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SkyE
author=VerifyedRasta link=topic=2367.msg41331#msg41331 date=1225597602
Finally you made a VX game ... I would have downloaded your XP one, but I just don't like XP tall characters (Unless it's the Mirror Lied)
I will give this a shot sooner or later, but where did you get those character arts? Or did you make them yourself?
Characters, Original Tilesets, and Art:
Yaoumei
That's my wife, half of the Anamei Productions team (ANAryu + yaouMEI = Anamei).
SkyE


Anamei Productions, 2008
Download: http://anamei.net/files/games/SkyE.zip
Download that doesn't require RTP: http://anamei.net/files/games/SkyE.RTPFree.zip
Or check out the preview video: Game Preview Video: Intro, Menu, Text, and Combat
Download that doesn't require RTP: http://anamei.net/files/games/SkyE.RTPFree.zip
Or check out the preview video: Game Preview Video: Intro, Menu, Text, and Combat
What is SkyE?
SkyE is our newest entry for a contest, the one for the RPGM Miniature Project Contest. Development time was 1 and a half months.
Play length: Around an hour (per playthrough)
What is SkyE about?
SkyE is a short and light sim-like game where you play the role of Celeste, a graduate Sky Knight who is taken on her final ranking assignment with her teacher, Knight Commander Svarus. You will be investigating the Rayth outbreak that has only begun at the newest Chromadus Academy for Raye Engineers and Directors. The game heavily centers around real-time shmup style side-scrolling combat.
Cast of Characters

The protagonist and your character, Celeste is a gifted Sky Knight who matches her halo type of "Serenity," radiating a calm aura that has yet to be shaken. Can Celeste puzzle out the problem the new Academy is facing?

"Master" Svarus is one of the most powerful Sky Knights in service. He acts as your advisor and teacher, he's kind and wise but sticks to his guns and won't be helping you unless the lives of innocents are on the line... and that doesn't count yours!

Headmaster Illiyana of the Chromadus Elite Academy is acting headmaster of the school you'll be investigating. She's a kindly, motherly woman who almost everyone respects.

An arrogant Director in training, Helios isn't satisfied unless he feels in complete control of a situation. People have no value to him except as tools.

The younger sister of the headmaster, Zavia is a self-proclaimed trouble-maker. She doesn't seem to be fond of the future her parents have decided for her.

The youngest student at the Academy, Theodore is unsure of himself and sometimes tries too hard. He still hasn't learned to think for himself and takes 'rules' to the extreme.

Phineas is a Raye Engineering with an especially strong raye sense and especially weak capacity. He's a dedicated flirt, but no one seemed to like him much.

An earthy Raye Directory Alcina is the second professor at the Academy and seems to have an agenda of her own.

A bookworm through and through Mia still loves to read and manage books even in this new digital era. She's very shy around people.
What's unique about SkyE?
SkyE plays something like a sim, you'll be able to choose which locations to investigate at certain times of the day, uncovering the plot that haunts the new school. As you play you'll be thrown into a side-scrolling action system that mixes a brawler with a shooter to create a new unique style of gameplay. (Buzzword BINGO!)
Once you finish the game you'll find yourself able to play it over again; it will take a few times through to uncover all the different secrets and see the real answers to what's going on.
SkyE is developed entirely in RPG Maker VX from scratch starting from September 10th!
The combat system features pixel-checking collision for bullets, so moving your character around and flying forward through a wave of bullets is actually pretty fun!
What does the game look like?
* Here's a released-state video showing the Titlescreen, the menu system, a short scene, and some actual combat:
Game Preview Video: Intro, Menu, Text, and Combat
Here's a newer demo showing off how enemy bullets become health, experience, shield, and power bonuses (stealing a page from hima's amazing shooters Hello Panda and USG!):
Combat system Alpha 2.0!
You can see an early combat demo here:
Alpha 1.0, with the basic movement and shooting.
Please note that both Alpha videos used cut-out temp backgrounds.
Give me Screenshots or go home!





