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Story

Upon taking heavy damage in an ion storm the crew of the "UEF Stardust" is forced to alter course and find a safe haven to make repairs.
Luckily for the crew they are in close proximity to the "Gauss" research space station. Approaching the station however, their hails go unaswered. After some quick deliberation and crafty engineering they manage to remotely activate the automatic landing routine and land safely in one of the station's hangar bays.
Quickly they find out that the entire station seems deserted, then things start getting awry...

Gameplay

Echoes is a top-down 2D Horror-shooter focussing on atmospere and exploration. Using both a lightning and a "fog of war" system to emulate the cramped inside of a space station while still allowing for smooth combat across different rooms. The controls use both the mouse to aim and shoot and the keyboard for walking. As per usual I enabled both WASD and arrow keys for non-qwerty users.

Demo

A short demo is available and can be downloaded Here.

Latest Blog

Demo available (looking for feedback)

Heyo peeps,

I've just added a (short) demo for this project which can be downloaded Here.
I'm looking for some quick feedback, specifically on the following topics:
1. Lag/Fluency
2. Feel/Enjoyment

This game used a gazillion scripts and a large number of events on a decently sized map. For me and some friends that I asked this does not cause any noticable lag but I'd like to get a more complete picture.

I've been wanting to make a shooter in RPGmaker for quite a while now but have always been struggeling to make it feel "right". Top-down shooter require a lot of spaceious rooms to function properly and as we all know large inside maps tend to look absolutely fugly in RPGmaker games. Not only that but it also makes the games tedious and unintresting to play. RPGmaker games on the other hand function best with segmented smaller rooms which tend to break to flow of ABS(action battle system) driven games. Personally I feel that the system I use for this game works pretty well but i'd love some fresh outlooks on the topic.
  • Cancelled
  • Kyoui
  • RPG Maker VX Ace
  • Shooter
  • 09/11/2017 09:43 PM
  • 03/20/2018 10:41 PM
  • N/A
  • 7378
  • 9
  • 88

Posts

Pages: 1
Your game looks very nice! It's always cool to see shooters in RPG Maker. Definitely subbed.

If I remember, I'll try out your demo tomorrow! I forget everything :<

Thanks, it's a shame there aren't that many RPGmaker shooter around. Then again there are probably easier ways to make one than using RPGmaker...
This game looks very interesting. I don't see too many shooters made in RPG Maker. Definitely giving this a shot.
Hello.
It looks like the character is going up whole the time even if you goes to the the left or right.All you can see is his back.
Gonna give this a try,is it descriptions for the weapons anywhere?
EDIT:P92 for example,why should i change?
Hmmph,now he moved around and always look down even if you goes to left or right.
It doesn`t feels right.

EDIT:Now it crashes :unable to find file Audio/SE/Equip1
author=kenlan
Hello.
It looks like the character is going up whole the time even if you goes to the the left or right.All you can see is his back.
Gonna give this a try,is it descriptions for the weapons anywhere?
EDIT:P92 for example,why should i change?
Hmmph,now he moved around and always look down even if you goes to left or right.
It doesn`t feels right.

EDIT:Now it crashes :unable to find file Audio/SE/Equip1

Well that is odd, the character is supposed to look in the direction of your cursor, I presume did move it? About the stats of the weapons, in the future I will add a logbook system that will include weapon stats. For now the main advantage of the P92 is its increased clip size (less chance of reloading at crucial times).

Whoops forgot to include that sound file it seems, in the future I plan on disabling the menu as it serves no purpose. That should be the onbly place the sound effect is used (hence me not noticing it was missing).
author=Kyoui
there are probably easier ways to make one than using RPGmaker...

There are other ways indeed. I'm coding one from scratch but to clam it's easier would probably be a lie. You get a lot of control on what's running in the engine but you have to rebuild many standard RPGmaker features.

I tested your demo. I like the atmosphere and the tension you're creating. You've made real good use of light effects to achieve this. It's really difficult to judge lag because I don't know how fast your character is supposed to move. The flashlight responds smoothly to mouse movements so I guess I get the correct speed. The black outline of the heath bar makes it impossible to know how injured you are relative to full health. I like the way you display the protagonist thoughts and how enemies can follow you when you enter another room. The player can walk on some cracked walls. I played twice but didn't get very far because I run out of ammo. When I die, the game displays the following error:

"Unable to find file: Audio/ME/Mystery"

I'm looking forward for your project. <Subscribed!>
author=Irog
author=Kyoui
there are probably easier ways to make one than using RPGmaker...
There are other ways indeed. I'm coding one from scratch but to clam it's easier would probably be a lie. You get a lot of control on what's running in the engine but you have to rebuild many standard RPGmaker features.


You're mostly right probably, aside from some premade stuff for Unity and the like it takes a lot of effort to make something from scratch. The problem with RPGmaker is taht you run into a lot of restrictions when doing stuff the engine's obviously not made for which also takes up a lot of time to work around. For me RPGmaker is and will be the easiest, since I can't script but I do understand how scripts work (if that actually makes any sense) so doing step-by-step adjustments of existing scripts is the way to go for me.
author=Irog
I tested your demo. I like the atmosphere and the tension you're creating. You've made real good use of light effects to achieve this. It's really difficult to judge lag because I don't know how fast your character is supposed to move. The flashlight responds smoothly to mouse movements so I guess I get the correct speed. The black outline of the heath bar makes it impossible to know how injured you are relative to full health. I like the way you display the protagonist thoughts and how enemies can follow you when you enter another room. The player can walk on some cracked walls. I played twice but didn't get very far because I run out of ammo. When I die, the game displays the following error:

"Unable to find file: Audio/ME/Mystery"

I'm looking forward for your project. <Subscribed!>


Thanks for the feedback. I'm glad I got the atmosphere part down mostly. The character is supposed to walk rather slowly (to put more emphasis on the shooting part) but as long as the lighting moves smoothly there should be no lag.

The healthbar is gonna get reworked in the future (along with the rest of the HUD) once I feel like doing visual stuff... Which is not often xD. But I agree it's pretty illegible.

The ammo problem came up more often in feedback and is certainly something that's gonna change in the next update (In which I'm hopefully not to dumb to overlook audio files...)
Even if Lya's engine was done, there would be a lot of features you would need to alter or add. Spell casters don't use ammo clip or flashlight...

You could ask Avarice developers for scripts.
downloaded the beta. Couldnt start the game due to missing files. Game directory looked strange, there was another game nested in the main game. Game files suggested this was inspired by touhou. I played some pretty good touhou fan games but they were made in game maker.
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