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A "prequel" to the game The New Earth, it sort of explains the rather odd title of the first game. More coherent than The New Earth, it will hopefully tie in gaps the first left behind.

In Earth's distant future, most of its religions known today decline or change. As a result of this spiritual upheaval, the barrier between the spiritual world and the physical one falter, and ghouls and demons are loosed upon the earth. Ultimately, most of these are resealed by the new religions, but one such demon named Belial, requires nothing short of sealing by angels to put back to rest.

Thousands of years later, a beggar named Ambrosia Brahmin picks herself off the street only to be sent on a fetch quest by God, joined by swordsman, a shaman, a thief, a druid, an exorcist, an angel, and a demon. Meanwhile, the demon from eons before, sealed in a jar, is slowly being unsealed by a duped wizard, given false promises of rewards that await him...

-Day/night system.
-A weather system.
-Seasons system, complete with a calendar.
- A cellphone event, which includes a GPS, banking, a pizza event which restores hp anywhere if you have the money, and a help event.
-A party change map (not the best one possible, but it's kinda looks like the End of Time in Chrono Trigger). Also has several conveniences, like banks and healers.
-Banking, including ATMs and interest (just tested it, worked after a bit of tweaking).
-A variant death system with half money loss.
-Each character has their own style of battle.
-Character sidequests with item or ability rewards.
-Plot is actually designed so that events advance with the help system, so if you get farther in the game, the help will be different, and vice versa.
-Several custom menus, including an item storage
-Numerous plugins to enhance gameplay (particularly icons for conditions, but also stuff like text naming for steal events)
- Environmental Condition System (ECS) for battle: Depending on what terrain you stand on, and even whether it's day or night, the battle system changes.
- BetterAEP opening menu.

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(Semi)Pacifist Run

So, having played Undertale and thoroughly enjoyed it, I latched upon an idea of having a similar style to the game. The thing is, I am coming from a different place than Undertale, so it was less an absolute pacifist game and at best, a boss only run.

The game mechanics involves donating items, similar to how offering meat to the critter in Zelda 1 (or food in BotW) distracts the critter. The battle does not count as a victory (kill) and you may or may not get many items, but you earn exp and gold. Besides avoiding bad endings, certain enemies have karma attacks, which can be devastating if you went kill crazy. Also, Ambrosia's Tao command is most effective when your karma is unstained as too much bad karma makes it backfire.

This requires large amounts of fishing, mining, and/or stealing and selling, but it's kinda cool to just bribe some critter off with huge amounts of fish or something. I might tone down the amounts later, but anyway.


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Yayyyyy, it's up! Let me know about bugs. I want this to be as close to perfect as possible, before anyone gives me a bad review on anything other than the horrible cheesy dialog.
Im gonna try this out a little before work. Ill probably get back to you tomorrow on it. :)
Okay. I'm also uploading a "testers only" version of this game. The big glitch I wanna fix is to make sure all maps connect properly. They didn't on the version before this, so I wanna make sure it's all straight.
Bugfixed the battle system. Because some of my battle animations were the wrong width, I couldn't mirror them for back attacks, since they'd do weird things if reversed. This should be fixed by default on my next patch, though.

I love the cell ordering pizzas. Reminded me of earth bound. The alchemy, item storage, and character skills are cool. This games looking better and better.
Our internet will be down (we're changing companies) from Jan 1 to Jan 16. I'm gonna post another update with what I've got.

Nope, change of plans, it's gonna stay up and simply change on that date.
Might be awhile for my next upload, I've got tedious recoding to do (I'm reworking how all the treasure chests run, using the KazString arrays).
/installs game/
/starts game/
/watches many small warning popups saying "Not Implemented" pop up rapidly and repeatedly before Windows finally decides 'enough's enough' and shuts game down/
/wonders if perhaps new version should have been play-tested before release/
/decides to keep old version for now/

Trihan mentioned this too. I have no idea, unless it's something to do with DynRPG.

I am not getting this problem.

On my computers, it runs correctly, and I've managed to finish the game. This is an XP. I've tried at least on version on Windows 7, as well.

(What OS are you using? And do you have a 2k3 rtp file? And what was the last thing you did/saw before it did this?)

