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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.

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.
  • Cancelled
  • MKID232
  • RPG Maker XP
  • RPG
  • 08/05/2010 10:47 PM
  • 06/10/2012 04:36 AM
  • N/A
  • 202505
  • 8
  • 404

Posts

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Decky
I'm a dog pirate
19645
Nice to see you giving RPG Makering a whirl! Few random tips:

Make your battles interesting by incorporating lots of skills, strategies, and special abilities. The more you have to spam enter, the weaker the battle system.

Add lots of detail, but don't be too blocky or repetitive.

Don't be afraid to use some dramatic pauses, within reason.
I'm sure I know what you mean by dramatic pauses, but could you elaborate a bit in case I don't?
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
Nice screens! Subscribed to your game!

I look to forward to play a demo of your game!

There are some nice resource sites in the credits page of my game, perhaps you may browse them and find something you like.
http://rpgmaker.net/games/2195/resource_credits/

Keep it up!
Dang. That is one of the better sites for characters I've found all week! Thank you so much!!

EDIT: As for a demo, I would run into two problems:

1. I don't know when I would try to post one. It would be awful to send out a demo that sucks, but I would still want to have one before the game's release.

2. I did actually try to get a demo out pre-twist, but it took too long to be checked, and any time I clicked on it, I got this weird error message involving Django.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
comment=39447
Dang. That is one of the better sites for characters I've found all week! Thank you so much!!

EDIT: As for a demo, I would run into two problems:

1. I don't know when I would try to post one. It would be awful to send out a demo that sucks, but I would still want to have one before the game's release.

2. I did actually try to get a demo out pre-twist, but it took too long to be checked, and any time I clicked on it, I got this weird error message involving Django.


Hmm... Point 1 is completely understandable. You should only release something when you feel like it.
As a player, I know I would like to play something before giving critique rather than do it just based off screenshots, but that's just me. You should do what you think will benefit you most.

And about point 2... I believe it's slow because that's the upload process haha... And I believe I got that Django error once... If I´m not mistaken it happened to me JUST RIGHT after my upload finished... After a couple of hours the download started working fine... Don't know the actual technical reason for it, though...
The way I think of it is this: If I get a demo out, it would be after I get both worlds established. That way, the player would get a nice helping of each world before the main game comes out.
Good theory. Personally, I never make demos, I don' know why. But if I did, I would probably do it that way: Just put in enough to make people want more!
Marrend
Guardian of the Description Thread
21781
This is the third game I know of that attempts to convey the theme of alternate realities. This is not inherently a bad thing, and there's probably more out there that I've seen, but the subject is of interest to me.

Mostly because I'm making one of the three games!
Well, I hope both our games are good, then.
Your games looking good.

hopefully mine won't be too bad either. I'll be subscribing.
Is it weird to have an ending planned if you are only in the early stages of development?...Wait, this is a dumb question, isn't it?
It's not wierd, just be open to things that might change. It's useful to have things planned out, but also to be willing to change things.
I'm going to say this and though it may sound like it, it's not meant to be harsh.

Seriously think about looking at some mapping tutorials before you go any further with this project. As it stands, your maps have far too much wasted space and end up just being large planes of boring, which, even if accompanied by a well written story, are not interesting enough to wade through to keep anyone's interest for long.

Put some thought and flow into each area and map. Just because you have a whole screen to use doesn't mean that a room or area needs to take up that entire screen. Many games have many maps that are simply rooms where half of the screen isn't even accessible.
I have to agree with Clyve on some aspects, and disagree with others.
Yes, you don't need to use all of the screen just because it's available, use it as an oppertunity to create side passages with treasure, or something interesting to keep the player on their toes.

However, this was EXACTLY the case with my first game. But, on my new game that isn't up yet, the mapping is much better, and I didn't use a tutorial! All that happened was I practiced, looked at examples from other good rmxp games ( I'll reccomend some if you want), and eventually my maps ceased to look like big, empty squares!
Question: Did 16 people download the updated demo, or did my 4 subscribers download it 4 times?
I bet 16 people downloaded it, that will become 17 when I remember to download the new one.

EDIT: I downloaded it at least once, but i didn't save it.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
comment=40283
Question: Did 16 people download the updated demo, or did my 4 subscribers download it 4 times?


Well, I know I downloaded it 2 times because the first time my internet connection died mid-download :)
comment=40285
I bet 16 people downloaded it, that will become 17 when I remember to download the new one..

One thing I noticed is that when I changed the main download, the download count-up reset.
Quick question: When you guys fought Brian, did you one-shot him?

EDIT: I just realized...I haven't picked a gender for Kitty!
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