Review
Subscribe
Nominate
Submit Media
RSS
Announcement
Spring Cleaning ~ v0.19 Release Notes
The download has been updated to reflect the Ace revision of the demo for Release Something Weekend! Version 0.19* is a pretty heavy remake of the game with changes such as:
- A revised battle system in which the Chain bars and Purge skills are more important
- The difficulty can be changed at any time now
- Taller character sprites on the map and in battle
- Custom character artwork
- Some skippable cutscenes
- Pixel art enemies (some by me, others are edits of Milano Cat's)
- Rewritten dialogue
- Talkbubbles for NPCs who have something to say
- New graphics for the Affection menu
- Field Effect system removed entirely (it didn't contribute much)
There's also a readme that's intended to help out those who find this game outside of RM sites.
The demo ends in the same place as the last one because I wanted to clear up the discrepancy between the engine tag and the download right now, and I still wanted it to end on a cliffhanger, and probably get cheevos for effort. But anyway, hope you have fun! :)
Let me know if you find bugs/missing file errors/have issues with the balancing or whatever.
Now that that's over and done with, I think I can finally move on! hooray
There are a couple of minor non game-breaking issues. They're in the readme, but I'll paste them here anyway:
KNOWN ISSUES
- Skipping a cutscene while the map is still scrolling or when a character moves may cause random graphical errors such as misplaced overlays.
- An overlay flashes at the end of the demo when selecting to return to the title screen. It will be gone once more content is added to the game and it transitions to the right place.
- Battles may lag momentarily when using a multi-hit skill for the first time in a battle. It should lag less if that same skill is used more than once in the same battle (the graphics are cached).
*arbitrary version numbers, woo
- A revised battle system in which the Chain bars and Purge skills are more important
- The difficulty can be changed at any time now
- Taller character sprites on the map and in battle
- Custom character artwork
- Some skippable cutscenes
- Pixel art enemies (some by me, others are edits of Milano Cat's)
- Rewritten dialogue
- Talkbubbles for NPCs who have something to say
- New graphics for the Affection menu
- Field Effect system removed entirely (it didn't contribute much)
There's also a readme that's intended to help out those who find this game outside of RM sites.
The demo ends in the same place as the last one because I wanted to clear up the discrepancy between the engine tag and the download right now, and I still wanted it to end on a cliffhanger, and probably get cheevos for effort. But anyway, hope you have fun! :)
Let me know if you find bugs/missing file errors/have issues with the balancing or whatever.
Now that that's over and done with, I think I can finally move on! hooray
There are a couple of minor non game-breaking issues. They're in the readme, but I'll paste them here anyway:
KNOWN ISSUES
- Skipping a cutscene while the map is still scrolling or when a character moves may cause random graphical errors such as misplaced overlays.
- An overlay flashes at the end of the demo when selecting to return to the title screen. It will be gone once more content is added to the game and it transitions to the right place.
- Battles may lag momentarily when using a multi-hit skill for the first time in a battle. It should lag less if that same skill is used more than once in the same battle (the graphics are cached).
*arbitrary version numbers, woo
Progress Report
Completed Ace revision and a new encounter system
Outside of a couple of placeholder graphics and some rebalancing that needs to be done, I'm happy to announce that the Ace version of the game is finally up to where the VX demo ends! I pretty much blitzed through porting the Olivine Cave content in like two days, haha. i'm so faaaaast~
One thing that ended up changing between engines is the writing style. Ever have that moment where you look at something you wrote a long time ago, and then you end up hating most of it? Because of that, I rewrote a good bit of the dialogue and added some new small scenes while copying over event commands. The fact that I haven't looked at the writing in a long time probably helped in revising it with fresh eyes.
One of the harder things for me while working on this game is deciding what to do with the touch encounters. Some blog posts in the past had information about encounters too, but those older versions were too tedious for me to event lengthy self-switch checks and checking to make sure I didn't screw up event IDs in case I delete things in the future. And so, having had enough of that nonsense, I decided to scrap it all and put together something simpler and easier to manage--for me as well as the player.
