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Granhistoria Remake
012.png
Nice catch, thanks for pointing that out! It's actually there in the game files but cut off in the actual scene. Now I also notice another mistake: there's a few better tiles for the end cart also hidden in game files. Gotta love vSNES!
I wonder how this compares to your own one? :D
And wow, does Evoker look fantastic. Inspiring looking work with rips. I'll have to play it as soon as I get a chance. Hope to run into and see that wheel-train in motion too!
Here's the end tiles if you'd like to use em too.

I wonder how this compares to your own one? :D
And wow, does Evoker look fantastic. Inspiring looking work with rips. I'll have to play it as soon as I get a chance. Hope to run into and see that wheel-train in motion too!

Other RPG Maker games that inspire you?
1) Angels of Exodus
Short, but it had an incredibly established atmosphere. Always wish there was more to it.
2) Julius Caesar
A play made with Rpg Maker. Brickroad's Chrono Trigger and FF6 projects mirror this early attempt at delving to a different art medium altogether, and back then it was an impressive feat, though 'playing' it felt too wordy and slow to work out that well.
3) Everlong
A game that felt epic yet a small home-brew project at the same time. Something anybody could create if you put enough effort and...? But then again, no you couldn't. There's few good comparisons with this massively ambitious product out there still.
4) Starless Umbra
It's bit of a fuzz, but this game was always there, evolving and being excellent. Followed some iterations, loved it.
5) War of Two Worlds
More recent for me, but I cherish it. Forgotten, but so are many other interesting games out here.
Short, but it had an incredibly established atmosphere. Always wish there was more to it.
2) Julius Caesar
A play made with Rpg Maker. Brickroad's Chrono Trigger and FF6 projects mirror this early attempt at delving to a different art medium altogether, and back then it was an impressive feat, though 'playing' it felt too wordy and slow to work out that well.
3) Everlong
A game that felt epic yet a small home-brew project at the same time. Something anybody could create if you put enough effort and...? But then again, no you couldn't. There's few good comparisons with this massively ambitious product out there still.
4) Starless Umbra
It's bit of a fuzz, but this game was always there, evolving and being excellent. Followed some iterations, loved it.
5) War of Two Worlds
More recent for me, but I cherish it. Forgotten, but so are many other interesting games out here.
Granhistoria Remake
There's no fan translation yet, actually! Aeon Genesis has been working on one, and it's anyone's guess when it might be finished...
Indeed for me the hardest part of this remake has been to make sense of the chronology, events and lore of the game without a good English reference, but after a while things have started to come together. My Japanese is not that good, and there are several scenes later in the game whose meaning escapes me even still. The game's writing is objectively a bit vague sometimes...
It's at Liana's blog that I first came to learn of this game - I'm going to pass all authority on my attempts at naming characters & places to her! Without her enthusiastic writings I wouldn't have known to try and persist with it, and ending up liking the game a great deal!
Liana's blog
Indeed for me the hardest part of this remake has been to make sense of the chronology, events and lore of the game without a good English reference, but after a while things have started to come together. My Japanese is not that good, and there are several scenes later in the game whose meaning escapes me even still. The game's writing is objectively a bit vague sometimes...
It's at Liana's blog that I first came to learn of this game - I'm going to pass all authority on my attempts at naming characters & places to her! Without her enthusiastic writings I wouldn't have known to try and persist with it, and ending up liking the game a great deal!
Liana's blog
018.png
The font is 'Alagard'.
I tried to implement bitmap pixel fonts/scripts at first but that turned out to be a hair-ripping unworkable mess for me... then I settled on Chrono Trigger's font, but while a little more authentic and almost pixel perfect, it felt too plain after a while, so here we are.
I tried to implement bitmap pixel fonts/scripts at first but that turned out to be a hair-ripping unworkable mess for me... then I settled on Chrono Trigger's font, but while a little more authentic and almost pixel perfect, it felt too plain after a while, so here we are.
Granhistoria Remake
The game is great! More to the point, its story and world were captivating. The rest is...
The dubious Banpresto label is misleading - the game was mostly developed by J-Force, which went bankrupt sometime during production. It had a ton of flaws and suffered from bad execution of certain ideas, and from about early mid-point its quality started to visibly deteriorate. It's a small wonder the game ever got finished in the state it did.
I was actually tossing around a few other remake ideas before this, but from a small side-project this grew into its own thing very quickly.
The dubious Banpresto label is misleading - the game was mostly developed by J-Force, which went bankrupt sometime during production. It had a ton of flaws and suffered from bad execution of certain ideas, and from about early mid-point its quality started to visibly deteriorate. It's a small wonder the game ever got finished in the state it did.
I was actually tossing around a few other remake ideas before this, but from a small side-project this grew into its own thing very quickly.
Screenshot Survival 20XX
@Kaempfer, SevensAce
Thanks! The game's sorta mix between Chrono Trigger/Game of Thrones, and it had a troubled production which led to cut story content etc. This remake will be focused to expand its dungeons, add story scenes and flesh out underused characters first and foremost. As those screens above are from the beginning sections - before the problems in development had started to affect its quality - the graphics are pretty much straight rips - I just wanted to show a quick overview of the game's nice aesthetic style.
Made in Ace, yeah. I didn't even notice, but one sprite palette does happen to have fainter outlines for some reason, you've sharp eyes to catch that haha.
Thanks! The game's sorta mix between Chrono Trigger/Game of Thrones, and it had a troubled production which led to cut story content etc. This remake will be focused to expand its dungeons, add story scenes and flesh out underused characters first and foremost. As those screens above are from the beginning sections - before the problems in development had started to affect its quality - the graphics are pretty much straight rips - I just wanted to show a quick overview of the game's nice aesthetic style.
Made in Ace, yeah. I didn't even notice, but one sprite palette does happen to have fainter outlines for some reason, you've sharp eyes to catch that haha.
Screenshot Survival 20XX
I've laid some groundwork for a remake of the overtly ambitious but deeply flawed 1995 SFC gem Granhistoria, and piece by piece it's coming together - I'm pushing myself to see how much I can accomplish with this project. For the moment it's chugging along well, even if still in very early stages, and I'll put up a gamepage later. (Sorry for the big images!)
The game centers around religious conflict between two gods Zad and Geo.
modern algebra's fantastic quest log script worked well in recreating the Chronicle, through which you can see what's happening in the world all up to year 825 - at which point the end of the world happens, unless you've been able to prevent it by then...


