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This is my very first game. I just started this a couple days ago, and I have no idea how long I'll take to finish. Hopefully I'll understand RPG Maker XP to every extent by the time I finish this. Anyway, this game is about a girl who wakes up in the world of Ertinal, a land she doesn't remember. She will also wake up in Deralius, the world not unlike Earth in older times. Over the course of the game, you will meet interesting characters between both worlds, some helpful, others...not so much.
But at the end of the day, she does not know which is the real world. All she can do is try her best to figure it out.
But at the end of the day, she does not know which is the real world. All she can do is try her best to figure it out.
Latest Blog
Minor edits, potential bug fixes, list what you think is wrong!
So given that right now making new stuff would be a bit of a challenge, I've decided to basically edit all of the old. Everything in the demo will be fixed and edited. So far I've done:
Changes to the dialogue, both major and minor. Some as simple as moving the placement of the words so nothing is cut off, some as big as changing what is said.
The side-quest in the first (and only for now) house you can enter in Ertinal would crash the game if you didn't have the required herb with you. This was due to a process that wasn't working properly, and has been dealt with accordingly.
I am so going to change the way you unlock that door in order to get the ultra-powerful lightning spell. Having to count objects in the main game does not equal fun if you are getting into random encounters.
Speaking of random encounters, I have doubled the average steps needed to get into one, so you should get into those far less often.
There was a bug in the Deralius Shopkeeper mini-game whenever this one character popped up. You couldn't get the item from a certain shelf due to the placement of the event. This has been fixed.
The bullies in the schoolyard moving too fast for you to do anything? No worries, now they are slower than molasses.
The beginning enemies (Daggers) I deemed too hard to fight. If your strategy involves using the fireball spell and an inordinate amount of luck, I failed to provide you with a good experience. Their Strength, Agility, and Health have all been lowered.
If there is anything I might have missed, or dialogue you thought was so bad that it hurt to read, let me know.
Changes to the dialogue, both major and minor. Some as simple as moving the placement of the words so nothing is cut off, some as big as changing what is said.
The side-quest in the first (and only for now) house you can enter in Ertinal would crash the game if you didn't have the required herb with you. This was due to a process that wasn't working properly, and has been dealt with accordingly.
I am so going to change the way you unlock that door in order to get the ultra-powerful lightning spell. Having to count objects in the main game does not equal fun if you are getting into random encounters.
Speaking of random encounters, I have doubled the average steps needed to get into one, so you should get into those far less often.
There was a bug in the Deralius Shopkeeper mini-game whenever this one character popped up. You couldn't get the item from a certain shelf due to the placement of the event. This has been fixed.
The bullies in the schoolyard moving too fast for you to do anything? No worries, now they are slower than molasses.
The beginning enemies (Daggers) I deemed too hard to fight. If your strategy involves using the fireball spell and an inordinate amount of luck, I failed to provide you with a good experience. Their Strength, Agility, and Health have all been lowered.
If there is anything I might have missed, or dialogue you thought was so bad that it hurt to read, let me know.
- Cancelled
- MKID232
RPG Maker XP- RPG
- 08/05/2010 10:47 PM
- 06/10/2012 04:36 AM
- N/A
- 207889
- 8
- 405
Posts 

comment=40291
Quick question: When you guys fought Brian, did you one-shot him?
EDIT: I just realized...I haven't picked a gender for Kitty!
Yes... I one-shotted him... I don't know if that's intentional...
It's not. I set his hp to 1 to test an event, and accidentally forgot to set it back. It's a win-lose fight where if you lose, the game continues.
comment=40290comment=40285One thing I noticed is that when I changed the main download, the download count-up reset.
I bet 16 people downloaded it, that will become 17 when I remember to download the new one..
Yes, that's because it's a different download, so a different number of people have downloaded it. Consider the two downloads as COMPLETELY seperate games:)
Man. I looked at my game status. Over 3000 views. That's more than my custom sims 2 music video on youtube has.
EDIT: Wait, nevermind. My video does have over 3000 views. But it took a lot longer to get them there than it did to get them here. I've had this game up for about two weeks, while that video was up for over a year.
EDIT: Wait, nevermind. My video does have over 3000 views. But it took a lot longer to get them there than it did to get them here. I've had this game up for about two weeks, while that video was up for over a year.
Well, good for you. You got quite a bit of publicity, didn't you :) Be prepared, it will slow down at some point. The best you can do is be stratigic when updating, to keep people coming back.
This game piqued my interest for some reason, so I gave it a shot. For a first attempt, I'd have to say it's not too bad at all (it beats the crap out of my first RM game, at least). It definately need a lot of improvement, but it's a good start. Keep it up!
