Sacred Earth: Memory
After a mysterious tower suddenly appears, stretching endlessly to the heavens, a group of friends choose to set foot inside, and investigate just what it's appearance means for their future.



Veil of Absolution

were yis d donload

Somewhere...somewhere across that blue horizon...

The real answer is that we are dying, but there will be a download when there is a download 8D



Each level represents an 'Equip Slot' for skills. You can equip anything you want into those level slots. From active skills to passive skills. Certain combinations of skills and stats unlock other skills to equip as well.

Rhyme can explain it better than I can though.


The big girl is the intended battler asset style. The small ones are placeholders.

McBacon Jam (2?) post mortem

I dunno, man.

I had a lot of fun working with my team. I'd say the point was more about working with new people and nurturing a concept together. Of course, if something playable comes out of it in the time frame of the event, awesome. But I think there's more to take away from this event than just whether a playable game came out of it. We will continue working on our game though. No way we'll just throw that work away.

Just my two cents.

The Impossible Games Thread

Seconding Hoshigami: Ruining Blue Earth. I stopped playing that game after the 4th map and a few levels of the randomly generated side tower. I dunno who designed that game, but they need to be shot.

The DS rerelease is actually playable though. They made the original PS1 difficulty hard mode, and made an easier difficulty normal mode.


I've been following this project's development for a while and I'm curious. What's the thought process that led to have a whole storm cloud of bars in the middle of the fight, rather than having a more uniform GUI down at the bottom as usual?

[RMVX ACE] [SCRIPTING] Demon Legacy remake needs battle system

I don't want to be that guy who says this, but have you checked what's available? You're using VX Ace, right?

Based on your mention of Phantom Legacy, I assume you want a sideview battle system with the capability of giving actors different command sets and possibly playstyles with unique sprite animations for skills. Off the top of my head, you could accomplish this with a combination of Kread's animated battlers, YF's battle system and other misc scripts, and Luna Engine to make a unique GUI. Just using those as a base, you come pretty close to what Phantom Legacy was.

Beyond that, you'd probably have an easier time getting any little mechanics you want done.

...But that's just my two cents. Whatever you wind up with in the end, I look forward to it.

Red Syndrome Review

I'm still waiting for Alter Aila Variant: Episode Bird.

Dealing with Poison

I think poison would become better balanced if the damage was given an algorithm like a normal attack or a skill. Flat percentages are impossible to balance and will wreck bosses unchecked, but if poison did DOT with an algorithm, then it could easily be used against bosses without too much worry.

I don't think I've seen this done, but I'm sure it's possible.

McBacon Jam #2

I'll tentatively give this a shot. Anyone who wants another, I'm free.

Legend has it that I can do the arts. Apparently.

And thus, the legend ends