New account registration is temporarily disabled.
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Announcement

Chapter 7, I'm still alive

I didn't think Hiatus would take a year. Sorry about that.

Anyways, Chapter 7 is now up. This features the new world, but there are some other changes as well.

Rebalancing. I have adjusted how TP works in the game, as well as changing some skills to make some characters (Suphis) more viable.

-Suphis's support skills aren't AGI based anymore in favor of raising Evasion for allies. He also has a skill to lower an enemies Magic Defense to replace one of his many wind magic spells.

-Kazuki has a new skill 'Transfer' that allows him to give 25% of his MP to another ally. Obtained when entering Chapter 2. Dark Void does a bit more damage as well.

-Max TP a character can get is 5. 1 TP is gained for every time you execute a basic attack or defend, and another is given to all characters the next turn regardless. TP costs have been changed to accommodate, Super Slash is 2TP Ultra Slash is 4TP, etc. TP is no longer gained by tanking damage.


I would appreciate that anyone who may be replaying the game or starting for the first time to let me know if there is any massive unbalancing issues with this new TP system.

As always, I appreciate all critical feedback and bug reports.

Thanks for reading.

P.S. The current download contains the RTP, which does add a lot to the file size. I'll add a non-RTP version later today for those who want it.

Progress Report

Graphical Updates

It was one day, I had enough time away from classes and other hobbies where I sat down in front of my laptop and took a good look at the game's early maps. It was then, I though to myself:

'I kinda bored of RTP, how many resource packs did I buy in the last three years of steam sales and DIDN'T use?'

I don't hate RTP, but after three years of VX, three years of Ace, and over a year of MV's similar style it really got tiresome just to look at. I have the resources to make a change, and I think as long as the game doesn't look like the thousands of other games on this website... then it could at least make up for my poor mapping skills.

Anyways, one theme I tried to take advantage of in Flip Dimension is the variety of art styles that I use throughout the worlds. One world doesn't necessarily need to have the same tileset as another, and I think each world will end up being much more memorable if they each have their own unique tileset. Of course, you're free to disagree, but I'm a bit too deep into this to change my mind.

Let's get started with some comparisons. We'll start with Theiwith.

Originally, I wanted Theiwith to stick with the RTP tilesets out of irony. The setting itself is suppose to be a generic RPG fantasy world, so what better way to match it than with a generic RPG tileset? Well...
BEFORE:

AFTER:


Celinia is an amazing tileset artist. Hands down.
The majority of Theiwith will be a mixture of Celinia's tileset alongside her Ancient Dungeons Tileset. Since she created both, they actually work quite well together. The colors and style makes the world feel a lot more... alive? I guess I'm saying the RTP tiles made the world feel souless, but this definitely breaths a lot more life in my opinion.

BEFORE:

AFTER:




Next is Sineba. I racked my head on the wall for months on this one. Initially, I was planning to use Celinia's tilesets again. I tried it for a few maps, but there was something about the tone and colors that didn't feel right. Another option was the Arabian Knights tile pack, but the colors were so vibrant and I still preferred the tone the RTP tilesets brought to the table. It wasn't until this morning when the idea struck me:



I know that time fantasy is an... odd choice. Especially since it does admittedly clash against the RTP-styled sprite I still have to use. So far, this is one of the few maps I made the change on, so it's not too late to change my mind for this one. If I can find a good filter to 'retrofy' some of the sprites, I'll probably use them in this world exclusively.

There are other changes not graphic related that will also come with Chapter 7, but I'll talk about those another time. You could say this blog post is mostly just for feedback.

Thanks for reading and I hope you all have a good year.

Announcement

Please understand... I need time away from this.

The wait between Chapter 7 is long, probably the longest wait for any new chapter in Flip Dimensions.
But I'm sorry guys, it's going to be a bit longer.

I really want to get this project done (hell, I wanted this game to be done before Christmas LAST year), it's just going to take a while before Chapter 7 comes around. Then a much longer period before Chapter 8.

There are several reasons for this.