There were lots of little things that I really liked here; but also a lot of little things that really turned me off. The little bits of interactive environment (like the vanity in the bedroom, for example) were nice touches, but there just needs to be more of it to keep the player wanting to explore and check things out.
A few of the lines of dialog were great and made me laugh ("The school will suck out our souls! We must flee!" was my personal favorite), but at times it just didn't make sense (when Diana accuses Brian of lying about being in a hurry because he's running late for something...sounds like a perfectly good excuse to me...).
I like where you're going with the story. The shifting-realities slant, while not the most original concept, is pulled off pretty well here (and that's what counts in my book). The little scene in the school actually made me go whoa...
The mapping definately needs a LOT of work. One of my big peeves is having open edges on maps that don't go anywhere. The crossroads south of the first town should probably just not be there unless you plan on putting transitions on ALL the roads leading to different areas. There were also a few places where I encountered invisible walls, especially in Diana's house, where there seems to be a mini-maze of them on the left end of the living room. Over-all though I like the style you're going for, and it has potential. I think you just need to work on your technique (which will come with experience).
The battles were also not so great. The Daggers need to be beefed up a lot. Most of the time, I just one-hitted all of them before they were able to inflict more than 1-2 hits on my characters, and they seemed to do no damage at all to Brian. Yeah, monsters in the beginning of a game should be fairly easy to kill, but they should provide at least a little bit of a challenge to make it interesting. Because they were so easy, I was really thrown off by the monsters in the cave. I made the mistake of using the same strategy for them (mash C) and got my ass kicked, which sucked because there's no revival items/skills (unless Kitty has something...I wouldn't know because he got one-hitted on the first encounter with him in the party).
No. That would be confusing, as the player might mistake the two Dianas as actually being two different characters. But that might be what you're going for...Mulholland Drive, anyone?
There were lots of little things that I really liked here; but also a lot of little things that really turned me off. The little bits of interactive environment (like the vanity in the bedroom, for example) were nice touches, but there just needs to be more of it to keep the player wanting to explore and check things out.
A few of the lines of dialog were great and made me laugh ("The school will suck out our souls! We must flee!" was my personal favorite), but at times it just didn't make sense (when Diana accuses Brian of lying about being in a hurry because he's running late for something...sounds like a perfectly good excuse to me...).
I like where you're going with the story. The shifting-realities slant, while not the most original concept, is pulled off pretty well here (and that's what counts in my book). The little scene in the school actually made me go whoa...
The mapping definately needs a LOT of work. One of my big peeves is having open edges on maps that don't go anywhere. The crossroads south of the first town should probably just not be there unless you plan on putting transitions on ALL the roads leading to different areas. There were also a few places where I encountered invisible walls, especially in Diana's house, where there seems to be a mini-maze of them on the left end of the living room. Over-all though I like the style you're going for, and it has potential. I think you just need to work on your technique (which will come with experience).
The battles were also not so great. The Daggers need to be beefed up a lot. Most of the time, I just one-hitted all of them before they were able to inflict more than 1-2 hits on my characters, and they seemed to do no damage at all to Brian. Yeah, monsters in the beginning of a game should be fairly easy to kill, but they should provide at least a little bit of a challenge to make it interesting. Because they were so easy, I was really thrown off by the monsters in the cave. I made the mistake of using the same strategy for them (mash C) and got my ass kicked, which sucked because there's no revival items/skills (unless Kitty has something...I wouldn't know because he got one-hitted on the first encounter with him in the party).
comment=40307
Cosmetic change: Should I change the Deralius' Diana's default name to something else?
No. That would be confusing, as the player might mistake the two Dianas as actually being two different characters. But that might be what you're going for...Mulholland Drive, anyone?
Um, what's Mulholland Drive?
EDIT: As for the Brian saying he was late for something, Diana accuses him of lying because there is a significant pause between "I was late" and "for something". People only generally pause for two reasons: Dramatic effect, and to think up an excuse. He was doing the latter one.
How many places had those invisible walls? That seems to be this odd problem I'm having. Also, mapping is my biggest enemy.
Daggers were supposed to be weak. I should increase their health, though. And there are now reviving items known as revivosin in the main game (or future demo). Buyable at the shop for a mere 200 ertas. (The cave shop, anyway.) In the meantime, seeing as I 'accidentally' left the project file in with the demo, why not just add a reviving item?
I'm glad you liked the scene in the school. It's fun what making a story without having a script beforehand can do. I thought it wouldn't be possible.
EDIT 2: Think of all those empty places that don't go anywhere as Works In Progress. If I make a new area that can connect to the path, I'll eliminate the roadblocks and such. If I make no such area, I'll erase the path entirely.
EDIT: As for the Brian saying he was late for something, Diana accuses him of lying because there is a significant pause between "I was late" and "for something". People only generally pause for two reasons: Dramatic effect, and to think up an excuse. He was doing the latter one.
