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The continent of Tairngire, E.C 759.

It has been nearly three centuries since the hero Cuchulain and his companions united the continent as one after the Altan Period, a bloodless war that plunged countless souls into a deep despair, and a fate worse than death itself. But the respite has been brief compared to early days, and a shadow of unease begins to steal over Tairgire once again.

Full game stats:

A 12-15 hour long labour of love nearly 4 years in the making.
A rich, vibrant world deeply steeped in Celtic and Welsh mythology.
50+ high quality audio tracks immerses you into the game as you journey onward.
300+ lovingly crafted maps brings the world of Tairngire to life.
4 lovable and memorable player characters.
13 challenging boss fights.




You will need the VX RTP to run this game:
http://www.rpgmakerweb.com/download/additional/run-time-packages

To install:

First, make a new folder, and call it Enelysion: Redux.
Put the compressed download into that folder and extract like normal with WinRAR or WinZip.
Install the fonts included if you don't have them yet.
Please check the List of Bug Fixes page as well for updates.

Basic Controls:

Apart from the usual arrow/directional keys:


Alt + Enter - Toggle Full Screen mode
Enter/Spacebar/Z/ - Action key
Esc/X - Main Menu/Cancel an interaction
Shift - Sprint
Left Shift + Z = Pull an object towards you ( like a crate or boulder )














Latest Blog

Regrets and Desires

*peeks head in to check no-one is around, then sneaks in*

Wow... it feels almost alien for me to sit down and write another blog (No. 198 as of writing). Not to mention the last blog for this game was written more than two years ago. And because Icebound is still pending, I'll probably just write the blog here.

So you'd probably be asking me why I'm writing another piece for a game that was completed in November 2014?

Well, thing is... The commercial evil is calling out to me. Like most hobbyists, I do dream about making a full-time living out of doing something I love so I can quit my dreary, soul-sucking 8-5 job.

It can seriously stifle the creative spirit and probably one of the reasons why my game-dev passion just vanished a few years ago. But now, having reached the ripe old age of 30 and forever leaving my twenties behind, I figured that:

1) I can't take life too seriously (most of my games have been pretty serious)
2) Let go of past grudges and
3) It is about high-time I decided to make the life I want to live and not be slave to a dreary job where getting a double bonus at the end of the year makes it bearable (it isn't).

I've also decided to buck-up on my art skills so that when I do go commercial one day, I can at least save myself a few hundred bucks by not hiring an artist. zero-project's (my music-muse) music is free for all commercial work, so that's one less problem to worry about.



Hello Laine, my old friend.


I'm also feeling a bit overwhelmed at trying to familiarise myself with MV. The engine has enormous potential, but all these plug-ins... Yanfly is seriously on a roll. To someone who has been using VX since late 2010-early 2011, to me it feels like the equivalent of going from paddling around in a baby pool, to diving off the 10-metre springboard. But I know it will pay off in the long-term. But I'll probably end up making a few short games in MV before taking this huge step.

It's exciting, but also terrifying at the same time. I need to let go of my innermost fears and just release all that pent-up creative energy. What is my innermost fears, you ask?

Well...

It is the fear of failure. Also, the fear of letting down people who expect great things from you, who expect you to be at the top of your game no matter what. But worst of all, for me at least, is when someone (whether in real life or on the internet) expresses immense disappointment in you. That... has always struck me hard and always sits like a lead balloon in my chest.

As to what happened about a year-and a half ago...

I regret it, and bitterly. I lost a few good friends that day, and I still it to this day. Every time I thought about RMN during my hiatus, that was the first incident I thought of. But I guess I'll have to learn to live with it.

So, here's to a better and more productive 2018! No more fears, no more past regrets, and no more looking back.

This is Luchi, who is now officially back from the dead, signing out.
Blog No. 198 written.

Also, the blog title is totally not a reference to an episode in Granblue.
  • Completed
  • polarcactus
  • Ronove (Assistant Artist)
  • RPG Maker VX
  • RPG
  • 03/24/2011 06:41 PM
  • 08/31/2023 04:33 PM
  • 11/15/2014
  • 1206886
  • 234
  • 11442

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I'm thinking of taking down the download link soon, since the current demo is more than a year old and very outdated... ><
A year old?
Like, last year?
My folder was made December 7th 2011. Doesn't seem that old to me :o
The original/updated version was first released over at rpgmakervx.net in May last year. I only brought it over to RMN for the Release Something '11, but it's the same thing. ><
Well it's FE inspired and I like FE(particularly 9). So I guess I'll try it out.

And I don't have much problem with a male white mage like an earlier poster. I think more games should have character classes that step out of their gender stereotypes more anyway.
"At it's heart, Enelysion is a game whose core is centered around love, fear and ultimately, death."

You got me interested. When the new version comes out I'll probably most definitely play it.
The demo is pure magic, trust me :D
(Warning: Mammoth post incoming!)