I've been playing through the game with my brother to see if there are any fixes that can still be made before I release Chapter 7. All was fine for the first two chapters, but things hit hard by the time I hit Chapter 3. Tons of gammer errors, balancing troubles, and dialogue I don't like comes in much larger loads. Chapter 4 was not any kinder, and I'm afraid to check up on Chapter 5. I was heavily fatigued with all this errors that by the time we reached the boss of Chapter 4, I decided to open this blog and write this all down.

This fatigued builds up whenever I think about what I plan to do next. Chapter 7 and Chapter 8 are massive compared to the other chapters, there's a lot of plot to cover and many dungeons and challenges to explore. It's not hard to believe, but many corners have been cut up to this point. I really think that hinders characters like Bolt or Ilva. I really don't want to cut corners for these Chapters, as I've spent a year and nine months worth of build up to reveal some secrets I have been hiding since the very beginning.

Lastly, but not as influential as you might think, is my Sophomore year at collage. It's not that bad, but stress from that might be a part of this as well.

The problem is NOT motivation. Trust me, you guys have been AMAZING. I never thought the feedback for this game would be as positive as it was. It means a lot to know someone is likely looking forward to what I have in store next, even if it's not their highest priority. The problem is, or at least I think, is that I need time away from this project. I make less and less progress each consecutive day I work on it. I think it would be better for the both of us if I set it aside for now and get back to it again with maximum willpower.

The problem isn't even RPG Maker, just Flip Dimensions. In the meantime I plan to pick up another (shorter) project of mine I had going on RPG Maker MV called 'Extreme David'. I plan to completely revise a lot of that game, maybe even finish it, then I'll come back to this.

Thanks for reading this and I hope you understand.

Announcement

Another Chapter 6 Update

Things updated in this chapter-

-A bug in Chapter 4 that makes you repeat the fight with Kamlyn.
-A bug in Chapter 5 that allows you to skip going to the town.
-A bug in Chapter 6 that repeats the Chimera battle.
-A bug in Chapter 6 that messes up the water puzzle.
-(Hopefully) A bug involving dual skills was fixed.
-A handful of typos in the first half of Chapter 6 were fixed.

new known bug (apparently been a thing since Chapter 4):
-Re-entering the second floor of Tower Ni will re-enter the scripted combat scene... expect in side-view battle... for some reason. (There's not even a sideview script in this game, WTF)

Enjoy, I'll be starting Chapter 7 soon.

Announcement

Chapter 6 Update

Apparently, the new battle system was bugged, people have been reporting about the game stopping mid-battle. For now, I'm reverting back to the old battle system.

Also, in this version:
-Bug at port town that keeps you from progressing fixed.
-No more pretitle logo.

Edit: Forgot to mention if you started a new file in the previous version, please start over again. Weird things will happen. If your file is older than the previous update you should be fine.

Announcement

Chapter 6 details

Did I take a long time? I didn't mean to take a long time.

Seriously though, Chapter 6 ended up being much longer than anticipated, but I was able to go through it without cutting corners.

On to the juicy stuff though, what's in Chapter 6? Basically everything I told I'd do two months ago in the anniversary blog:

-Sexy new battle layout.
-Rewritten dialogue (I already did some spellcheck, but feel free to crack the game and point out errors yourself). The new dialogue is at least 80% the same, but removing some redundant text, less memes, fixed pacing issues, better flow with character motives, all while making sure the best humourous bits stay in and serious bits still giving the same (if not, hopefully better) mood. It's up to you if you want to replay the game or not, but plot wise you won't be missing out on much picking up from the end of Chapter 5.
-Collectibles, I added 18 of a 'special item' throughout the 6 worlds. Though nothing will happen when you collect them all, since I plan for 20+ total.
-Characters who die in battle come back with 1 hp afterwords.
-Oh, and all of Chapter 6, of course.

As always, just make sure to report any bugs and feedback. Thanks for showing interest in Flip Dimensions!

Progress Report

Anniversary Blog and other Updates (No new demo yet)


It's been (almost) a full year since the first demo of this. Thank you guys for the supporting this project this far!