Who is responsible for this?
Beta Team and Testers:
Adalwulf (primary beta tester)
Iceplosion
GubiD
Zeriab (OMG fixed the evil bug!)
Graphics additions:
Whitecat (Icons)
Stephanie Shimerdla (Paintshop Brushes)
Music:
Sewind
Danman87
ColdCity
Anamei Productions
Base Costume Designs:
Rye
Characters, Original Tilesets, and Art:
Yaoumei
Cast Aside
author=secretseeker link=topic=80.msg41229#msg41229 date=1225561540
Big n' bad crashing bug at the first battle :/:/:/
Wow, never seen that one before.
Regardless I changed that around a little to catch it!
The download in the main thread is updated, along with some other minor fixes and changes.
Outlaw City
Cast Aside
author=Feldschlacht IV link=topic=80.msg36952#msg36952 date=1223660787
If you've reworked your game, you may want to edit your original post to reflect that if you already haven't. As an aside, from what I can see your game looks pretty rad and refreshing.
Yes, the original post has been completely redone, wanted to be sure it was accurate and updated before I "necroposted". :)
Cast Aside
It's been a long time in coming, but I've reworked Cast Aside a lot.
I've taken suggestions from several locations (including here!) and I've finished and added Episode 2.
I doubt there are any people with old save files, but if there are I'm afraid they won't transfer into the new game, simply too much has changed.
This project is the only one I haven't done a contest, and I've taken the chance to use as much feedback as I can to improve the game, so please let me know what you like and don't like, and any suggestions for improving it as the episodes keep going forward!
I've taken suggestions from several locations (including here!) and I've finished and added Episode 2.
I doubt there are any people with old save files, but if there are I'm afraid they won't transfer into the new game, simply too much has changed.
This project is the only one I haven't done a contest, and I've taken the chance to use as much feedback as I can to improve the game, so please let me know what you like and don't like, and any suggestions for improving it as the episodes keep going forward!
Cast Aside
author=prexus link=topic=80.msg1180#msg1180 date=1182967457
You really need to tone down the first fight, or skip the escaping of the second fight. It's far too difficult for a complicated system like that. For something like that you need to give the player a chance to learn it.
Also, maybe add it so when you press L and R, it switches through your characters in combat, letting you skip over having to run around the map to find the next character to control? Or even using the number keys to select your party member.
Maybe I'll revisit the difficulty in the escape portion of the first fight, I had thought it toned down quite a bit already.
The L/R to cycle through characters is a really good idea, I should be able to do that pretty easily I think, I'll add that as a feature with the new release.
Hey, nice to see you here. I never got the chance to play this game, though I wanted to. Glad to have something to download.
Is this set in the same world as Outlaw City and other games of yours?
The story for this game is actually from the first RTP Contest on RMXP.org that I saw; I started on it but never got to finish it as the contest bombed out. I liked the story and characters and angles so I wanted to do something with it. This project is mostly me getting more experience and polishing a game as much as I can before I move on to the project I really want to do.
Speaking of projects I'm happy to finally see Sandfall again, looks like its moving along and I like the new sprite style; can't wait to see how the new battle system plays too!
Cast Aside
author=DFalcon link=topic=80.msg1168#msg1168 date=1182944879
Bug report!
I managed to get stuck so that jumping over the upper-right hole in the first puzzle always sent Kael jumping south, after which he was unable to move. I don't remember exactly how it first happened except that I must have already reset the puzzle at least once.
Thank you for the report, I thought I'd taken care of that bug (from a previous report) but I only fixed it in the ongoing copy not the EP1 copy. I'm going to add it as a known bug to the main post, it will be fixed with Ep 2's release.
Thanks and sorry for the issue.
Game Length
It's not just pure length and story, what tends to be overlooked is the feeling of accomplishment.
Many times a long game can feel so long because you're really just spending the entire game doing one thing. Take Chrono Trigger as an example, you don't even learn about Lavos until probably 1/5 of the way into the game, and even then it's well set as a long term goal that you can almost forget you're working towards when the story rises to the climax of the various "episodes" like fighting Magus or trying to save Schala.
