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~~ What is Altima? ~~

Altima is a simple, condensed RPG of twelve heros fighting to defeat Evil! The entire game takes place on the world map which you have to explore. Your ultimate goal: Find the Holy Grail and Sacred Water and bring them to the Source of Evil and defeat the root of all Evil! Find towns and recruit allies and talk to townsfolk for hints and help to fight Evil. Discover dungeons filled with monsters and aquire the loot within! Dungeons also contain hints on the locations of the two relics you require and the location of the hidden Source of Evil.


The original Altima was made in 24 hours of development time for the Action 52 event years ago. The current version of Altima is an improved version that fixed many issues with the game including more interesting enemies, new skills, and a whole lot of polish the original game never had. All talk that it wouldn't be a complete overhaul like Demon's Gate v1.6 was a total lie because it ended up being way more work.


~~ Features ~~

Explore an open world where your only obstacle is what vehicles you have access to! You can travel by foot, boat, ship, or airship (in glorious faux Mode 7!) on your quest to defeat Evil!

Build your party from twelve heroes scattered across the world. Now once you recruit a party member they're with you for life! You can feely change your party makeup inbetween battles and even if defeated as long as you have heroes in reserve who can still fight you can try again!

Traverse dungeons that are nothing more than a series of encounters. No mazes to get lost in, no puzzles to be confused by, simply enter and fight Evil!

One of the most useless old men in video games!


~~ Credits ~~

Altima is made by GreatRedSpirit
Made in RPG Maker VX by Enterbrain

GRAPHICS
VX RTP: Enterbrain
Title Screen: Despite
Song Yong: Cecihoney
Enemy Graphics: Wild PD
Window Skins: Yanfly
Transition: Nunatak
Clouds & Icon Edits: GRS

SOUNDS
Sounds from VX RTP: Enterbrain
Music & Sounds from RPG Maker Super Dante & RPG Maker 2 (SNES): Shigeharu Isoda & Arisaka M.
Loop Timed by Degica
Vuvuzela from ???, I think I ripped it from a youtube video?

SCRIPTS
Main VX Backend: Enterbrain
Zealous Engine: Yanfly
Minimap & Caterpillar: Woratana
Mode 7: Unknown 2chan Poster
Map2PNG: Deity & 66rpg.com
Other Scripts: GreatRedSpirit

Latest Blog

Altima Improvement Project

After some IRC fun of egging Tonfa to play Altima and review it (which resulted in making this gameprofile), I decided to go back and fix up some of the issues with Altima that I didn't have time to fix during Action 52. The currently planned fixes are:

1) Get YEZ working completely right. In the initial Action 52 release I screwed up. Some switches+variables YEZ used were also being used by some events and this was having the adverse effect of changing music volumes and changing some gameplay settings. I also never set what elements to show and their icons when viewing a party member's status which would just crash the game before. These are fixed in the current download.

2) Animations! I never set any animations beyond some default database entries. I'm going back and assigning an animation to each weapon, item and skill to help make combat look more interesting.

3) Something else left unfinished were enemy skills and descriptions. I used YEZ because I wanted the ability to scan enemies and most enemies aren't even worth the scan. Everything has a little meaningless description (See BEE(s?)!) but half the enemies are missing the middle combat description. Mostly because half the enemies just attack! I want to fill out the enemy moves and scan descriptions.

4) Not a total rebalance, but based on Tonfa's review I'll probably tweak some encounters and generally try to make combat more interesting. Beyond exploring and fighting there isn't much to do in the game so I'd better make combat better!

5) Writing. Find my spelling mistakes, improve my grammar, and fix poor notes. Finding Korkon Hole can be an issue due to hints being too vague. I'm going to change some so the message is clearer.

6) Fix some script issues! You can get too close to the top and bottom of the map and the airship will drive right into the edge of the map which looks plain silly. The minimap doesn't support wrapping maps at all which I'd like to fix too.

7) Do something RMVX'y with the titlescreen Despite made for me! I'd like to do something more than the 2k(3) titlescreen of "play music, fade in title screen, window with NEW-CONTINUE-EXIT", even just a quick graphical effect. Despite did a great job and I'd like to contribute something to it, like a more interesting game titlescreen!
(I tried making one, it didn't turn out well)


None of these are big projects unlike rebalancing Demon's Gate (oh hi 1.6 patch and your list of shame). I don't want to spent too much time rebalancing the game. It was after all meant to be a 24-hour project and I don't want to slave over balancing everything in a game where you can get the strongest sword in the first 20 minutes.
  • Completed
  • GreatRedSpirit
  • RPG Maker VX
  • RPG
  • 06/03/2010 09:56 PM
  • 01/29/2022 07:50 AM
  • 01/27/2019
  • 94669
  • 15
  • 520

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Posts

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Updated to 2.1!

I think I found the bug bicfarmer got hit by: A battle with no enemies crashes the game. Turns out I had the wrong troops in the Sakamilac area and that included a fight with no enemies which lead to a crash situation. I fixed the crash bug and the enemies in that region. Hopefully that'll sort out that issue!

I also noticed an enemy had the wrong resistances (Final Sentinel) and fixed that too. Like... they had resistances to buffs and defaults to debuffs. Whoops!


e: also fixing css because pages were another oversight of mine
Updated to 2.2!

There's a silly bug: If the player has MP regen and gets hit by an attack that drains their HP, the game will crash when it's doing the MP regen for the turn! Even worse: Looking at my code at some point I found a similar bug with HP regen, but I never thought to test the MP regen too, or just take the precautionary bug fix, because the fix was the same for both.

Also there's one enemy that runs away at low HP. It does! But the graphic decides to check out how the rest of the fight is going and returns. It has zero impact, the enemy is still effectively gone from the battle besides its graphic, and fixing it sounds like a headache. I tweaked the script, it doesn't flee anymore, and its actual gimmick might happen in a fight.
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