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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
  • 1226471
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Posts

Hm. Something weird is happening. I'm not sure if I'm doing something wrong, or if it's just a bug:

I'm basically at the beginning of the game and Laine is told that some hooded man wants to see him at the abandoned house. When I go there and speak to him, he says,

"I'll speak to no one but Laine."
"That would be me."

And then nothing else happens for some reason. He just turns at me and says nothing else. Is there supposed to be a scene there or no...?

EDIT: Also, when I go into the sewers after getting the waterway key from that fat dude (lol), it says that it's missing Graphics/Pictures/exploring 2 info.

You need to download the patch for fix that. =) Just replace the Data folder with the patch version. Those problems will vanish.

It is extremely important that you DL it guys. It's only 1.6 mbs, after all. XD
Btw, there's another bug saying that I was missing some kind of file when I went through the dock to board the ship (near the end of the game).

I forgot to post this because, like the other missing file bug it is easily bypassed by pressing enter.
It's been a while since I played. I'd stopped when I got to the end of part I, and then I had to remember how to play again. Enjoying it so far.

I'm at the Falias Temple and I can't for the life of me figure out what to do. When I go to the second room there's a mechanism without a lever, statues you can tug around, and two squares that ignite the torches if you stand on them (but not if you put a statue on them, I discovered).

While I do like puzzle challenges, I'm stumped. Throw me a bone?

Eh, and since I'm here already, where is this sacred pool of water that I use to clean up the Dull Medallion for one of the Hunt missions?
Hey, I tried playing through this and ran into the "I'll speak to no-one but Laine" "That would be me" glitch. I downloaded patch 2.0 and replaced the data folder, but the dialogue still stops there.
http://rpgmaker.net/users/yuna21/locker/Map081.rvdata
Again this...?

I added that fix to the list of Important Fixes page as well. *sigh* I test the game twice and the same error that persisted when the game was first released pops up again. So much for that 25+ hour playthrough...

That should fix it. I swear, this game is going to give me a full on mental breakdown before the end of the year...
Works like a top! And, don't worry--it's not like this is a commercial game, so people are way more patient with this kind of thing.
Okay, that was weird. Decided to roll around the Falias Temple for a little bit and see if anything changed for whatever reason. ("Did I ever tell you the definition of insanity?").

But for whatever reason, now, when I put the statues on the spots, they triggered the bridge. How about that, huh?

Now I'm another room with four pressure plates that light up torches, but the same thing as before is happening. I step on a plate, and a torch lights up. If I move a statue onto the plate, though, the torch stays dead. Argh.

EDIT: Ah, I think I get it now. The plates respond to a specific statue.
Sailerius
did someone say angels
3214
Man I must just be really bad at this game because I keep getting stuck ;_;

I'm now stuck in the templey place where you have to jump across the stones on the water and there's statues or something.
Is that the abandoned shrine right in the beginning of the game?
Sailerius
did someone say angels
3214
M-Maybe... >__>

It's shortly after I got the other two party members.
@Sal: I updated the Hints/Puzzle solutions page. It should help you. =)
Sailerius
did someone say angels
3214
Thank you! I'll try it out next time I'm playing. Crunching for a deadline this weekend first >_<
So, some thoughts:
- Warp motes just seem like an inconvenience to the player. Would be better just to allow free unlimited travel between those crystals. You could have those motes instead allow you to teleport from anywhere (though it would still be better if you could just teleport from anywhere period.)
- In the cave east of the starting town, I only stumbled on the place where you could use a firebomb to open up a passage by chance. Would otherwise have had no idea that was there. I also have some difficulty determining where map exits are. Probably better to increase the lighting, or have some kind of indicator.
- With the brew choices, if there is a clearly superior option, should really just give that brew automatically instead of making the player choose (I ended up with the first choice, which was the HP increasing, and presumably the worst one)
- That dark element themed Tower where you have to collect their drops to activate the teleports... Killing X number of enemies to proceed is honestly a pretty lame dungeon gimmick. Better just to have switches that you need to reach to activate teleports.
- The Escape command is useless as far as I can tell. I don't think I've successfully escaped once, though I stopped trying pretty quickly once it became clear that all I was accomplishing was giving the enemies free turns to wail on me. Better to just have it be automatically successful, or have it be a delayed escape (aka let the enemies all have their turns, and then escape at the end of the round)
- when a party member leaves, probably better to unequip him so that he doesn't potentially run off with all the good gear.
- Better to give all the information about what each weapon does (for example, the stun effect of some of Patrick's weapons, the 2x hit effect of Durandal, etc.)


Anyways, I now have Laine running around with the 1/2 mp cost armlet, the ring that restores HP per turn equivalent to the magic stat (40'ish hp per turn, pretty sweet), and the bandanna giving 2x experience and resists a bunch of status ailments. She's also rocking all the stat-ups so far, so she's pretty loaded for bear now.