The sense of accomplishment that doesn't depend only on beating the game is something that I feel really defines how good a game is. If you spend the entire game just working towards the eventual conclusion you start to want it to end; how long can you prolong something with just plot twists instead of honest change?
"Oh no! We almost made this person into what they need to be, but they just got kidnapped! We must save them now!"
"Oh no, we almost got the powerful artifact that would defeat the bad guy, but a crazy plot twist stopped us... again!"
Or my personal "favorite":
"Wow! After 8 idential dungeons with varying puzzles and unlocking all 8 of the <insert various artifact here> a plot twist has forced us to: 1) go and beat one more dungeon and the final foe 2) beat even more repetetive dungeons or 3) start our quest practically over again!"
Concentrating on letting the player's accomplishments drive the story instead of the story drive the player's accomplishments is one of the keys to making a game interesting; when you know you've got to invest 60 hours of random plot twists and the "same old story" to beat a game it feels like what it is... a long grind just to see the ending.
However if you can make each sub-story or section of the plot unique and interesting enough, and provide enough of a conclusion to make the player feel like they've accomplished something, you can set them on the next "game within the game" and make them wish it lasted LONGER instead of them just wanted to see "the end already!"
Enjoyable games are usually memorable, and often you can pin-point different story-lines of the game just from memory if it's good, the games that are less enjoyable tend to "run together" so you can remember that something happened, but not the details or when it happened.
Many times a long game can feel so long because you're really just spending the entire game doing one thing. Take Chrono Trigger as an example, you don't even learn about Lavos until probably 1/5 of the way into the game, and even then it's well set as a long term goal that you can almost forget you're working towards when the story rises to the climax of the various "episodes" like fighting Magus or trying to save Schala.
The sense of accomplishment that doesn't depend only on beating the game is something that I feel really defines how good a game is. If you spend the entire game just working towards the eventual conclusion you start to want it to end; how long can you prolong something with just plot twists instead of honest change?
"Oh no! We almost made this person into what they need to be, but they just got kidnapped! We must save them now!"
"Oh no, we almost got the powerful artifact that would defeat the bad guy, but a crazy plot twist stopped us... again!"
Or my personal "favorite":
"Wow! After 8 idential dungeons with varying puzzles and unlocking all 8 of the <insert various artifact here> a plot twist has forced us to: 1) go and beat one more dungeon and the final foe 2) beat even more repetetive dungeons or 3) start our quest practically over again!"
Concentrating on letting the player's accomplishments drive the story instead of the story drive the player's accomplishments is one of the keys to making a game interesting; when you know you've got to invest 60 hours of random plot twists and the "same old story" to beat a game it feels like what it is... a long grind just to see the ending.
However if you can make each sub-story or section of the plot unique and interesting enough, and provide enough of a conclusion to make the player feel like they've accomplished something, you can set them on the next "game within the game" and make them wish it lasted LONGER instead of them just wanted to see "the end already!"
Enjoyable games are usually memorable, and often you can pin-point different story-lines of the game just from memory if it's good, the games that are less enjoyable tend to "run together" so you can remember that something happened, but not the details or when it happened.
We Did It First screenshot thread
author=UPRC link=topic=5.msg1158#msg1158 date=1182911398author=Forever An Ill Fate link=topic=5.msg1138#msg1138 date=1182880863
I'd suggest moving the tree one tile over to the left. You've got the hero covered a little.
Yeah, I noticed how that looked after I took the screen. He doesn't stay in that one spot, and the event can be triggered from either where he is standing or the tile above him so it isn't as bad as it looks. ;)
I actually had to look hard to figure out where the person was, the red slime is actually really distracting as the eye naturally goes straight to that.
Of course that might be completely different when playing the game since you'll have noticed the slime already and you'll know where your character is when you start the event.