Anyways, I have a few things I want to let you know before I upload Chapter 6, there's going to be a lot of other updates to go with said chapter. I feel like I kept you all in the dark ever since Chapter 5's upload. So far, Chapter 6 is roughly half way done, and due to this snow-in it might be done before the end of this month.

Back on topic, Updates. So what will be updated, you ask? I'll give you a short list, this is mostly so I can keep track of things as well.

1. A new battle layout. The old one, done by Neon Black, was (and still) is a great script that got the job done. But due to some incompatibilities, I felt like it was time to 'update' the layout to something a bit less static. For reference, here's a picture of how it looks so far. (It may not be final).


This battle layout is Moghunter's Battle HUD Ex, with some simple custom assists I've created. There are some functionality differences in terms of battle pacing, but nothing with the mechanics of the battle system has been changed.

'But Seacliff-Senpai, wait!' you ask as if we were actually talking to each other, 'What kind of incompatibilities caused you to change the battle system?'. I'm getting to that, be patient.

2. Single Ingen and Duel Ingen are now different skill types. This might not seem like much, and it honestly isn't. The reason this was incompatible with Neon Black's battle engine is that the 'Duel' skill type won't even appear in battle until your get to the point of the game where Duel Ingen become available. Due to how CP Battle Engine handle's skills, I couldn't find a way to do such in it.

In short, it's my OCD. On the bright side, I feel navigating the skill menu is much more efficient and cleaner. So I think the overall effort was worth it.

3. Characters who die in battle will come back with 1 HP when the battle is over. This is mostly another compatibility issue, but you didn't hear that from me, think of this as a balancing mechanic.

4. Some previous scenes will be rewritten. This isn't too huge, mind you. In fact, it's hard to say if it's worth starting over just to read the re-written parts. The story and character growth will still be exactly the same. This is mostly for pacing reasons and to fix some conversations with characters I felt didn't go as smoothly as planned.

5. It hadn't been implemented as of yet, but I plan to have some sort of collectable item. Collecting them all will grant you a special item. There will be a total of 25 (maybe) of them, and I plan to put 18 of them in the new update. None of them are in areas you can't return to, so you can got back and find all of them if you like (there will be three in each world.) The reward is a secret to everybody.

Those are the biggest changes at least. With that, I think I'll end this by thanking you all again for trying out Flip Dimensions. I hope you all continue to look forward to what I have in store for the upcoming chapters. I've been building up for a big plot twist, but maybe I've leaked enough info through the game that you can get a partial idea where the plot is going. See you all in Chapter Six!

Announcement

One more try...

Okay, if you hadn't noticed already. I took the download of the game down in favor for this. There's no more audio encryption, so there SHOULDN'T be any more problems... Hopefully. If they still persists then I don't know what to do.

You know what? You guys have been very patient throughout all of this. I think you guys deserved a teaser.
http://i.imgur.com/G9iACOU.png

Announcement

Demo Chapter 5 Version 2

I fixed the audio problem (I hope).

Other then that, a few typos in chapter 5 have been fixed and Chapter 4 boss's Magic attack had been lowered a notch.

Happy playing.

Announcement

A pretty big sound problem, mostly my fault though.

Okay, many people have been experiencing sound errors and I found out why...

I forgot to set my sound encryption to play .wav files, which is the format a lot of the custom sound effects are. *Facepalm* I know, I know. I'm an idiot.

The good knows is that a new version is coming soon to fix this, hold your horses until then. This update will also fix a number of spelling errors and some rebalancing for the fourth and fifth chapter boss.

Thanks for bringing these things up guys. I hate to say that I hadn't started working on Chapter 6 yet, but in the meantime I'm working on a side-project for RPG Maker MV you can check out called EXTREME.DAVID that MIGHT get a demo. It will have similar writing to that of this game, but a slightly more darker plot. Once some things are through behind the scenes and I've updated the new version, I'll start working on Chapter 6.

Thanks for showing interest in Flip Dimensions.
Pages: first prev 123 next last