As in the VX version, enemy groups are represented by the most common enemy type in it. But now, the color of the sprite determines its movement behavior.
Blue enemies walk up to you if you get close. The usual touch encounter behavior.
Green enemies run away if the party's average level is considerably high. The required level to make the blue enemies turn green varies, but they currently go up by multiples of 5.
Red enemies are stationary and will not respawn. However, they are the strongest non-boss encounter in the dungeon. They're like minibosses!
When winning a battle against a blue or green enemy, it will turn gray and fade out for a while before respawning again. If you run away, the enemy will fade out and move away from you for a couple of seconds. Finally, there's an item that temporarily prevents the wandering enemies from noticing you.
This new encounter system was made possible with the help of some scripts by Galv and rokan. :)
Smaller Progress Updates
- Made a small script snippet in which preemptive strikes and surprise encounters make pretty notification pictures pop up instead of text strings.
- Remapped Dust Valley with VX style tilesets instead of XP's.
- Added cutscene skip function for most cutscenes and an icon that says you can skip it. (still in progress) For those who find the icon distracting, it can be turned off in the options screen.
- Added additional effects such as ailments and debuffs to higher-tier magic skills; this should help differentiate what would have been bland fire/fira/firaga kinds of spells.
- Since I like poison-style states and the use of chemicals fits the game's setting and later plot events, the "Toxin" element has been added, replacing an older element. The older one's name and purpose in the story is pretty spoilery. Gameplay-wise it was like those Megido spells from SMT games, and just as pointless...for me, anyway. I didn't like burning through mp on something that doesn't exploit an enemy's weakness. >_>
One thing that ended up changing between engines is the writing style. Ever have that moment where you look at something you wrote a long time ago, and then you end up hating most of it? Because of that, I rewrote a good bit of the dialogue and added some new small scenes while copying over event commands. The fact that I haven't looked at the writing in a long time probably helped in revising it with fresh eyes.
One of the harder things for me while working on this game is deciding what to do with the touch encounters. Some blog posts in the past had information about encounters too, but those older versions were too tedious for me to event lengthy self-switch checks and checking to make sure I didn't screw up event IDs in case I delete things in the future. And so, having had enough of that nonsense, I decided to scrap it all and put together something simpler and easier to manage--for me as well as the player.

As in the VX version, enemy groups are represented by the most common enemy type in it. But now, the color of the sprite determines its movement behavior.
Blue enemies walk up to you if you get close. The usual touch encounter behavior.
Green enemies run away if the party's average level is considerably high. The required level to make the blue enemies turn green varies, but they currently go up by multiples of 5.
Red enemies are stationary and will not respawn. However, they are the strongest non-boss encounter in the dungeon. They're like minibosses!
When winning a battle against a blue or green enemy, it will turn gray and fade out for a while before respawning again. If you run away, the enemy will fade out and move away from you for a couple of seconds. Finally, there's an item that temporarily prevents the wandering enemies from noticing you.
This new encounter system was made possible with the help of some scripts by Galv and rokan. :)
Smaller Progress Updates
- Made a small script snippet in which preemptive strikes and surprise encounters make pretty notification pictures pop up instead of text strings.
- Remapped Dust Valley with VX style tilesets instead of XP's.
- Added cutscene skip function for most cutscenes and an icon that says you can skip it. (still in progress) For those who find the icon distracting, it can be turned off in the options screen.
- Added additional effects such as ailments and debuffs to higher-tier magic skills; this should help differentiate what would have been bland fire/fira/firaga kinds of spells.
