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Announcement

Storyline/Gameplay Revamp

I've been considering the possibility of changing the stoyline/gameplay.

I was thinking that I could change it to be a Havest Moon-esque type of game. Though instead of it being a farm simulator it would simulate grave digging and putting people into their graves when they are dead. However, the mechanic of switching from Earth to the Afterlife (renamed the Underworld)will remain. The combat mechanic will also remain though scarcely used.

I feel that this better incorporates the themes that I wanted to express. I am not yet sure if I still want to use the NES style, as one pointed out that it won't ever be truly NES style. If I choose to not use the NES style I will definitely attempt to create a rich atmosphere.

Please tell me your thoughts.

Miscellaneous

Title Screen Update and Music

Hello everyone! I am back with another update. This time I've worked on the title screen. By using Punks title skip I was able to event my own title screen, creating better effects and a better NES feel. The gif below is a bit low quality and doesn't have as many frames as the real one, so it suffers a bit.




While looking at some NES title screens I also decided to create a new logo in the which can be seen in the gif as well. If you have any suggestions to make it more lively please go ahead and post.


I've also recruited 3 music composers to work on the music of the game, and they should come up with something shortly so stay tuned!

Miscellaneous

Doors and Locked Doors

*You do not have permission to use these graphics*


Hello again, everybody.

My original idea for doors were color coded with a locked symbol on it. I went to test out my game with them and these doors didn't match the style of my game at all but it seemed like a good idea.


So this idea has evolved into something much more interesting and fitting and can be seen below.




The above picture are my doors created for this game. The doors padlocks are color coded so it is easy to see if you have a key for the door or not. For example if you have a Pink Key it opens the pink padlock on the door. At the very bottom left that is the default door. I will most likely add more doors with different keys, for example a large key, or a small key. I'm certain I've used all the colors on these doors.

If you see any colors I missed that are distinguishable from each other tell me I'd love to hear it.


*You do not have permission to use these graphics*

Miscellaneous

Indepth Combat System Update

Hello everyone!

I had previously been using an eventing system to show the log in combat. However, that system I had been using was inefficient.

The way I did it with eventing is I had to create multiple versions of the same enemy that had different attacks, and to control what pictures came up I would set a common event for (in XP you can link the skills with common events.) the skills he uses.
Those common events would transform the enemy into the next version all the while building up with pictures.

The common event would be set up like the example below.
That would be for the fifth version of enemy. I would set it up in such a way that
the HP of the enemy would go down before you get to the end of the log.





Now, I've changed that system with the help of rabitz. Originally, I needed help on fixing my eventing system. In which rabitz also fixed, before he told me about a script that shows a log of what goes on in battle. Created by gerrtunk and edited by rabitz to show unique messages for every skill!

This script saves me a lot of time in creating enemies. As it took around an hour just to create one enemy and sometimes the enemies would even break. So I would have to endlessly test them to fix everything. Another bonus is that the script even adds what the player does, it is an excellent addition to my game.

So big round of applause to rabitz and his ruby expertise that helped edit the script and made my game creation process easier, and if you get a chance check out his game Legacy of The Guilds
!


Rest assured I won't overuse scripts, as this is probably the only one I plan to use.




Miscellaneous

Indepth Combat System and Monster List



I have added text to the combat system. It now shows a log of what the enemy does.
I feel this adds more depth into actual combat. You shall see screenshot below of our main character, (to be named) fighting a zombie, and another fighting a vampire.

What are your thoughts on this change in comparison to the default RPGMAKER XP system?









I have also prepared a short list of mainstream possible monsters.
If you think I have left anything out please feel free to post and say what I've left out.


Monster List


-Vampires
-Zombies
-Demons
-Ghosts
-Werewolves
-Witches
-Goblins

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