MELKINO'S PROFILE

Melkino
solos collectors on purpose
2021
Exploitation is not flattery or praise

(Steam)
Catharsis
Intertwining storylines in a land of steam and broken dreams

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author=emmych
author=Melkino
(whoa there emmy, these two just met! xD)
Exactly. That means they're shippable. IB

Also, I defs just finished Legend of Korra and I don't see the plot/setting resemblance! Maybe ilI'm blind...? Either way, if I hadn't already vomited adoration, this was sah- wheeeeeeet~


-In episode 3, Amon speaks to a crowd, saying that benders are the bad guys and he wants to get rid of all of them
-In this game, a cleric speaks to a crowd, saying that mages are the bad guys that need to be "purged"

I was working on this game long before LoK started airing...maybe I'm just worrying too much about a silly, loose coincidence

Catharsis

She has some idea about what's in the building: "I've heard rumors that this building has a way out of the city" and she mentions the creatures too.

(whoa there emmy, these two just met! xD)

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- Mini update -
Finishing up this rebalanced version is taking longer than I expected! So here's a temporary sound workaround that I had overlooked earlier:

For those who are missing the "Clock" sound, download the following file: http://rpgmaker.net/media/content/users/10538/locker/Clock.ogg
and place it in the game's Audio/BGS folder.

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Oops, looks like I deleted too much stuff! Sorry about that.

I'm going to go upload a fixed version right after this post, then add the changes on the download page when it's finished.

edit: demo updated!

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I reimported the vx rtp files that were used so that it wouldn't be required.

...unless that method didn't work or something ._.

edit: What kinds of missing files?

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author=iddalai
author=Melkino
This happens even in the Melody script demo; I'm not sure if I can make the arrows do that without screwing up AoE and random targeting, but I might try it next time. At least the enemies that you're targeting are highlighted.
Well, this one is not that important, it's just a minor aesthetic detail. Keep up the good work!

EDIT: don't know if it's possible or if already happens, but it would be awesome to incorporate a system in battle where certain skills would change the order the characters act (both enemies and heroes), they could act first or later, you could also use the icons showing the turn order in the upper left corner to reflect this. You'd probably have to change the speed/AGL of the enemies and heroes to make this change but it would make the battle more strategic.


Yeah, I have a couple of skills and states here and there that'll alter that!

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Thanks for your feedback!

- Chests open only halfway before the message "item X got" appears, they should open all the way, and only then the message should appear;

TIL that VX's treasure chest quick event is missing a "turn up" command, so that's why it happens. Welp, time to fix every single chest ._.

- The door jambs next to the floor are above the characters and should be below them;

I had never noticed that until today! haha

- skills that attack all enemies show a selection arrow for only 1 enemy, they should show an arrow next to all enemies (to reinforce it's an ALL target);

This happens even in the Melody script demo; I'm not sure if I can make the arrows do that without screwing up AoE and random targeting, but I might try it next time. At least the enemies that you're targeting are highlighted.

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Thanks, I'll fix it for the next release. In the meantime, I think I'll just give most of the NPCs custom move routes (or set them to "fixed") so that they don't get stuck like that!

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thanks! :)

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@KaRNoFeRoZ
Oh, I haven't moved anything, sorry for any misinterpretation. I'd lose too much content if I did (mostly scripts). I've worked on and off with an Ace game, but I ended up whining about the engine in the end, haha

@SorceressKyrsty
Aw, thank you! :3
That converter looks tempting, but I'm too attached to my title screen and Melody action sequences to switch...