How many places had those invisible walls? That seems to be this odd problem I'm having. Also, mapping is my biggest enemy.
Daggers were supposed to be weak. I should increase their health, though. And there are now reviving items known as revivosin in the main game (or future demo). Buyable at the shop for a mere 200 ertas. (The cave shop, anyway.) In the meantime, seeing as I 'accidentally' left the project file in with the demo, why not just add a reviving item?
I'm glad you liked the scene in the school. It's fun what making a story without having a script beforehand can do. I thought it wouldn't be possible.
EDIT 2: Think of all those empty places that don't go anywhere as Works In Progress. If I make a new area that can connect to the path, I'll eliminate the roadblocks and such. If I make no such area, I'll erase the path entirely.
comment=40363I noticed that I was half expecting the event to keep happening over and over (with slight differences) something like groundhog day and the only way to break the cycle was to instead of listening to the teacher asking you sit down, you would of left the classroom instead. Thus breaking the time loop with that hooded figure recognising you. But that was just my imagination going into overdrive when the event repeated itself -o-
No one's made a note on the teacher's different look in Deralius Diana's vision.
That would've been interesting, but challenging to do. I made it like that because the actual teacher sprite I was going to use didn't have a dead sprite, so I changed it a little.
You know what I think this game needs? Less narration! When the game told me that I could wander around and get into fights I was baffled. Couldn't you just let me wander around and get into fights instead of telling me that I could? And what's with the game suggesting that I achieve level 3 before advancing the plot? I'm sure it has something to do with the fact the Brian starts off at Level 3, and the Daggers give so little EXP that trying to go further than Level 3 is pretty pointless. However, wouldn't it be more dynamic if the level Brian starts out as has some dependency on what Diana's level is? Just a suggestion.
There might be more invisible walls that either you or I were aware of. The house was one thing, but the town proper is probably another story altogether. Try choosing a random wall tile, and using the fill tool on Layer 3, and I think you'll understand what I mean.
On a different note, if the two Dianas are supposed to be the same person, don't even give players a name prompt. Just make "Deralius" Diana's name be the same as "Ertinal" Diana's. If they are supposed to be different, then I would suggest changing at least one of the default names to something else.
There might be more invisible walls that either you or I were aware of. The house was one thing, but the town proper is probably another story altogether. Try choosing a random wall tile, and using the fill tool on Layer 3, and I think you'll understand what I mean.
On a different note, if the two Dianas are supposed to be the same person, don't even give players a name prompt. Just make "Deralius" Diana's name be the same as "Ertinal" Diana's. If they are supposed to be different, then I would suggest changing at least one of the default names to something else.
Think of that as the beginning tutorial where it's explaining some of the (basic) features of the game while not being totally in your face, and disappear after you get to Ertinal the second time. As for the dynamic suggestion, I wouldn't know how to do that.
So far as I know, I've eliminated every single invisible wall I could find. It should work properly.
The name change thing accomplishes one of two things: 1. It allows the player to change the name of the second one to anything they want, but shows them being the same. 2. It allows you to change it to the same name, because otherwise I have no idea how to change it to where whatever you name Ertinal Diana, it changes Deralius Diana's name, too.
So far as I know, I've eliminated every single invisible wall I could find. It should work properly.
The name change thing accomplishes one of two things: 1. It allows the player to change the name of the second one to anything they want, but shows them being the same. 2. It allows you to change it to the same name, because otherwise I have no idea how to change it to where whatever you name Ertinal Diana, it changes Deralius Diana's name, too.
comment=40451
UPDATE: Old screenshots have been deleted at RabitZ request.
You still have a nice collections of screenshots there :)
Keep it up! Constant improvement is the goal
As for the dynamic suggestion, I wouldn't know how to do that.
What I do for dynamic levels is have everyone's level start at 1. If a character is supposed to be higher level than the character, then I put him or her at however many levels higher he or she is supposed to be. When the character joins the party, I store the main character's EXP or Level into a variable. I can either add the variable strait up, or I perform some operation on it (like having half the main character's EXP, or what-not). Then, to make sure he or she appears to be a fresh member, I use All Recover on that character. It's a bit of work, so if you don't care, or don't want to bother, that's probably fine.
I have no idea how to change it to where whatever you name Ertinal Diana, it changes Deralius Diana's name, too.
I tried using the Script:
$game_actors[5].name = $game_actors[1].name
*Edit: Okay, that was odd! It seemed to work when I separated it. I've tested it out with an input name sequence before-hand just to see if it was working properly. It does. Hence, the Script should look like:
$game_actors[5].name =
$game_actors[1].name















