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Game Updates - Old Version
Jenna- 02/17/2009 05:09 PM
- 1079 views
~Update July 8, 2009~
-Boss Fight Glitch seems to be fixed. Tested 15x and the glitch has not surfaced
-Added Boss Left Arm Bolt Attack
-Modified Boss Fight codes. Trying to find the perfect balance for attacks and effects
-Increased Lighting during Boss Fight
Turns out I had to push back my start date to college to September 14, 2009, so wont be as busy till then.
~Update June 30, 2009~
Due to my new found busy and chaotic life, Lands of Lunori is on a very slow status until further notice. I am starting college as well as working, so not much time is left at the moment for Lunori.
I do not plan to cancel Lunori for it is a dream of mine to one day finish as much as possible. I am sorry I havent pulled through for everyone on a demo like I promised so many times, hopefully I will find time to work on Lunori soon.
~Update February 17, 2009~
-Torrin Plains Mapping has been completed.
-Mt. Cadian Mapping has begun.
-Mt. Cadian Enemies will be planned shortly after some mapping is done.
-Create more Enemy Skills.
~Update February 15, 2009~
-Padona Outside Maps completed!
-The 2nd Shrine in the game has been added within Padona.
-Plan on modifing Drain Skill used by enemies.
~Update February 11, 2009~
-Modified Skill Negawin
-Intro completed!
-Busy Life lately havent worked on Lunori in a while. Planning to finish intro as well as modify some skills.
Thats it for today, hopefully a bigger update next time.
~Update January 4, 2009~
-Moved updates to a Blog
-Worked a little bit on the second half of the intro. Sadly not much due to the holidays and a major writers block. After weeks of debating over how to play through with the second half of the intro, I finally over came the problem with a solution. "Time Shifts" or a word I use. I modified the into to take place like a dream, rather then it happening now. Lilly will recall the event to you over time now rather then all at once. Sounded kewl to me at the time, just hope it turns out well when it is revealed with the demo.
Sadly that is all there is to the updates at this time.
~Update December 1, 2008~
-Sorry been slacking and changing the Battle Tech Demo into a small Tech Demo on a few key systems in Lands of Lunori.
Demo may take longer to release, but not much longer, you can expect it within a month or two depending. This also allows me the holidays to relax more.
Happy Holidays. Back to work I go!
~Update November 28, 2008~
-Equipment Menu is completed enough for Demo.
-Altered Negawin Spell again, sadly I still dont like it. One day it might look right.
-Battle Tech Demo is 90% ready, almost there. ^^
~Update November 22, 2008~
-Finished All Hero Menus. Main Menu stats, Status pages with each Heros info and pictures. (Chara sets yet to be made)
-Party Menu is completed graphically, only coded for Lilly and Cora switching.
-Spirit Menu is completed Graphically, but only coded for Spirit Shock Wave.
-Equipment Menu is 50% completed Graphically and only coded for equipment displays. I will be finishing this up enough for the demo.
-I learned how to do arrays for the item/equipment menu, this cut coding in half for sure! Ya me I feel smarter!
-Weapon Ring for battle is still 0% I am saving this for last. I also dont think this will be needed for the demo
~Update November 17, 2008~
-Request Log 1 completed, all other Logs will be on hold until the request itself is coded in since it wont be needed till then.
-Respect Scale installed. This system will be displayed in the Respect Menu and shows you where you stand with people. View the screenshot to get an idea. The scale will flow left or right, left being hated vs. right being well liked. Where this scale stands determines peoples dialogs and reactions to you. By all means be evil to people, but it can cost you in many ways.
-Starting Party Menu designs.
-Battle Tech Demo may be pushed back to the end of November, totally forgot about Thanksgiving coming up and may cause delays in my work. This is not confirmed yet, will keep you posted.
~Update November 16, 2008~
-Added a patch that allows my game to hold 100pics at a time, this has added some changed to my menus as well as maps towards lighting and quality.
-Removed old Menu screenshots and replaced them, keep an eye out for them to be added by RMN. Thanx to the above patch the menu can overlap every picture including lighting and not cramp odd looks due to pic limits.
-Log Menu for Progression is completed up to current story, I will add more to this menu as the storyline is further coded.
-Log Menu for Respect is being created. There are 50 respect logs in all. These are really just high grade quests you do for villagers, there are many other quests then this but not as complex or high rewarding.
-Damage Codes will be altered to display 3 system checks for smoother dmg displays vs. the single dmg system that displays slowly and using limited pics. If you dont get this, one day I will add another video to show the dmg display changes.
~Update November 15, 2008~
-Weapon Graphics + Animation + Codes for Rod/Staff (This includes for Cora and Lilly)
-Still working on perfecting the day/night/weather system, I think about 90% perfect
-Started Kia's Graphics; Finished status + Main menu graphics, portrait, and half normal walking animations. Kia may or may not be included in the Tech Demo, depends on how much I get done on her.
