BADLUCK'S PROFILE
BadLuck
2270
Creator of Ara Fell, Rise of the Third Power, and a lot of failed projects.
Ara Fell
A 16-bit era, Japanese-style roleplaying game set in a magical world floating above the clouds.
A 16-bit era, Japanese-style roleplaying game set in a magical world floating above the clouds.
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Map207.png
Don't worry! Augmented, not replaced. Lots of new details and things, like the shrine in one of the other screenshots. I think the artist (Elsa, by the way) did a fantastic job of matching REFMAP's style.
Map207.png
Ha, I wish. No, I've got an artist doing this stuff. She's done new battle animations, tiles, characters, panoramas and now this map.
Starlancer Six
Sure, go for it, I'd love to see a review. I tried to clean up the writing a little and fix a couple bugs I found, so it should be pretty clean...
Starlancer Six
Yeah, the attacks not working is a weird bug with RM2k3. Your auto attacks should basically just be used to power up your Special move anyway, and the gauge fills up regardless of whether or not the attack actually lands.
As for the bugs, I only posted this by request. I fixed a few before uploading, and took a few minutes to try to clean up the writing a little, but I'm probably not going to be working on this any more. Thanks for pointing them out, though.
As for the bugs, I only posted this by request. I fixed a few before uploading, and took a few minutes to try to clean up the writing a little, but I'm probably not going to be working on this any more. Thanks for pointing them out, though.
So. It's been a while.
Thanks! Unfortunately, that one probably won't ever see the light of day. It was made in our custom game-building engine that didn't have the capability of exporting a game for play outside of having the game-maker installed.
I may come back to the project at a later date, but I'll probably be remaking it from the ground up in a different engine then.
I may come back to the project at a later date, but I'll probably be remaking it from the ground up in a different engine then.
So. It's been a while.
So. It's been a while.
Well, Ara Fell I was really burnt out on at the time, and I couldn't seem to get back into it. I tried to get into several projects after I released Ara Fell, including a complete remake of it from the ground up, but nothing ever materialized. I started working on Starlancer Six for fun and put together a nice city for it and felt like I had a decent start to a game.
I thought a mahou shoujo RPG with all the tropes from the genre would be fun. And it wasn't a terrible idea or anything, and I thought it came out pretty well. Starlancer Six was ultimately an exercise in simplicity; where Tarion Star and Ara Fell were extremely ambitious and complex and messy, Starlancer Six was meant to be clean and simple. I overdid it and made a polished game that wasn't really much of a game. It did a lot of things well, but it was also boring and, ultimately, kind of pointless. But it was cute and I'm glad I took the time to do it, because it's what taught me how to make Rise of the Third Power properly, where I hit the mark between complexity and simplicity really well.
Starlancer Six is kind of the black sheep of the 4 games I made, and my friends at the time teased me a lot because it was a silly idea and a failed experiment. I don't regret making it at all, but I'm inclined to agree with it's silliness.
It was actually Brickroad's review that made me stop working on Starlancer Six Episode 2. At the end, he said, "Why is BadLuck making this when he could be making Ara Fell?"
I actually remember feeling the motivation for that project drain out of me at that moment, and then the game was dead.
I thought a mahou shoujo RPG with all the tropes from the genre would be fun. And it wasn't a terrible idea or anything, and I thought it came out pretty well. Starlancer Six was ultimately an exercise in simplicity; where Tarion Star and Ara Fell were extremely ambitious and complex and messy, Starlancer Six was meant to be clean and simple. I overdid it and made a polished game that wasn't really much of a game. It did a lot of things well, but it was also boring and, ultimately, kind of pointless. But it was cute and I'm glad I took the time to do it, because it's what taught me how to make Rise of the Third Power properly, where I hit the mark between complexity and simplicity really well.
Starlancer Six is kind of the black sheep of the 4 games I made, and my friends at the time teased me a lot because it was a silly idea and a failed experiment. I don't regret making it at all, but I'm inclined to agree with it's silliness.
It was actually Brickroad's review that made me stop working on Starlancer Six Episode 2. At the end, he said, "Why is BadLuck making this when he could be making Ara Fell?"
I actually remember feeling the motivation for that project drain out of me at that moment, and then the game was dead.
Screenshot Survival 20XX
Screenshot Survival 20XX
Screenshot Survival 20XX
author=Liberty
That angle is very different, though - light coming from below and object would shine up into it. Light coming from behind an object throws it in relief, hence the darkening. Also, the further away you are from said object, the darker it would appear and the less details shown.
just an image overlay, but it adds a bit of light to the image. I think I like the whiter one better.
Hm. I'd think the angle wouldn't matter. Either way, you've got a light source behind something that's blocking it. Like, if you took my example picture, it'd look the same way if you said that was rotating on its z-axis 90 degrees, so that those mountains were the floor. That wouldn't cause the effect that you're showing. Or maybe I'm not totally understanding you.
Now, the ceiling of the cave would be illuminated, but I don't think it'd cause that glowy effect that you're showing.

Wouldn't this look the same way even if you put this up in the air and rotated it 90 degrees so it was looking down at the sunset ocean?
EDIT: Oh, I think I see what you're saying. That's not a "glowy" effect, it's just you trying to lighten the side of the cliffs, as though light were shining on them and gradually fading as you get higher.
I'm not sure that can be achieved convincingly with picture overlays without alpha blending, unfortunately.
At any rate, this scene is at Sunset, so I think the angle would create the same lights.














