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You are Sparrow. You've just been fired from your job for poor performance and your life is going nowhere, when you are greeted one day by a girl. Not a mysterious girl, just a girl. She needs help and by chance has found you. Knowing that this will lead to much bigger and greater things, you play along and eventually get sucked into the biggest adventure of your life!

Along the way you'll meet plenty of savory characters that are happy to travel the world with you in hopes of being something greater. As a team you will stop a fiendish plot set forth by your new rival: the insane, and evil PAUL. It will be a race against time to save the world from the clutches of evil! Can you and your team of adventurers do it all in time? Play EVERLASTING JOURNEY to find out.

Everlasting Journey @ GameJolt
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Latest Blog

New world map & some shake-ups -- download still on my radar

Alright, so I did a scary thing over the weekend that I've thought a lot about since implementing Mode-7, but think it's for the best... I updated the world map. It was kind of cool going back to it after all these years with the hindsight of knowing what works, what doesn't, and how certain things need to be laid out because I could make all kinds of improvements.

So far, I have 95% of the thing mapped, reduced the amount of tiles needed on the chipset (there were a lot of weird mountain tile variations before), and streamlined some of the mode-7 stuff. As for the story, I'm still figuring some stuff out, but here are my justifications/how I can still sleep at night:

  • It's now 256x256 tiles, changed from the previous 100x100. For reference, it's the same size that FF6 used. In vehicles, it just feels right.


  • Large mountains are a little more strategic in placement so that they don't require so many weird tiles.


  • All ice continents are now at the top/bottom of the map and wrap around like you would expect from a SNES-era RPG (doughnut style).


  • All other continents are basically scaled up to reflect the new size, but are shaped a little more naturally, so you can almost imagine them having separated at a time in the world's existence.


  • The Southern Winds as a whole are probably getting cut, or reduced to a specific area, but the plot will need some reworking to reflect that (some details below).


  • I want more emphasis on the ship you get from Duke, so I might make that the main mode of travel at the end of part 1, and make the airship the only way to get into the Sriole area, but have it basically driven for you until you pay off its cost (still figuring that out).


  • Ghandek (continent for part 2) will still be a largely unexplored place by the world, due to harsh waters one would have to sail through. This is to make the stuff with Jerry work without the southern winds.


  • Updated the mode-7 plugin some more so that it now renders vehicles. Heroes/vehicles can now be hidden as you'd expect. This is great because it eliminates some processing overhead, and the need for my wonky workaround for getting vehicles to draw. Still trying to fix an evil invalid floating point operation error that has something to do with map events though. It's been the bane of my existence ever since adding Mode-7. It's something related to pointers/dividing by zero/fuck knows.(fixed!)


  • I'll actually probably rename the Isis continent due to the negative connotation it might have thanks to those ISIS twats...




As for the demo I promised... I kind of got side-tracked with a new project of updating DynRPG with a ton of new classes (which is almost done), so between that, the world map stuff above, and probably some plugin optimization, it'll probably be another month or two. I've basically been working on that stuff every chance I can get, so have faith!

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For loot, there's 2 chests at the top of the tower that become available to you, and to continue that quest, talk to the Goon Merchant in the rear end of the first floor.
yea I missed that new staircase. Anyway I've finished it and is looking forward to the next episode. I guess my only complaint is that you can't escape battles.
You can actually. The "Escape" command is below Items. The "Run Away" command below AutoBattle isn't used. I'm gonna at clear out the latter one in the next release since I can't get rid of the entire Fight/Autobattle/Run section.
Oh.I didn't know that but I guess it's alright my stats being 0 escapes. lol

When's the next one? Also can we get missed treasures from this game on the next one? I think I have around 10 treasures missed and I'm not sure if I have missed any unique ones like emergems
Hmmm... I can't remember if energems count as treasures. They might. I'm at work so I can't check yet, but in total, there's 7 crystals you can find... for water, fire, earth, ice, wind, lightning, poison. There will definitely be more to find in part 2 like shadow, holy, other condition changing spells.

You can definitely go back to find remaining treasures after Part 1. The story is going to keep you south of the Southern Winds for a little while, but you'll eventually get to revisit the dungeons in the north, along with other parts of the world.

When the whole game is released, you'll be able to load a completed Part 1 save, and instead of loading the stat screen, it'll start Part 2 (this has already been tested & works).
How to lock that game ? so that is no cheater....
I think you're asking how to lock an RPG maker game so that people can't open it up in rpg maker and cheat... correct?

If that's the case, I used Molebox Pro. I got the best results out of version 2.2981, but you have to pack it under a Windows XP install or XP Mode in Windows 7.
author=PepsiOtaku
You can actually. The "Escape" command is below Items. The "Run Away" command below AutoBattle isn't used. I'm gonna at clear out the latter one in the next release since I can't get rid of the entire Fight/Autobattle/Run section.

Why not just use Cherry's Auto Enter Battle patch? That way you force lazy players to battle. It completely removes the "Fight/Auto/Escape" box.
author=Stedar
author=PepsiOtaku
You can actually. The "Escape" command is below Items. The "Run Away" command below AutoBattle isn't used. I'm gonna at clear out the latter one in the next release since I can't get rid of the entire Fight/Autobattle/Run section.
Why not just use Cherry's Auto Enter Battle patch? That way you force lazy players to battle. It completely removes the "Fight/Auto/Escape" box.


Haha, I knew that would come up. I'm already using like 5 patches and that particular one won't work with the power mode patch.
Ahh okay. I should have figured something was preventing that.
So I performed some voodoo earlier this week and got the No Autobattle patch working with EJ. Since EJ is technically 1.09a and the patch was made for 1.08, I had to find which hex values were changes in the 1.08 version, and find their new addresses and change them in the 1.09a exe. It worked great!
Like the old look of the game. Keep up the good work.
Indeed! I set the game's status to "Hiatus" when I tried VX Ace, but mapping was very frustrating in VX, which was kind of a dealbreaker for me, so I went back to EJ and started using DynRPG!

The truth is, I take longer hiatuses even when it's "Production." :'
Hey, I really liked the look of your latest demo and was impressed by all the stuff you did with DynRPG. Anyway, I figured this would be fun to try out...unfortunately, I received some game-breaking errors upon starting the executable.

I'll put these in a spoiler, since they take up a lot of space:

---------------------------
Everlasting Journey
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Access violation 'atiumdag.dll' in module 67209FFB with address 6D726F86 and offset Read occured.
---------------------------
OK
---------------------------

Maybe you can make some sense out of it?

Then immediately after that, I got this error:

---------------------------
Everlasting Journey
---------------------------
A violation in 6F6E2061 occured at 6F6E2061 with Read.
---------------------------
OK
---------------------------

Hmmm I'm not sure what "atiumdag.dll" is. The version I have up for download isn't the DynRPG update, so it might be some bizarre Power Mode 2003 error (the last patched I was using). What version of Windows are you on?
This game looks very promising:) I am proud to be your 130th subscriber! I'll be giving this a shot ASAP.
Loved the game and love where it's going! Subscribed :3
Will you be releasing an updated demo in the near future?