-Started Work on the Log Menu. Consists of sub menus: Process (give info on current story progress), Respect (For a list of Quests/Requests + Respect Bar), Associations (Who you know, how they feel about you, and more), Battle Status (Details on Battle info such as totals of dmg, atts, skills used, spirits, deaths, etc), and Time (This menu will show details of the week, shop hours or if closed, and more).
~Update November 11, 2008~
-Scheduled release for a Battle Demo next week!
The Battle Demo will not hold much story as well as crafting and many menu functions will not be functional in this Battle Demo. The Battle Demo is more of a simple teaser to allow all players to get a peek play at Lands of Lunori.
-A Final Demo is not scheduled at this time.
~Update November 10, 2008~
-Submitted 4 new screenshots of Torrin Plains work and 2 screens of the Boss Fight. Also editted 2 screenshots of the modified menu system. (seems changing screens = same pic even if its not!...)
-Menu is no longer using other maps, the menu will appear were you stand, however for dark maps like Liera Cave the lights are off in the menu showing blackness, this is to keep the cavern consealed due to menu using all 50 pics, which would remove the lighting and show the entire maps. (nope I dont let you get a peeky)
-3 Maps are completed for Torrin Plains, there are about 5-6 maps total for Torrin Plains before it merges into Padona Village, Mt. Cadian, and Torrin Cave/Liera Cave.
-Wrote down some ideas for the crafting system Herbalist. It will end up being one of the simplest systems that runs off recipes to create items as well as a sub system merged with requests. Herbalists are renowned in Lunori for their medicines that any Doctor Office or Pharmacist would want to get their hands on, who knows maybe they pay good for it.
-Lighting for Torrin Plains is buggy at the moment as well as the Day/Night system, seems it is reversing the lighting in some maps only.
-Items can now be found in the water when swimming. Look for the sparklies.
-Revamping of the Shrines is being planned. Seems to be buggy as is will be modified easily at a later time.
~Update November 2, 2008~
-Modified 8-way directional codes, however it still seems to be glitching when stepping on events to make them work.
-Torrin Plains is now being rebuilt.
-Swimming graphics and codes now installed.
-Recoding Torrin Plains Monsters
-Recoded Night/Day, still glitched at this time.
~Update October 27, 2008~
- 8-way Directions have been installed.
!Note! you can not attack diagonal, only left/right/up/down. It would just be way too many more graphics to code per costum, character, weapon, damage, etc.
-Fully added Ailment Poison for Lilly and Cora. Graphics change, sfx, etc coded with HUD.
~Update October 26, 2008~
-Modifications to Liera Cave, lighting is now wavery against pitch black.
-Screenshot coming soon!
-Slime Mob Jeeko will be modified in skills and attacks.
-More modifications to the Main menu, fixed minor graphics glitches.
~Update October 25, 2008~
-Intro of Arika is 90% complete!
-Intro of Lilly is 10% revamped!
-Organized all music and modified them to be as small as possible. (Music Folder is now 23megs for 66 songs, this may change in the future.)
~Update October 24, 2008~
Sorry for the long absence, went on vacation to my mom's wedding and came back about 2 weeks ago. Finally getting back into productions again, will post further updates later tonight or tomorrow.
~Update May 4 - October 23, 2008~
Anything within this time frame was deleted back when updates were on the front page. I removed those updates to avoid the new updates from filling up the page too much. After seeing how this could kill a lot of major or even small updates from ever being read up on again, I decided to move all updates to the Blog and allow it to fill up here.
Lands of Lunori was created many years ago and has seen many different game sites. From charas to GW too many years of updates have been lost. Now I hope my game may rest here and live its days here even after completion.
~*Lands of Lunori*~
Age: 8yrs
Style: ABS
System: RM2k3
Genre: RPG
Old Info:
started out as a rtp made game using all the defaults. With over used graphics and not much to it, the game later changed from default to custom graphics for the TBS. With a small demo of Lunori as a TBS, reviews were good and bad. Many trashed Lunori for being over used, cliche, poor coding, lacking creativity.
Reviews crushed my game back in the day, so much I dropped it for a long time. Then out of no where I pulled out my graphics and small code knowledge and created Lunori into an ABS with upgraded graphics. Ratings for Lunori started to grow more then before, and bashing of my game became less and less. With my knowledge slowly growing and my graphics slowly improving, the game developement (slowly worked on) continues to grow.
Even though Lunori is worked on based on my time and inspirations, times will come when updates wont be noted for months, and sometimes even years depending.
The longest my game went without any updates was about 1 year, sounds harsh, but know this game will never die out if I vanish, unless I die. Until the day comes when this game says canceled, have faith I am still alive working on it.