The game centers around religious conflict between two gods Zad and Geo.


modern algebra's fantastic quest log script worked well in recreating the Chronicle, through which you can see what's happening in the world all up to year 825 - at which point the end of the world happens, unless you've been able to prevent it by then...


"This above all; to thine own game be true." ~William Shakespeare
...As regards to forsaking the three-tile rule I do not deny that it may give offense, especially if exercised with REFMAP tilesets and followed by lolcat memes.
A preconceived disinclination and objection to outdated standards of mapping prevails, somewhat justified by the frequent misuse of horribly ripped tilesets. And few mappers are circumspect enough to bring out the rhythmic element in huge empty rooms, without the raw addition of parallax mapping, in maps in which they are deliberately employed according to the intentions of the mapper. The dynamic and rhythmic spicing and enhancement, which are effected by the three-tile rule, would in more cases be much more effectually produced by the careful trying and proportioning of insertions and additions of that kind.
Makers who wish to appear serious and solid prefer to treat foregoing the three-tile rule as riff-raff, which must not make its appearance in the seemly company of a perfect game. But they also bitterly deplore inwardly that Lysander86 allowed himself to be seduced into using the default RTP sets and few if any occasions of the three-tile rule in A Blurred Line. Of Jomarcenter, Max McGee, and my humble self, it is no wonder that "like draws to like," and, as we are treated as impotent riff-raff amongst gaem-makers, it is quite natural that we should be on good terms with the riff-raff RTP tilesets causing all this kerfuffle.
In face of the most wise prescription of the learned critics I shall, however, continue to employ my dissatisfaction with the three-tile rule and other means of enlightened RTP mapping, and think I shall yet win for them some effects little known.
-Franz Liszt
A preconceived disinclination and objection to outdated standards of mapping prevails, somewhat justified by the frequent misuse of horribly ripped tilesets. And few mappers are circumspect enough to bring out the rhythmic element in huge empty rooms, without the raw addition of parallax mapping, in maps in which they are deliberately employed according to the intentions of the mapper. The dynamic and rhythmic spicing and enhancement, which are effected by the three-tile rule, would in more cases be much more effectually produced by the careful trying and proportioning of insertions and additions of that kind.
Makers who wish to appear serious and solid prefer to treat foregoing the three-tile rule as riff-raff, which must not make its appearance in the seemly company of a perfect game. But they also bitterly deplore inwardly that Lysander86 allowed himself to be seduced into using the default RTP sets and few if any occasions of the three-tile rule in A Blurred Line. Of Jomarcenter, Max McGee, and my humble self, it is no wonder that "like draws to like," and, as we are treated as impotent riff-raff amongst gaem-makers, it is quite natural that we should be on good terms with the riff-raff RTP tilesets causing all this kerfuffle.
In face of the most wise prescription of the learned critics I shall, however, continue to employ my dissatisfaction with the three-tile rule and other means of enlightened RTP mapping, and think I shall yet win for them some effects little known.
-Franz Liszt
Screenshot Survival 20XX
@Luchino
The silhoutte grasses in upper left corner and below the bridge under the tree aren't as convincing as they could be.
I'm no pixel artist, so I wish I knew how to best improve the overall scene (upper screenshot). But it somehow strikes me that the dirt path isn't as distinguishable from the ground texture due to the harsh pitch black outline used for both the ground tile and the path. With perhaps more grey tint for the ground texture outlines the path should stand out more.
For the bottom screenshot, you do need some sort of gradient for the road adjoiding other tiles, so at the moment it looks like work-in-progress. And also for the darker road tiles within the path. Otherwise both screens are well made overall.
The silhoutte grasses in upper left corner and below the bridge under the tree aren't as convincing as they could be.
I'm no pixel artist, so I wish I knew how to best improve the overall scene (upper screenshot). But it somehow strikes me that the dirt path isn't as distinguishable from the ground texture due to the harsh pitch black outline used for both the ground tile and the path. With perhaps more grey tint for the ground texture outlines the path should stand out more.
For the bottom screenshot, you do need some sort of gradient for the road adjoiding other tiles, so at the moment it looks like work-in-progress. And also for the darker road tiles within the path. Otherwise both screens are well made overall.













