ELDER71'S PROFILE

Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.

Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.

Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)

ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.


Cheers,

S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))

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Elementsfas.png

Work still to be done on the actual design of the wallpaper and doors etc.

I've taken a keen interest in the approach used in Stray Cat Crossing, and really liked the forced perspective. The only problem with using it myself is that, unlike SCC, The Allison Door needs doors on the left and right hand walls, which is where I think it starts looking a little weird.

A look at the menu system what I am coding.

author=Dragnfly
I think many of us have played Metal Gear and remember the nightmare that was having to select keys.


Oh yeah, crikey, I'd forgotten about that. Sigh.

Testing_more_things.jpg

author=Dragnfly
I realize now that I just outright missed some of your posts. Geez, 2015? Really? And I didn't notice this and the med bed one until you posted that menu video. I'm real sorry, man.


No worries. I'm harbouring a lot of guilt over how long this game has taken even to reach a stage where it's approaching a demo. The fact that I created this game page in 2015 stuns me too - especially since I remember that in the beginning this was only going to be a quick two or three week tester project. Geez is right!

I've set myself a pretty steep challenge with the sprites in TAD, but I think it'll all be a higher quality for it.

Elementsxxxxxxxxxxxxx.png

author=Dragnfly
There aren't enough bullets in the world for that thing on the left.


Well...

There may not be enough for the thing on the right either :D

Elementsffffff.png

author=Dragnfly
Sewing the arms to the leg stumps was a nice touch.

Glass woman is similar to one of my own monsters, so I like it immediately. Objectively speaking, I like that you didn't make the arms look like glass too. Not only are they thin enough that it'd look like a problem, but also it keeps with the running theme of hands/grabbing/reaching that I see in your stuff if only that part is different.


At this res it's difficult - if not impossible - to create a distinction between the stained glass window look and what I was actually going for; a living cubist painting. But the scope for individual interpretation is one of the best qualities of these retro, low-res pixel art games, so I'm happy either way.

Here's the painting I used for reference, by the way:

A look at the menu system what I am coding.

author=Dragnfly
Even small things like being able to loop from one edge to another are great for the player.

And yeah, this looks like the menu you'd see in a modern game, albeit RM res. Fantastic work.

The scheme at the minute is that keys are used automatically when you try to open the door they unlock, and you use Q,A,S,D to use specific items like the revolver. It saves the player having to equip/unequip/re-equip items that they'll need constantly.

So the inventory is just a means of checking what items you have and finding out how they work, not to equip or unequip anything. I guess I'll see how effective that setup is when I start play testing.

author=NoBody13
Looks good!

Thank you :)

A look at the menu system what I am coding.

author=Gourd_Clae
It's lookin' good! Very professional~


It's annoying that some of the subtler effects I worked hardest on are lost in the fuzzy res. But hey, the general gist is there :)

Elementsxxxxxxxxxxxxx.png

author=Frogge
YES YES YES THIS ISN'T DEAD!!! I hope

pls tell it isnt


Nope - it's alive. It's gone through about 50 revisions in terms of design and conceptual outline. I'm learning to script now (which is my latest excuse for the delays) so I can design my own mechanics and menus and wotnot. I'm planning on uploading a video tour of the new menu system today also.

These sprites will be an absolute nightmare to actually animate, but I'm determined to keep ramping up the challenge for myself as a creator, so I'll persevere.

#8. Here I am yet again...

author=NoBody13
Happy to hear this :)


I feel guilty for creating this game profile so long ago and having nothing to offer since. Really hope folks will stick with it :)

[SCRIPTING] [RMVX ACE] Victor's ATB - gauges displaying funny.

author=Trihan
I can't check the code right now because my work network blocks mass storage sites like Google Drive, but that looks like the ATB gauge is being overdrawn by the actors below it (you'll note that the cutoff point is the pixel directly above the border of the selection rectangle). The reason the bottom one is "thick" is because there's no actor underneath to be drawn on top of it. It's not that your other bars are 1 pixel high, it's that the contents of a later actor are being drawn over the top of them.

Edit: Sorry, didn't notice the bit at the top of the post. What was it?


In my efforts to figure out how the scripts work via curious trial and error, I had changed a value in Window_Base:

def draw_gauge(x, y, width, rate, color1, color2)
fill_w = (width * rate).to_i
gauge_y = y + line_height - 1 <===== I CHANGED THIS.
#gauge_y = y + line_height - 8
contents.fill_rect(x, gauge_y, width, 6, gauge_back_color)
contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2)
end

You can see I left the original value in, commented out. Have no idea why I changed it or why I didn't change it back.

I am usually extremely methodical about reversing any changes I make to scripts once I've tested the effect.

Ironically, I'm so methodical about it so that folks on forums can help me out more easily... Anyhow, I've relearned a valuable lesson about being careful with script tinkering.

Thanks for getting back to me though!