-Boss Fight Glitch seems to be fixed. Tested 15x and the glitch has not surfaced
-Added Boss Left Arm Bolt Attack
-Modified Boss Fight codes. Trying to find the perfect balance for attacks and effects
-Increased Lighting during Boss Fight
Turns out I had to push back my start date to college to September 14, 2009, so wont be as busy till then.
~Update June 30, 2009~
Due to my new found busy and chaotic life, Lands of Lunori is on a very slow status until further notice. I am starting college as well as working, so not much time is left at the moment for Lunori.
I do not plan to cancel Lunori for it is a dream of mine to one day finish as much as possible. I am sorry I havent pulled through for everyone on a demo like I promised so many times, hopefully I will find time to work on Lunori soon.
~Update February 17, 2009~
-Torrin Plains Mapping has been completed.
-Mt. Cadian Mapping has begun.
-Mt. Cadian Enemies will be planned shortly after some mapping is done.
-Create more Enemy Skills.
~Update February 15, 2009~
-Padona Outside Maps completed!
-The 2nd Shrine in the game has been added within Padona.
-Plan on modifing Drain Skill used by enemies.
~Update February 11, 2009~
-Modified Skill Negawin
-Intro completed!
-Busy Life lately havent worked on Lunori in a while. Planning to finish intro as well as modify some skills.
Thats it for today, hopefully a bigger update next time.
~Update January 4, 2009~
-Moved updates to a Blog
-Worked a little bit on the second half of the intro. Sadly not much due to the holidays and a major writers block. After weeks of debating over how to play through with the second half of the intro, I finally over came the problem with a solution. "Time Shifts" or a word I use. I modified the into to take place like a dream, rather then it happening now. Lilly will recall the event to you over time now rather then all at once. Sounded kewl to me at the time, just hope it turns out well when it is revealed with the demo.
Sadly that is all there is to the updates at this time.
~Update December 1, 2008~
-Sorry been slacking and changing the Battle Tech Demo into a small Tech Demo on a few key systems in Lands of Lunori.
Demo may take longer to release, but not much longer, you can expect it within a month or two depending. This also allows me the holidays to relax more.
Happy Holidays. Back to work I go!
~Update November 28, 2008~
-Equipment Menu is completed enough for Demo.
-Altered Negawin Spell again, sadly I still dont like it. One day it might look right.
-Battle Tech Demo is 90% ready, almost there. ^^
~Update November 22, 2008~
-Finished All Hero Menus. Main Menu stats, Status pages with each Heros info and pictures. (Chara sets yet to be made)
-Party Menu is completed graphically, only coded for Lilly and Cora switching.
-Spirit Menu is completed Graphically, but only coded for Spirit Shock Wave.
-Equipment Menu is 50% completed Graphically and only coded for equipment displays. I will be finishing this up enough for the demo.
-I learned how to do arrays for the item/equipment menu, this cut coding in half for sure! Ya me I feel smarter!
-Weapon Ring for battle is still 0% I am saving this for last. I also dont think this will be needed for the demo
~Update November 17, 2008~
-Request Log 1 completed, all other Logs will be on hold until the request itself is coded in since it wont be needed till then.
-Respect Scale installed. This system will be displayed in the Respect Menu and shows you where you stand with people. View the screenshot to get an idea. The scale will flow left or right, left being hated vs. right being well liked. Where this scale stands determines peoples dialogs and reactions to you. By all means be evil to people, but it can cost you in many ways.
-Starting Party Menu designs.
-Battle Tech Demo may be pushed back to the end of November, totally forgot about Thanksgiving coming up and may cause delays in my work. This is not confirmed yet, will keep you posted.
~Update November 16, 2008~
-Added a patch that allows my game to hold 100pics at a time, this has added some changed to my menus as well as maps towards lighting and quality.
-Removed old Menu screenshots and replaced them, keep an eye out for them to be added by RMN. Thanx to the above patch the menu can overlap every picture including lighting and not cramp odd looks due to pic limits.
-Log Menu for Progression is completed up to current story, I will add more to this menu as the storyline is further coded.
-Log Menu for Respect is being created. There are 50 respect logs in all. These are really just high grade quests you do for villagers, there are many other quests then this but not as complex or high rewarding.
-Damage Codes will be altered to display 3 system checks for smoother dmg displays vs. the single dmg system that displays slowly and using limited pics. If you dont get this, one day I will add another video to show the dmg display changes.
~Update November 15, 2008~
-Weapon Graphics + Animation + Codes for Rod/Staff (This includes for Cora and Lilly)
-Still working on perfecting the day/night/weather system, I think about 90% perfect
-Started Kia's Graphics; Finished status + Main menu graphics, portrait, and half normal walking animations. Kia may or may not be included in the Tech Demo, depends on how much I get done on her.
