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Latest Release
0.0.1a - December 31, 2020

Synopsis
Join Amalia, a tracker from the simple orphan colony of Tulron, as she discovers the veiled world of Alcuria in search of her friends.

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Legacy Synopsis
In Starless Umbra, you play as Andoru in a quest to attempt to return home to save your sister after bandits raid your village. This simple task complicates itself quickly, as a strange phenomenon leaves you not only away from your village, but with little direction in a completely new continent.

As you travel, you'll learn the people around you aren't what they seem, and ties begin forming between yourself and others as your past is revealed. Unfortunately, no one can answer the simple question: "how do I get back home to save my sister?"

Latest Blog

January Progress Report

Hello! Can you believe it's February already? Hope you're doing well. As I slowly move forward I wanted to share what's new, hopefully getting into a cadence of updates every month or two.

Before that, I wanted to express my sincere gratitude to those that played last month's prototype. Specifically from RMN, Darken, Zaeran, Aldu, and Zion you guys all gave me solid feedback I've taken to heart moving forward. I think it confirmed a lot of my assumptions (AI should be smarter, tutorials and input could be improved, puzzles are buggy, battles are frustrating.) and also opened my eyes to some questionable design decisions. All in all, for such a rushed release I feel confident with some polish this is something I'm happy to continue working on. On to new stuff.

Content-wise, I've been chugging away on maps. The first major village/hub is in-progress. This will take some time to flesh out, as the asset need for faces increases exponentially here. (Two new characters as well as several basic NPCs are introduced here.)

I've also done maps/cutscenes for the intro sequence of a new character and mapped out the second dungeon.


If you've played previous iterations of SU I'm sure you can guess what's next.

To speed up cutscene implementations, I spent some time creating tools to debug and modify events on-the-fly.



The top console displays the current state of event execution. The special pause() command is used in event scripts as a sort of breakpoint to modify and reload the current event. Additional debugging info is shown here so I can easily test different camera positions and find out where characters need to move to. I might expand this later on to allow stepping forward/backward through the event timeline, but as-is this should speed up cutscene implementation significantly.

Up next I plan on fleshing out the village flow with more cutscenes, small sidequests, shops, villagers, and of course fun banter between Amalia and Illari. After that, the second dungeon needs monsters, cutscenes, and a couple final maps.

Thanks for reading. Moving forward, progress will slow as I adjust to getting back into a schedule of fulltime work + parenting. I do hope to continue the momentum of working in bite-size daily chunks if possible to keep on track. Before you leave, I'd love to know: what tricks do you use to keep focused on your projects?

P.S. Shameless plugs for twitter and discord.
  • Production
  • Commercial
  • dragonheartman
  • GameMaker Studio 2
  • Action RPG
  • 02/20/2008 08:51 PM
  • 06/11/2021 01:25 AM
  • 01/01/2030
  • 679678
  • 336
  • 16229

Posts

author=ryan7251
0 of 10 episodes complete.....I got this feeling this is not ever going to be completed.

No offense lol, but that's a really awful attitude to have. Comments like aren't nescessary. We should be encouraging each-other in this community; especially people like DHM who have poured in nearly a decade of work.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2743
We'll I've effectively started over this year.
It really was hard for me to come to the conclusion but I don't think RPG Maker 2003 gives me the freedom I need to complete something that I'd be completely satisfied with.
0 of 10 episodes complete.....I got this feeling this is not ever going to be completed.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2743
author=Yoshiking777
I really like this game, but for some reason, my attacks cannot generate EP, is anyone else suffering the same problem?

That's my fault, sorry.
I posted a fix here:
http://www.starlessumbra.com/post/120108979846/first-of-all-great-game-and-idea-i-am-eagerly

Hope that helps. Thank you for playing.
I really like this game, but for some reason, my attacks cannot generate EP, is anyone else suffering the same problem?
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2743
I hope so too!
Thanks~!
I think Dyn C++ is enough to make a good retro game.
Not perfect, but still good enough.
But I hope you come to bring a full release to SU someday
^^
Oh my. I can't wait to play this in your new engine
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2743
Ransack will definitely be a thing.
So long as Ransack makes a cameo from Heroes I can wait.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2743
Unfortunately not any time soon. RM2k3 is not a viable engine for me any more, so I'm planning on writing my own. You can check the website for more information and updates. Once I have a more formal plan I will update here too, of course.
Is the full release gonna be put up soon? I've been looking forward to playing the whole game for years and haven't heard any news since 2013...
One of the best RPG Maker games, I highly recommend it.
One of the best RPG Maker games, I highly recommend it.
One of the best RPG Maker games, I highly recommend it.
I'm excited to see this project is still alive and well after so many years. ;p It's always had a lot of my respect. Just serves as a testament that Rm2k3 games can still be great in the right hands (and with enough time and dedication!).
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2743
On Win8 with my i7 ultrabook fullscreen gets a staggering 25fps due to some filtering algorithm I can't figure out how to disable. The game runs like butter windowed, but the point is 2k3 is just really hard to work with these days. Heroes of Umbra still takes precedence, as it's a much easier project to tackle and it's already feature-complete.

I'll revisit SU in, let's say, the start of 2015. Ideally it'll be something that I can be even more proud of, without ripped and edited resources from obscure SNES JRPGs? Who knows. I'm still around though and working on stuff.