I got to Rekez Village before the game started crashing. Well, more specifically, after night fell, if I tried to reenter the village, the game would crash an indeterminate length of time after. I'll try to see if I can power through later on (although the enemies are an abrupt jump in difficulty -- I foolishly didn't go for multi-target spells, and now I'm having a pretty hard time...). Here are my thoughts, assembled in a notepad as I was playing:

-In the introductory cutscene, "Unless you plan on living, I suggest you step away from that cart..." Shouldn't that be "Unless you plan on dying"?

-In the introductory cutscene, the bandits have the usual visual effect for defeated enemies when Laine dispatches them in the cutscene. This strikes me as...odd. When I first played the game, I thought she was using some kind of spell on them. If you don't want to bother making new sprites for them, I would advise simply making them disappear to avoid confusion over the flashy visual effect.

-I find it strange that there's a Helios Scroll stashed in Laine's house, apparently among books she's perused before, yet she never found it before now?

-The Fianna in the shrine who says he doesn't talk with humans -- wouldn't it make more sense to show instead of tell? Have him be oddly silent, then have Laine do a voiceover where she explains that Fianna don't talk with humans.

(Speaking of which, is "Fianna" a race or a species? If it's a species, it shouldn't be capitalized, for the same reason you wouldn't capitalize "elf" or "human".)

-The "Guide" submenu -- I think it would be better if the text appeared all at once instead of letter-by-letter. It looks kind of strange as-is, especially when the text box scrolls down and then snaps back up immediately.

-Interesting that Patrick has a differently-coloured MP bar. Reminds me a bit of The Reconstruction's difference between Mind and Soul meters. Do all the characters have different colours like that?

-In the Dirty Dog: "We've searched everywhere, Siglud. The SummerIsle is..."

-The conversation with the cloaked figure: "Tame it, lest it consumes you"

-Hm. It's kind of hard to tell what's going on in the cutscene with the cloaked figure. All we get for effects are light flashes. Perhaps it would be prudent to draw more panels?

-Pretty nitpicky, but Laine's tallness makes her eyes look weird. Like most of the characters, she looks like she's looking upwards, which is strange when she towers over pretty much everyone.

-Patrick's spirit decreases when he reaches level 3?

-When Patrick narrates enemies dropping something: "Laine, they drop some goods!"

-Patrick's Iron Rod weapon animates weirdly. It doesn't look like he's holding it; it's positioned vertically rather than horizontally.

-The description for Terra Slicer says it damages one foe, but it damages everything.

Anyway, pretty interesting so far. I like the skill system and the stat orb growth thing looks intriguing. There doesn't seem to be much in the way of plot yet, but I suppose that'll come in time.

Edit: Oh, also, I notice you outline action verbs like "sigh" and "gasp" with single quotes...this looks a bit strange to me. Wouldn't it make more sense to outline them with dashes or asterisks?

Edit 2: Using F12 results in a script error message when I load a save. Something about "BigEd781 Encounter system".
Ah, thank you for pointing out these bugs/errors so far, but I hope they didn't detriment from your actual gameplay experience ( the game crashed in Rekez Village...? ) That's weird, was it the infamous RGSS Player error or something else?

In the very first scene in the game, when Laine fights those bandits, the animation used is the normal 'death/KO'd' animation used for other enemies as well. She's not using a spell. :) I thought that just making the enemies vanish would look pretty weird ( since I suck at spriting >< ). It's just a preference of mine.

The Fianna are a race in ERD, but more on that in Chapter 3.

And yeah, I know about that F12 bug when reloading a game too quickly. I have no idea how to resolve it yet. That's why I tend to avoid using F12 altogether, or to avoid loading the game too quickly.

Still too early for plot, yes. It starts rolling along once you get Cillian and Siglud.
Ronove
More like Misao Stealing Prince
2867
If you are worried about the RGSS Player crash, Luchino, why haven't you put in Mithran's fix for that? It's here: http://forums.rpgmakerweb.com/index.php?/topic/1067-graphical-object-global-reference/#entry10948 -- if you want to plop it in your game and you can even check what scripts MIGHT cause it. But really, if you fear that your game is going to have that problem, that script will clear it up (it did with SSP).
Yeah, it was an RGSS2 player crash... Fortunately, I managed to get to another healing point and power through. I believe I've finished chapter 1, as I've fought the first boss battle. (Though they were apparently only midbosses? Huh.)

In the very first scene in the game, when Laine fights those bandits, the animation used is the normal 'death/KO'd' animation used for other enemies as well. She's not using a spell. :) I thought that just making the enemies vanish would look pretty weird ( since I suck at spriting >< ). It's just a preference of mine.

Hm, well yes, I figured out what it was representing when I fought my first battle, but it is rather misleading (and a bit jarring, since it's so obviously a gameplay abstraction). Perhaps just rotate the sprites 90 degrees so they're lying on their sides? That would probably be the most elegant solution. (Playing the death animation also gives the mistaken impression that she killed them.)

Anyway, a few more notes I made while playing:

-Why no saving in dungeons?

-Frost Saber and Frost Wave have cooldowns, but their descriptions do not say this.

-Laine's "Fury" and "Resilience" skills don't seem to work (they don't do anything when I use them).

-The cooldown skills in general seem to be pretty useless...they're pretty powerful, true, but they're only about twice as powerful as regular attacks (at most), yet take three turns to cool down (which is carried after battle, preventing you from sweeping weak enemies with them). In particular, Frost Wave seems pretty useless, since Nilheim II is about as powerful without the cooldown...