-Started Work on the Log Menu. Consists of sub menus: Process (give info on current story progress), Respect (For a list of Quests/Requests + Respect Bar), Associations (Who you know, how they feel about you, and more), Battle Status (Details on Battle info such as totals of dmg, atts, skills used, spirits, deaths, etc), and Time (This menu will show details of the week, shop hours or if closed, and more).
~Update November 11, 2008~
-Scheduled release for a Battle Demo next week!
The Battle Demo will not hold much story as well as crafting and many menu functions will not be functional in this Battle Demo. The Battle Demo is more of a simple teaser to allow all players to get a peek play at Lands of Lunori.
-A Final Demo is not scheduled at this time.
~Update November 10, 2008~
-Submitted 4 new screenshots of Torrin Plains work and 2 screens of the Boss Fight. Also editted 2 screenshots of the modified menu system. (seems changing screens = same pic even if its not!...)
-Menu is no longer using other maps, the menu will appear were you stand, however for dark maps like Liera Cave the lights are off in the menu showing blackness, this is to keep the cavern consealed due to menu using all 50 pics, which would remove the lighting and show the entire maps. (nope I dont let you get a peeky)
-3 Maps are completed for Torrin Plains, there are about 5-6 maps total for Torrin Plains before it merges into Padona Village, Mt. Cadian, and Torrin Cave/Liera Cave.
-Wrote down some ideas for the crafting system Herbalist. It will end up being one of the simplest systems that runs off recipes to create items as well as a sub system merged with requests. Herbalists are renowned in Lunori for their medicines that any Doctor Office or Pharmacist would want to get their hands on, who knows maybe they pay good for it.
-Lighting for Torrin Plains is buggy at the moment as well as the Day/Night system, seems it is reversing the lighting in some maps only.
-Items can now be found in the water when swimming. Look for the sparklies.
-Revamping of the Shrines is being planned. Seems to be buggy as is will be modified easily at a later time.
~Update November 2, 2008~
-Modified 8-way directional codes, however it still seems to be glitching when stepping on events to make them work.
-Torrin Plains is now being rebuilt.
-Swimming graphics and codes now installed.
-Recoding Torrin Plains Monsters
-Recoded Night/Day, still glitched at this time.
~Update October 27, 2008~
- 8-way Directions have been installed.
!Note! you can not attack diagonal, only left/right/up/down. It would just be way too many more graphics to code per costum, character, weapon, damage, etc.
-Fully added Ailment Poison for Lilly and Cora. Graphics change, sfx, etc coded with HUD.
~Update October 26, 2008~
-Modifications to Liera Cave, lighting is now wavery against pitch black.
-Screenshot coming soon!
-Slime Mob Jeeko will be modified in skills and attacks.
-More modifications to the Main menu, fixed minor graphics glitches.
~Update October 25, 2008~
-Intro of Arika is 90% complete!
-Intro of Lilly is 10% revamped!
-Organized all music and modified them to be as small as possible. (Music Folder is now 23megs for 66 songs, this may change in the future.)
~Update October 24, 2008~
Sorry for the long absence, went on vacation to my mom's wedding and came back about 2 weeks ago. Finally getting back into productions again, will post further updates later tonight or tomorrow.
~Update May 4 - October 23, 2008~
Anything within this time frame was deleted back when updates were on the front page. I removed those updates to avoid the new updates from filling up the page too much. After seeing how this could kill a lot of major or even small updates from ever being read up on again, I decided to move all updates to the Blog and allow it to fill up here.
Lands of Lunori was created many years ago and has seen many different game sites. From charas to GW too many years of updates have been lost. Now I hope my game may rest here and live its days here even after completion.
~*Lands of Lunori*~
Age: 8yrs
Style: ABS
System: RM2k3
Genre: RPG
Old Info:
started out as a rtp made game using all the defaults. With over used graphics and not much to it, the game later changed from default to custom graphics for the TBS. With a small demo of Lunori as a TBS, reviews were good and bad. Many trashed Lunori for being over used, cliche, poor coding, lacking creativity.
Reviews crushed my game back in the day, so much I dropped it for a long time. Then out of no where I pulled out my graphics and small code knowledge and created Lunori into an ABS with upgraded graphics. Ratings for Lunori started to grow more then before, and bashing of my game became less and less. With my knowledge slowly growing and my graphics slowly improving, the game developement (slowly worked on) continues to grow.
Even though Lunori is worked on based on my time and inspirations, times will come when updates wont be noted for months, and sometimes even years depending.
The longest my game went without any updates was about 1 year, sounds harsh, but know this game will never die out if I vanish, unless I die. Until the day comes when this game says canceled, have faith I am still alive working on it.
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Hey good to see you moved this to the blog. Easier to keep track of that way. :)
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