseudonym
Thanks to everyone who has given feedback, here or elsewhere (and detailed comments are especially appreciated, even if I don't respond to them). Progress on the game is continuing, though I keep finding little things I need to do that will improve the atmosphere of the game. No estimate for completion time, much less the alpha testing phase.
Tsukuyomi wrote:Since it is only a demo, I could probably skip the battles, but I rather get the whole feel of the game.. I'm also trying to drag it out as best I can, so I don't have to wait too long for the real version (not going too well) 8D
It's just that save data isn't going to transfer to the full game, so there's no sense spending too much time on it (unless you're enjoying the combat system that much).
goldenspines wrote:Also, there was a character]
This is going to make the plot interesting for you.
ich1990 wrote:One possible error I noticed is that, through the skills menu, you can select to use passive abilities in battle. Are those options supposed to be grayed out? When I tried using Tenacity I on an enemy it looked like I just used a regular attack.
The thing is, when I disable these skills in combat, they cease to function entirely for some reason. I'm not really sure why, so for now I made them copies of your regular attack. Ideally they wouldn't appear in the battle menu at all, but there's some kind of skill class issue.
PostPosted: Fri Aug 21, 2009 2:24 pm
by Etoh*the*Greato
Whoa! That artwork! Where did you get the portrait art?
PostPosted: Sat Aug 22, 2009 12:36 pm
by uc pseudonym
Etoh*the*Greato wrote:Whoa! That artwork! Where did you get the portrait art?
Japanese sites I navigated primarily by guessing.
That's a short and boring answer. To make up for bumping the thread again, have two new screenshots I had from something else. Also, note that progress is speeding up as I near endgame, because there are more areas on a similar difficulty level.
PostPosted: Sat Aug 22, 2009 2:03 pm
by Tsukuyomi
Heehee, my nephews just saw me looking at the screen caps ^^ Shall I let the demo loose on them ^^?
Lol, they were all like,"What game are you playing?" XDDD
PostPosted: Sat Aug 22, 2009 2:49 pm
by Peanut
uc pseudonym (post: 1340346) wrote:Japanese sites I navigated primarily by guessing.
That's a short and boring answer. To make up for bumping the thread again, have two new screenshots I had from something else.
I would just like to say, those new screen shots are awesome...
Also, I have downloaded the demo...but haven't started playing it yet...I will get to it eventually.