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Announcement

DEMO RELEASED!

It's been a long time coming, but I finally have something to show for the years I've put into this beautiful thing!

Hop on over to the download page to try the demo!
http://rpgmaker.net/games/4281/downloads/

I've put up 2 links - one for people who don't have RPG Maker VX Ace (or the RTP for it), and the regular one for the folks that do. Pretty self explanatory, I just like talking. Anyways, enjoy, review, let me know what you think!

Progress Report

Years in the Making

Hey all,

It's been something like two years since I last updated. I'm just letting you know this game still exists, and I've also started developing it again! This project is very near and dear to my heart, but I have an attention span so short that I like juggling eight to ten projects over the course of a few years.

Anyway, a video is about to be posted, so stay tuned!

Progress Report

NEW AND IMPROVED ORCHANDVILLE!

This project was on the brink of being cancelled, when something randomly inspired me to start working on this again. Due to all the graphic issues (read: MOTHER F**KING 8-BIT IN RM2K CUTTING OFF BODY PARTS BECAUSE THEY WERE BLACK AND THAT'S THE ONLY TRANSPARENT COLOR FOR SOME REASON), technology issues, and general sloppiness of my first try making it, I've moved the project over to RPG Maker VX Ace. I still have a lot to learn about the program, but even the bare bones, script-free editor is 100x more powerful than RM2k, plus I don't have to make those freaking 8-bit guys anymore.


New Connor vs. Old Connor


New Connor faceset vs. Old Connor faceset (my girlfriend is making these new facesets, and they kick ass)


New title screen vs. Old title screen


New screenshot vs. Old screenshot


As you can see, lots of changes are being made, including actual survival techniques - from picking foods in the wilderness and cooking, to repairing weapons. I'm excited to be expanding this game past it's earlier stages!

Stay tuned!

Progress Report

Juggling a few projects...

This might be bad news depending on how you look at it, but I'm now starting a couple other projects in RPG Maker, to keep my interest going. I have been known to get pumped up for a project, only to cancel it after a short time because of lack of interest.

Therefore, starting a couple more projects is my weird way of keeping myself interested in the RPG-making process. So, I'll be working on like 3 RPG games at different times during the day.

Okay, now for the good news - I now have begun a more revised "script" of Orchandville; my source material had lots of inconsistencies and plot holes, as well as the entire community giving up on the story after only a handful of scenarios (missions). I've now organized the story into 8 acts (including prologue and epilogue), as well as added 11 new chapters/story missions in addition to the original 14. On top of that, I've rewritten large parts of the storyline so that they work better through video game story telling (since it's... a little bit more difficult to convey what people are thinking when it's not written like in a book).

Also, I had started Orchandville after taking a break from RPG Maker 2000. Because of this, my original design had become sloppy - I had multiple copies of the same map, with small differences. I even had new map copies after every single mission. It was just a sloppy way of doing it, and I've decided to start the process of restructuring how I organized the levels - the hub map (Orchandville + Orchandville Town Hall) will primarily be controlled through variables and switches. I will, however, still use multiple copies of the map - for use in each separate act. While I could control things like weather changes through Chipset changes, screen tone changes, and weather effects, I feel I would be piling up a huge amount of code - pages and pages of condition forks and junk... it seem counterproductive.

Also, I'm considering having play-testers...! :D Let me know if you're interested.

Progress Report

Things are getting better!

Ah, alright. I finally figured out the issue with the colors in Orchandville - they were saved in Paint. I'm using Paint.NET now, and those issues are gone forever! Guns no longer have those annoying "transparent" spots, and now backdrops and badguys will be displayed in glorious, true, 256 COLORS! WOO!

EDIT: Alright, I got some before/after screenshots to show the differences.


This is what the HUD originally looked like, as well as the coloring on the enemy and pistol... ew!


This is the new and improved version - actual 256 colors... rather than... whatever the hell Paint was doing to the colors! Also, notice that fancy new font!

*NOTE: The first screenshot was ingame, and the second was a battle test (the rain is still in that part of the game)


Also, does anyone know how to include a special font in a game? I just replaced the ones in my Windows/Fonts folder, but for people on other computers would I simply just leave them in the main game folder?
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