I'm now at the part where you're suppose to go into the Sidhe near the Fountainene Temple (with the medallion). When I try to open the door, it tells me I need to find (missing party member) first. Where do I find him?
Patrick can be found in Landen's church. =)

And sorry for the other inconveniences. >< Dungeon design isn't my strong point ( nor is battle design ).
I actually rather like the way you've set up the battles. I know i only have criticisms up there. It's mainly just to help you improve. Next time, I'll talk about the stuff i like.
Haha, no problem then. XD I'm always open to suggestions.
author=yuna21
You know Solitayre, that has been bothering me for a while. How do I not make a complete 'Mary-Sue' character, without turning her into a complete 'Anti-Sue'? That has always troubled me when it comes to developing my female lead characters.
I don't want to turn Laine into a complete bad-ass, either, so it's going to take some balancing of her character to get things just right, though. But it's still too early to tell, so I'll release my game when it is out of the beta-testing stage, and ready for a public release.

@Ghost: Yeah, Rolf is a little too similar to Ralph, but I never had that in mind... >< And maybe I overdid the overlays a little too much...
author=yuna21
You know Solitayre, that has been bothering me for a while. How do I not make a complete 'Mary-Sue' character, without turning her into a complete 'Anti-Sue'? That has always troubled me when it comes to developing my female lead characters.
I don't want to turn Laine into a complete bad-ass, either, so it's going to take some balancing of her character to get things just right, though. But it's still too early to tell, so I'll release my game when it is out of the beta-testing stage, and ready for a public release.

@Ghost: Yeah, Rolf is a little too similar to Ralph, but I never had that in mind... >< And maybe I overdid the overlays a little too much...

In general, if a character is overpowering, you either downplay this (make her weaker later on, make better characters come along, maybe everyone in that world is this badass) or you upplay it. By this I mean, the reason they are so Mary Sue-like is because they were chosen to save the world or something similar (meaning they have to pretty much be party leader or this doesn't make sense). Ambrosia from Oracle of Tao was sorta like this, so I worked with the idea that she was destined to bring balance to stuff. Then I fleshed out her character, made the other characters interesting, and finally added a twist to why she was still sorta in charge (she's God ^_^;).

http://tvtropes.org/pmwiki/pmwiki.php/SoYouWantTo/AvoidWritingAMarySue
Okay, I finished the game. Total play time was a little under eight hours, with average party level 23 or so. Did all the optional content, I think, though I left Tyrannos until the very end, since I didn't start looking for the purifying spring until after I had already beaten the final boss (Made him very underwhelming to say the least.) Only bosses that presented above average resistance were Aviinchi, and to a certain extent Anooki. Endgame was a breeze. My strategy was to have Laine do all the work, while the guys just stood there cowering in the corner, guarding every turn. Did not end up going to Rheis continent at all, nor did I get to go to the town just pass the tower with the final boss.

So things I like:
- Relatively openable and expansive world map, being able to go to future locations before the plot requires you to. Extra dungeons that you don't necessarily need to go into, but contain hidden goodies.
- Interesting equipment system. Liked that Patrick's weapons were more delay types, centered around inflicting status ailments instead of damage. Liked the variety of accessories available, and that weapons were more than just increases in damage output
- maps are gorgeous, have a hard time believing that this is all made with just RTP
- Varied skill sets for each member of the party, allowing them to fill 2+ niches.
- Wrath was a pretty cool feature. Not certain exactly what it did, but assumed that it's the same as fire emblem's wrath.
- Liked that guarding did more than just reduced dmg.
- Didn't really pay much attention to the story, but I did catch that Laine's suppose to be Cu-Chu's descendent. Thought that was pretty nifty.

Also, never really ever ended up using the trade system. I thought it had potential though, maybe if there were unique items or equipment they can only be gotten by trading, that'd give it more viability as a system.

Overall, it was pretty cool. About your characters, try to give them more varying emotions. Laine shouldn't just be the cool, no-nonsense soldier, Patrick be the soft-spoken opposed-to-violence well-mannered priest, the two knights be the red green Fire Emblem starter knights stereotypes (one who's silly and whimsical all the time, the other dutiful, chivalrous and always reprimanding his partner for not taking things seriously). Give Laine more endearing traits, like maybe she really likes children, but doesn't think it goes well with her image, so she tries to hide it from the others. Have her screw up once in a while. Make Patrick get uncharacteristically angry, or have him give in to temptation in a moment of weakness. Stuff like that is what makes for good characters and separates them from two-dimensional cookie-cutter stereotypes.
Glad you enjoyed it overall. I do agree with you on the writing. Because this was my first serious RM game ( that underwent countless revamps ), I wasn't particularly focused on the writing aspect as much. I just wanted to make a good game. So yes, the chars are quite... stereo-typical, but I wasn't aiming to creating totally unique characters. XD Siggy is a cross between Sain and Hector from FE7, lol. And Cillian ended up being a more snarky version of Kent.

The writing in Tristian is light-years ahead of the stuff in Enelysion. Since I had 2 years to practice, after all. The titular main character there is far more conflicted and flawed than what Laine is. I drew a lot of inspiration from Linus there ( still one of my favourite RM games ever ).

About the maps. Not RTP, but they were done in the editor without parallaxing. And no, Wrath didn't act the same as FE's. Laine's ATK and DEF goes up by 50%, rather than increasing her critical rate. =)