Xenomic said it's probably the lack of Command Rtp. I already have something like that (plus, I have all the files in question), so I figured it wouldn't be a problem. Actually, though, just having rpgmaker 2k3 is usually enough, that's all I needed to run it on Windows 7. And you can get that from typing it into a search engine (RMRK, is usually the first link).


See if that helps.


Looking more closely at your screenshot, I noticed you have a different font.
That's the problem, with the font file!

-- OLD POST --

I already have the CommonRTP installed.
And even after adding the 1 missing RTP file the game uses to the game, I still get that error.
I even tried your newest download (again).

I have Win7 64 Bit.
Did you test your game on Win7 32 or 64 Bit?

This probably is happening because at least 1 of your DYN plugins is not compatible with 64 Bit systems.

An older version, Oracle of Tao 1.23 works for me.

So, these plugins are NOT the problem:

The problem with the new version is that while the title screen is displayed, the menu to select either "New Game, Load Game, Quit Game" does not appear.

That's probably why the game crashes.
OK, new post because the one above is getting cluttered.

I've narrowed down the problem to either the font not being included or the game not recognizing it. (edit--apparently not the problem?)

And yes, I've tried both the default RpgMaker fonts and the 2 that are included in the Extras folder.

I hex edited the RPG_RT.exe to use the default fonts and it still didn't work, so I'm thinking it's one of the newer plugins that's causing this.

EDIT 3--
Removing the save_detector.dll allows the intro to play, but then on the title screen it once again crashes.
It seems to be related to the "Start, Load, Quit" menu not loading.
My older copy which works has the default "New Game, Load Game, Quit Game" menu.
Which was the last version of your game that still had the default "New Game, Load Game, Quit Game" menu?

EDIT 4--
Can you make a copy of the game that uses the default "New Game, Load Game, Quit Game" menu with the default fonts, and upload only the files that are different?

I have the fonts included in the Extras. If that really is the problem, it should be fixable. But that can't be all there is to it. Also, I've run this on library computers with little or no prep. And I've done on Windows 7 with naught but RPG Maker 2k3. And I had this game crash on Vista well before having this new one.

All I did was copy paste the new fonts into Windows/Font and install the 2k3.

The problem is, my game runs from this system, because when you finish the game, it adds a menu option (Game Plus). Not only that, but even if I did have that, the new save system (and everything else), is integrated together. ...And I don't have it.

I'm using a Win XP 32 bit right now, so probably the former. If I had to bet money, I'd say KazString and/or save_detector. I custom edited save detector (I think I'll tweak the code to use the default)... three things, I sometimes forgot to add the TestPlay ShowTitle Window (probably doesn't matter), save_detector does in fact have a specific Windows variety it uses, and KazString was on both the opening (it checked for a txt file, and if it matched up added the GamePlus menu option) and after loading the start game (it voids the text file).


(Test this program using the demo included.)

Also, it might interest you to know that the opening menu... is not a font, it's a picture. The menu could be indeed what's causing the problem if it's a missing picture, but hex-editing for fonts won't fix that part.

The only other things I can think of are a missing sound or cursor or something, but that would be a "the file could not be opened"" not "not implemented."


This might help too. I'm gonna post the newest update I have so far. If you can get it to work, I'll patch over what I got.
I tried the KazString demo and it worked fine.

I tried your game again (v1.51c I believe) and noticed that I never hear the music start.

Which mp3 is the one used at the title screen?
I want to try substituting it to see if that fixes it.
Whew, I was afraid that script was the cause. Sorta a relief.

It's called Opening. (I use that title to put in an opening for whatever game I pick, the actual song is from a Korean TV drama, and is called Fox Rain) The Game Plus song is called Be Your Princess.

Common Event 374 controls the cursors and the music. If there's a problem with something, you can try that. The nearby ones (370-375) run the other stuff. Lemme know what you find.
I removed that mp3 and the game started right up.
So, checking that mp3, I noticed its bit rate is only 64 Kbps.
So, I re-encoded that mp3 to 96 Kbps, put the new mp3 in the Music folder and the game started with no error.

So, it seems that for some computers, if the mp3 is less than 96 Kbps, it might cause a crash.
I downloaded and tried the latest update (Oracle of Tao_31.exe) and you didn't replace the low bitrate mp3 that's the source of my (and Trihan's) trouble.

So, for anyone else who's getting the "Not Implemented" error and crash at the start of the game, download this mp3 and replace the one that's in the Music folder of Oracle of Tao:
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