- Since I like poison-style states and the use of chemicals fits the game's setting and later plot events, the "Toxin" element has been added, replacing an older element. The older one's name and purpose in the story is pretty spoilery. Gameplay-wise it was like those Megido spells from SMT games, and just as pointless...for me, anyway. I didn't like burning through mp on something that doesn't exploit an enemy's weakness. >_>
Progress Report
Conversion Progression
For most of this month, I've been speeding away with completing the various art assets for the game. Leiko, Officer Lorenz, and the Rookie now have their own portraits. I also made some more taller Mack sprites for actors and NPCs. The following repost from my tumblr is a sample of NPCs for industrial towns such as Dejanor:
recoloring with graphicsgale is fast and fun! some pixels look off because of photoshop's resizing, but whatevaaa
After finishing this graphical stuff and overwriting some of the placeholders, I went back into the process of re-eventing everything. I've been manually copying over most of the event commands from a VX -> Ace converted project file to the real project. Copying over commands instead of entire event squares makes it easier for me to keep track of everything. The older version contained incorrect event IDs and unusable script calls, anyway. And then I have to enlarge some old 17x13 maps so that they work correctly with the larger screen size too. (20x13 tiny mappies go!)
Where is the project now?
- The conversion of content from the prologue through Moshi's introduction scene are finished. Some dialogue has been rewritten.
- All scenes in the status menu now have background graphics!
- I've been trying out a script that lets the player skip cutscenes. But I've been having some graphical problems with it sometimes, and I'm not sure if I'll keep it.
anyway, thanks for readin'
/returns to lurkerland

recoloring with graphicsgale is fast and fun! some pixels look off because of photoshop's resizing, but whatevaaa
After finishing this graphical stuff and overwriting some of the placeholders, I went back into the process of re-eventing everything. I've been manually copying over most of the event commands from a VX -> Ace converted project file to the real project. Copying over commands instead of entire event squares makes it easier for me to keep track of everything. The older version contained incorrect event IDs and unusable script calls, anyway. And then I have to enlarge some old 17x13 maps so that they work correctly with the larger screen size too. (20x13 tiny mappies go!)
Where is the project now?
- The conversion of content from the prologue through Moshi's introduction scene are finished. Some dialogue has been rewritten.
- All scenes in the status menu now have background graphics!
- I've been trying out a script that lets the player skip cutscenes. But I've been having some graphical problems with it sometimes, and I'm not sure if I'll keep it.
anyway, thanks for readin'
/returns to lurkerland
Progress Report
Into the Abyss (of sprites)
Recently, I've been looking into changing the game's sprite style from RTP to Mack. I think the Mack style better shows what the lower bodies of the characters actually look like, and a 32x32 square wasn't enough to show details like leggings and coats. At first, all this respriting was just some experimentation in trying to establish a rhythm with various pixel art programs. Ended up sticking with GraphicsGale. After growing accustomed with its interface and setting up keyboard shortcuts for it, I tore through and frankensprited the Mack versions of many of the important characters and some NPCs.
We have legs and feet! Hooray!
As someone who never liked spriting until recently, this was pretty fun! Spriting in GG is so much easier than in Photoshop. Unfortunately, one disadvantage of Mack-styled sprites is that there are far fewer unique poses to reference and frankensprite compared to the RTP. Another disadvantage is that I will have to redo poses such as diagonal walk cycles, sleeping/dead characters (totally gonna reference XP's RTP for this), and the battle sprites...oh shit, the battle sprites...
It's not all bad, though. I could use some of Holder's battlers for a few characters, and edit sprites from the game Rondo of Swords for a few more. Hopefully my edits won't be too terrible. :)

We have legs and feet! Hooray!
As someone who never liked spriting until recently, this was pretty fun! Spriting in GG is so much easier than in Photoshop. Unfortunately, one disadvantage of Mack-styled sprites is that there are far fewer unique poses to reference and frankensprite compared to the RTP. Another disadvantage is that I will have to redo poses such as diagonal walk cycles, sleeping/dead characters (totally gonna reference XP's RTP for this), and the battle sprites...oh shit, the battle sprites...