-In the battle against the Nyx, Laine's "Enraged" and Patrick's "Terrified" wear off after a few turns...I assume you mean for them to last the entirety of the battle?

-Laine does seem rather...overly idealistic. How is she surviving if she gives up pay and/or accepts low pay frequently? Is she just living off of Rikard's fortune?

-I do like how you point out that not all heroes' quests have happy endings for the bystanders, though. Especially since Laine says the village will probably end up deserted, even though she refused pay...depressing, but accurate.

-"High priest" should not be capitalized except as a title. So, for example, if you're saying something like "Let's visit the high priest", it should be written like that. If you're saying "Let's visit High Priest (Name)", that's the only time it should be written like that.

-In Siglud and Cilian's conversation in the "meanwhile" cutscene, "Summer Isle" is again written without a space.

-Hm, they're a monarchy? A monarchy with a succession crisis at that, looks like. I assume I'll learn more as time goes on; would be interesting to see how romanticized and/or feudal their society is...

Also, Patrick seems kind of weak... In the boss battle, Laine was dealing 200-250 damage with her skills (more with Wrath activated), while Patrick couldn't even hit 100 with Donar, his most powerful single-target spell. I guess he's supposed to be useful for hitting elemental weaknesses, but he does feel pretty gimped if the enemy doesn't have any (especially since he can only use two elements in the first place and his physical attacks are worthless). For a "glass cannon", he seems to have a bit too much glass and a bit too little cannon.
Not too sure where the "mission briefing" is. I did the waterworks side quest, but no one in the dirty dog directs me somewhere else.
Admittedly, I've been speed reading to save time in the vids >.>
@argh: Are you playing the new version? Or the one that I put up on my blog post? Because I'm quite sure in ver 1.2, all buffs have a perfect hit now, cooldowns only last 1 turn and Laine's Enraged and Pat's Terrified buff should also only last 1 turn ( they're not supposed to last the duration of the battle ).

Though I may release another version with Mithran's script installed, to prevent that RGSS Player crash, like Ronove mentioned. Because it can get really annoying...

That no-saving in dungeon was an error on my part. I forgot to enable the save there. But you can save anywhere else.

@Clareain: Did you speak with Krei ( in the Dirty Dog ) already? If so, you need to head to the south-western part of the town where that shack is located. That's where you'll find Laine's contact.
Ah.
Man he's a ninja >.<
Thanks~
The folder I downloaded says it's version 1.2...
Ok... Shoot. This is bloody frustrating. I'll see if I can a new version up. Darn RGSS Player errors ( and others ). Enough beta testing is never enough. I'm not cut out for this stuff, it's too much for one person. :(
Ronove
More like Misao Stealing Prince
2867
Don't get discouraged! *throws the Mithran script at you* Game making is always about finding those bugs after you release it publicly. You can test till the cows come home and there will be more errors. We're not perfect and we know you aren't too. So don't let it discourage you and just focus on making the best experience possible. If anyone holds it against you that a few annoying bugs got through (that you have full intention to fix), well, they're jerks and should mellow out.

*hugs* You can do it! *shakes pom poms*
Yeah, I added in Mithran's script now. Hopefully, I added it in the right place. And I'll seriously need some form of help as this game gets bigger and bigger. It's near impossible for me to manage now, at 6 hours in length, it's getting a bit difficult to manage, even with all my logging.

But I want to do one last run-through ( and test ) before I release Ver 1.3...
author=yuna21
Yeah, I added in Mithran's script now. Hopefully, I added it in the right place. And I'll seriously need some form of help as this game gets bigger and bigger. It's near impossible for me to manage now, at 6 hours in length, it's getting a bit difficult to manage, even with all my logging.

But I want to do one last run-through ( and test ) before I release Ver 1.3...

Well I finished the demo, and recorded all of it.
The game was really fun other than me getting lost like a dumbass.
Just don't worry about fixing every error in a patch. It's not worth it. Ever.
At least until the game is 100% complete.


Clareain, thank you for trying an LP. I hope you didn't run into any nasty bugs. But I have to re-release this in a few weeks time to get rid of the "RGSS Player stopped working" bug and the BigEd781 encounter script. I replaced it with Yanfly's more stable EventDetection script, so hopefully the game shouldn't crash as often when I upload it again.

The occurences are random, but annoying when they do pop up. So I might as well solve it while I still can. Better have a (mostly) stable game out asap.
author=yuna21
Clareain, thank you for trying an LP. I hope you didn't run into any nasty bugs. But I have to re-release this in a few weeks time to get rid of the "RGSS Player stopped working" bug and the BigEd781 encounter script. I replaced it with Yanfly's more stable EventDetection script, so hopefully the game shouldn't crash as often when I upload it again.

The occurences are random, but annoying when they do pop up. So I might as well solve it while I still can. Better have a (mostly) stable game out asap.
Yeah, of course.
I am one of those people who will patch because someone brought up a nitpick in this random part of the game.
I was making sure you don't suffer like I do :P