It's not all bad, though. I could use some of Holder's battlers for a few characters, and edit sprites from the game Rondo of Swords for a few more. Hopefully my edits won't be too terrible. :)
Progress Report
Assorted Ace Updates
So this borderline-rambling post is what I've done with the game since my decision to change engines about a month ago. Progress has been going at a nice pace despite my being distracted with playing Morrowind, haha
- Finished the waist-up portraits for Aidus, Moshi, Remi, and Vera. (By the way, Vera is the name of the woman who appears at the end of the VX demo.) While making this custom stuff, I've been cutting down on underused emotions so I don't overwhelm myself. Minor characters likely won't have as many emotion portraits as major ones.
- Revised the Chain bar system with Galv's Battle Favor script. (this thing is great! :D) Instead of random buffs appearing on the party when you fill up the bar in the old version of the game, you get a big buff as well as an experience boost if you kill an enemy troop while the bar is full. If the enemy fills their side up, they get the same buffs. I may go into more detail about it once I've finalized some things.
- Increased the size of the Sun Palace's maps because the 17x13 size screwed up the dialogue portraits with the larger screen size.
- Converted some skill action sequences to Symphony and added new ones; status-inflicting chemical vials have a new throwing animation and break into shards of glass on impact.
- Finished setting the passabilities for all maps up to the end of the first dungeon.
- Changed most of the item icons to improve consistency. For example, a mundane knife bought from a shop is a brownish gray color, while a knife obtained from crafting has a gold icon. Most armor types use the same icon.
- Made some small custom scripts for myself to edit the weather effects and the equip scene.
- Speaking of equipment, I cut down on the equipment slots because I happen to prefer the default layout and it gives me less crap to juggle and balance. The types of equipment available are now Weapon, Device (adds an attack effect), Body (modifies defense and occasionally other stats), Book (teaches skills), and Trinket (misc stuff).
Skill learning progression from books can now be viewed in the equipment menu instead of a separate spot in the main menu.
- Made custom background images for the status menu and all scenes that can be accessed in the menu, like items, system options, equipment, etc.
- Practiced a little spriting just for fun
----
While cutting the fat from this game, the following things have been removed in the Ace version:
- Pills and sigils that raise a character's ailment & element resistances are out. Their effects were too negligible to me to keep them.
- Head and Feet equipment slots have been removed. Some of them may return as trinkets provided they fit the game's setting. (goggles, for example. maybe top hats too?)
- In a past blog post, I talked about a bar that drains when you kill enemy troops. When the bar empties, they respawn. To be honest, the system was an inefficient mess of checking for event numbers, self-switches, and changing images after every single touch encounter. So, I've been leaning toward scrapping the respawn bar entirely and having the encounters respawn only when you use a heal spot or leave the dungeon. Something like that.
Thanks for reading!
- Finished the waist-up portraits for Aidus, Moshi, Remi, and Vera. (By the way, Vera is the name of the woman who appears at the end of the VX demo.) While making this custom stuff, I've been cutting down on underused emotions so I don't overwhelm myself. Minor characters likely won't have as many emotion portraits as major ones.
- Revised the Chain bar system with Galv's Battle Favor script. (this thing is great! :D) Instead of random buffs appearing on the party when you fill up the bar in the old version of the game, you get a big buff as well as an experience boost if you kill an enemy troop while the bar is full. If the enemy fills their side up, they get the same buffs. I may go into more detail about it once I've finalized some things.
- Increased the size of the Sun Palace's maps because the 17x13 size screwed up the dialogue portraits with the larger screen size.
- Converted some skill action sequences to Symphony and added new ones; status-inflicting chemical vials have a new throwing animation and break into shards of glass on impact.
- Finished setting the passabilities for all maps up to the end of the first dungeon.
- Changed most of the item icons to improve consistency. For example, a mundane knife bought from a shop is a brownish gray color, while a knife obtained from crafting has a gold icon. Most armor types use the same icon.
- Made some small custom scripts for myself to edit the weather effects and the equip scene.
- Speaking of equipment, I cut down on the equipment slots because I happen to prefer the default layout and it gives me less crap to juggle and balance. The types of equipment available are now Weapon, Device (adds an attack effect), Body (modifies defense and occasionally other stats), Book (teaches skills), and Trinket (misc stuff).
Skill learning progression from books can now be viewed in the equipment menu instead of a separate spot in the main menu.
- Made custom background images for the status menu and all scenes that can be accessed in the menu, like items, system options, equipment, etc.
- Practiced a little spriting just for fun

----
While cutting the fat from this game, the following things have been removed in the Ace version:
- Pills and sigils that raise a character's ailment & element resistances are out. Their effects were too negligible to me to keep them.
- Head and Feet equipment slots have been removed. Some of them may return as trinkets provided they fit the game's setting. (goggles, for example. maybe top hats too?)
- In a past blog post, I talked about a bar that drains when you kill enemy troops. When the bar empties, they respawn. To be honest, the system was an inefficient mess of checking for event numbers, self-switches, and changing images after every single touch encounter. So, I've been leaning toward scrapping the respawn bar entirely and having the encounters respawn only when you use a heal spot or leave the dungeon. Something like that.
Thanks for reading!
Progress Report
The Great Purge ~ engine changes
Melkino
10 post(s) 
- 12/09/2012 09:34 AM
Over the past couple of weeks, I've been looking into moving the game to VX Ace. This is because of various technical issues that are out of my control with the VX version:
- Out of battle party members gain no exp because of a script conflict
- Status effects that occur periodically such as Poison and Regen take effect at seemingly random times because of Melody's CTB mode. I thought they'd occur after the character takes their turn, but noooo. Regen was once in the demo but removed because of this.
- overall lag
Outside of spending hours hunting down scripts for certain functions, the porting tests have been going pretty well. I feel like I'm getting things done in a fraction of the time. All of the skill animations have been ported thanks to that VX-to-Ace conversion program, and I've found even more animations from tekepon.net. I've already rewritten many of my custom action sequences to be compatible with Yami's Battle Engine Symphony. (it's pretty cool!) The evented title screen has been ported over as well. The things I've learned from editing VX scripts has helped me in quickly editing the Ace ones.
Fortunately, it seems like the majority of the important features that were planned for the VX version can be replicated in Ace. Crafting will likely be streamlined and result in less inventory clutter. Learning skills from books will probably be changed once I find a script that suits the game.
Assuming I don't run into a serious problem while messing around with this revision, future development will likely continue in Ace. I'll change the engine label later.
In other news, I've been working on more waist-up portraits and getting a bit faster at it. Here are some WIP screenshots of them being used in menus!
(note: the stats are wrong and the equipment is debug-only)
- Out of battle party members gain no exp because of a script conflict
- Status effects that occur periodically such as Poison and Regen take effect at seemingly random times because of Melody's CTB mode. I thought they'd occur after the character takes their turn, but noooo. Regen was once in the demo but removed because of this.
- overall lag
Outside of spending hours hunting down scripts for certain functions, the porting tests have been going pretty well. I feel like I'm getting things done in a fraction of the time. All of the skill animations have been ported thanks to that VX-to-Ace conversion program, and I've found even more animations from tekepon.net. I've already rewritten many of my custom action sequences to be compatible with Yami's Battle Engine Symphony. (it's pretty cool!) The evented title screen has been ported over as well. The things I've learned from editing VX scripts has helped me in quickly editing the Ace ones.
Fortunately, it seems like the majority of the important features that were planned for the VX version can be replicated in Ace. Crafting will likely be streamlined and result in less inventory clutter. Learning skills from books will probably be changed once I find a script that suits the game.
Assuming I don't run into a serious problem while messing around with this revision, future development will likely continue in Ace. I'll change the engine label later.
In other news, I've been working on more waist-up portraits and getting a bit faster at it. Here are some WIP screenshots of them being used in menus!


(note: the stats are wrong and the equipment is debug-only)
Progress Report
Customization Shenanigans (Sep. & Oct. update)
Melkino
12 post(s) 
- 10/19/2012 05:56 PM
I've been quietly making some big and small changes to the game for the past couple of months. While I could've posted this a few days ago, I didn't feel comfortable doing so at the time. None of the small updates were really blogworthy to me because I don't want to bother you too much and subsequently get bitched at. :<
So let's get those out of the way!
- Fixed a bug in which status icons out of battle covered up the character's level in the status screen.
- Made a spreadsheet full ofwomen lists of items, skills, affection points in dialogue choices, and other flexible plans that'll help me keep track of development.
- Edited and replaced nearly all icons so that they use roughly the same color palette for consistency. The icons for the field effects haven't been revamped yet, as I'm planning new ones in the spreadsheet.
- Changed crafting stuff. At first, its purpose was to only make those Devices that modify normal attacks. After realizing that most of the existing effects were boring, redundant, or useless compared to using skills in the same turn, I'm thinking about scrapping most of those devices and replacing them with assorted equipment that can be only obtained during crafting. (Crafting might get its own blog post next time if I remember, haha)
- Split item drops into two categories: "Loot" consists of the assorted vendor junk that you sell and/or give to NPCs for their sidequests. "Materials" are used for crafting. Having them combined would lag the poor little inventory!
As for the largest update, I did some hacky script editing with Yanfly Engine 6, and managed to extract the screen resize and the relevant classes into a separate script. (I also understand aliasing now! yay!) Then I edited some other scripts and graphics to fill the newfound empty space. Now the game's screen is a wider and comfier 640x416.
While I was content with the default screen size, the sideview battles annoyed me because the actors and enemies felt too crowded, and the small fonts in the HUD may be difficult to read for some players. It may be too hard to discern who's taking damage in battles when the party goes up to 4 people later on.
This is a sample battle of a widescreen battle in debug mode:
I know the chain bar is empty and the enemy icons are wrong. debug mode's borderline unusable at this point anyway
The font size of the HP/FP/TS digits have been increased; I think they look better at this size than the smaller one in the current demo! The chain bar has been shrunk to take up less room. Also, up to 5 state icons can be shown on a party member instead of 4. Fullscreen animations would need to be resized if I decide to stay with this widescreen stuff. There's also more room for item/skill/enemy descriptions and a couple more elements and states for the enemy scan window.
All this comes at a cost, though. The characters' dialogue portraits only go down to their chests, resulting in a silly cutoff when they talk since the message box is drawn in the center of the window.
"Why not make the dialogue box cover the entire width of the screen?" ~then there's way too much empty space for my liking
"Why not draw the lower half of the portrait?" ~because I'm too worried that I'll screw it up horribly and not attempt it at all--think of it as "blank canvas paralysis". At that point I'd rather redraw everybody from scratch!
Before I had ever heard of RPG Maker, this project started off as concept art I drew back in high school. While the RTP portraits are sort of similar to how the characters looked in my mind, there's some stuff that doesn't match at all and there are some late-game characters that I just can't make within the RTP style. So I tested the waters by attempting the "happy" emotion for one of the easier characters to redraw:
He's no one's uncle
The portrait up there is still a WIP, the shading is incomplete, and I'm re-learning as I go. Do you think these custom portraits + widescreen is worth it?
I can't decide. Although I'm finally enjoying digital art and having the chance to go full circle and realize my ~original vision~, there's still so much content, story, and maps that have yet to be implemented.
So let's get those out of the way!
- Fixed a bug in which status icons out of battle covered up the character's level in the status screen.
- Made a spreadsheet full of
- Edited and replaced nearly all icons so that they use roughly the same color palette for consistency. The icons for the field effects haven't been revamped yet, as I'm planning new ones in the spreadsheet.
- Changed crafting stuff. At first, its purpose was to only make those Devices that modify normal attacks. After realizing that most of the existing effects were boring, redundant, or useless compared to using skills in the same turn, I'm thinking about scrapping most of those devices and replacing them with assorted equipment that can be only obtained during crafting. (Crafting might get its own blog post next time if I remember, haha)
- Split item drops into two categories: "Loot" consists of the assorted vendor junk that you sell and/or give to NPCs for their sidequests. "Materials" are used for crafting. Having them combined would lag the poor little inventory!
As for the largest update, I did some hacky script editing with Yanfly Engine 6, and managed to extract the screen resize and the relevant classes into a separate script. (I also understand aliasing now! yay!) Then I edited some other scripts and graphics to fill the newfound empty space. Now the game's screen is a wider and comfier 640x416.
While I was content with the default screen size, the sideview battles annoyed me because the actors and enemies felt too crowded, and the small fonts in the HUD may be difficult to read for some players. It may be too hard to discern who's taking damage in battles when the party goes up to 4 people later on.
This is a sample battle of a widescreen battle in debug mode:

I know the chain bar is empty and the enemy icons are wrong. debug mode's borderline unusable at this point anyway
The font size of the HP/FP/TS digits have been increased; I think they look better at this size than the smaller one in the current demo! The chain bar has been shrunk to take up less room. Also, up to 5 state icons can be shown on a party member instead of 4. Fullscreen animations would need to be resized if I decide to stay with this widescreen stuff. There's also more room for item/skill/enemy descriptions and a couple more elements and states for the enemy scan window.
All this comes at a cost, though. The characters' dialogue portraits only go down to their chests, resulting in a silly cutoff when they talk since the message box is drawn in the center of the window.
"Why not make the dialogue box cover the entire width of the screen?" ~then there's way too much empty space for my liking
"Why not draw the lower half of the portrait?" ~because I'm too worried that I'll screw it up horribly and not attempt it at all--think of it as "blank canvas paralysis". At that point I'd rather redraw everybody from scratch!
Before I had ever heard of RPG Maker, this project started off as concept art I drew back in high school. While the RTP portraits are sort of similar to how the characters looked in my mind, there's some stuff that doesn't match at all and there are some late-game characters that I just can't make within the RTP style. So I tested the waters by attempting the "happy" emotion for one of the easier characters to redraw:

He's no one's uncle
The portrait up there is still a WIP, the shading is incomplete, and I'm re-learning as I go. Do you think these custom portraits + widescreen is worth it?
I can't decide. Although I'm finally enjoying digital art and having the chance to go full circle and realize my ~original vision~, there's still so much content, story, and maps that have yet to be implemented.
Game Design
Confrontation: Encounters and You
To those who found the respawning touch encounters tedious and/or annoying, you might like this update! After reading the reviews, I wanted to do something more with my touch encounters.
So I put together a simple counter. Its graphics are finished, and it looks like this (upper right):
And have a sneak peek at the second dungeon, because why not?
That meter up there appears when you enter a dungeon, and counts down when you kill enemies. Each time you defeat an enemy troop, the meter decreases by one unit. Enemy troops stay dead until the meter empties. And it won't reappear when you exit the map, either*! After 10 victories, all the enemy troops in the dungeon respawn and the meter refills. The idea I had in mind for all this is that you get the chance to grab loot and press switches without being harassed by the same few encounters in a small space. Also, you get to pick and choose which enemies you want to kill for faster dungeon crawling.
Some other events can affect the meter as well:
1) If a dungeon has a bed in it that lets you heal for free and you use it, it'll reset the meter as well as respawn all the encounters. But if you don't like that, simply use theProduct Placement Snack "Fruitella" item which will heal the party and leave the meter alone. :D
*2) Exiting a dungeon will turn off the counter and respawn the enemies.
3) Special enemy troops, represented by a differently-colored sprite, will not respawn.
This thing is mainly evented, with some script calls here and there. It can be tedious at times, but I hope it'll be worth it once you get to play the next release of the game! The current demo will not be updated to include this system.
So I put together a simple counter. Its graphics are finished, and it looks like this (upper right):

And have a sneak peek at the second dungeon, because why not?
That meter up there appears when you enter a dungeon, and counts down when you kill enemies. Each time you defeat an enemy troop, the meter decreases by one unit. Enemy troops stay dead until the meter empties. And it won't reappear when you exit the map, either*! After 10 victories, all the enemy troops in the dungeon respawn and the meter refills. The idea I had in mind for all this is that you get the chance to grab loot and press switches without being harassed by the same few encounters in a small space. Also, you get to pick and choose which enemies you want to kill for faster dungeon crawling.
Some other events can affect the meter as well:
1) If a dungeon has a bed in it that lets you heal for free and you use it, it'll reset the meter as well as respawn all the encounters. But if you don't like that, simply use the
*2) Exiting a dungeon will turn off the counter and respawn the enemies.
3) Special enemy troops, represented by a differently-colored sprite, will not respawn.
This thing is mainly evented, with some script calls here and there. It can be tedious at times, but I hope it'll be worth it once you get to play the next release of the game! The current demo will not be updated to include this system.
Announcement
Release Notes: v.10
Melkino
20 post(s) 
- 07/03/2012 06:49 PM
The first real demo is ready to go. Now the story summary is correct! With a new title screen, new music, battle poses, revised maps and dialogue, it's pretty different from the prototype. Also, some old screenshots have been quietly updated with the revised maps in this demo.
It contains one dungeon to give you a taste of the flow of battles. Play time's about an hour, more or less. If you find a bug somewhere, please let me know and I'll try to fix it as best as I can. (After testing the same stuff repeatedly, it kinda blurs together, you know?)
Hope you enjoy it!
(Similarities to...um...recent media are most likely coincidental. That's what happens when you work too slowly, huh? >_<)
It contains one dungeon to give you a taste of the flow of battles. Play time's about an hour, more or less. If you find a bug somewhere, please let me know and I'll try to fix it as best as I can. (After testing the same stuff repeatedly, it kinda blurs together, you know?)
Hope you enjoy it!
(Similarities to...um...recent media are most likely coincidental. That's what happens when you work too slowly, huh? >_<)
Progress Report
Crunch Time
The game's content up to the end of the first dungeon is pretty much completed, save for some bugfixing, balancing, and removal of files that have yet to be used. If I finish those things on time, expect the real demo to be uploaded sometime next week for NaGaDeMo!
The play time may vary because of the bit of exploration you can do in the first town, but I think the demo will be about an hour or so at most. Remember that one sidequest that can't be completed in the prototype? Now it can be finished early if you look around a bit. But if you don't, that's okay too.
I've also been working on turn order icons for each enemy instead of giving all of them one or two generic icons. Turns out that these are quick and easy to plop into the iconset, and they also help the player differentiate between what they're targeting in battle. The enemy groups mostly consist of multiple monster types, and having only one icon would be pretty chaotic.
Other little updates include:
- Revised dialogue across the board
- Improved parallax maps
- New characters who are not seen in the Characters page
- Faster title screen animation (the videos are inaccurate now)
Thanks for reading, as well as for the90+ 100 (aww yeah) subs! I drew something too:

The play time may vary because of the bit of exploration you can do in the first town, but I think the demo will be about an hour or so at most. Remember that one sidequest that can't be completed in the prototype? Now it can be finished early if you look around a bit. But if you don't, that's okay too.
I've also been working on turn order icons for each enemy instead of giving all of them one or two generic icons. Turns out that these are quick and easy to plop into the iconset, and they also help the player differentiate between what they're targeting in battle. The enemy groups mostly consist of multiple monster types, and having only one icon would be pretty chaotic.
Other little updates include:
- Revised dialogue across the board
- Improved parallax maps
- New characters who are not seen in the Characters page
- Faster title screen animation (the videos are inaccurate now)
Thanks for reading, as well as for the









