STRAK'S PROFILE

Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
Bloodstained Hands
Read-on Classic RPG with an artistic approach.

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Bloodstained Hands

Sorry for the late reply, didn't get a notification for the comment. You're not looking for the captain, you're looking for a sergeant that only appears at night in the bottom left corner of the town.

EDIT: I also just realized that you said Rubana. I'll clarify a bit more.
The first letter can be found in the Rubana Lighthouse, that grants access to the Tower of Unda. After that, you can go to Topale. In Topale, there is a note in the lighthouse that reveals that the second letter is being held by a sergeant somewhere in Topale, and that he's taking night patrols. So you'll need to search TOPALE at night, and you can usually find the sergeant in the bottom left corner of the town. Hopefully that's a bit more clear.

Bloodstained Hands

The switches should be the same. Keep trying, it should still be possible to reach the top floor. In all likelihood your target is on the top floor or the hallway leading to the top floor. It might help to stock up on some Bait at an item shop (you can find it in Emerdala and I think Amethyne as well) to help reduce monster encounters.

Bloodstained Hands

Good evening,

I've launched an update for Bloodstained Hands, so version 5.9 is now available. I'll go over what's available and why I made these adjustments, but first I have some bittersweet news.

As of this update, I have to announce that I will be sunsetting the support for this game. I will still be keeping an eye on the comments and responding where I can, and of course if someone finds a bug I will gladly fix it, but I will likely not be releasing any more game-changing updates or modifications past this point. The reason for this is that I've spent over a decade in polishing this game, and I've learned that it will never be perfect. I will always be able to improve some feature or mechanic, or enhance a graphic or add more content. There is no such thing as an end date for a passion project such as this. However, the more time I spend polishing a finished project, the less time I have to spend on other endeavors.

I have a project in mind that I want to work on, and it's going to require a major time commitment. It's a visual novel I've dubbed the "Children of Gaia," and I'm going for the most beautiful project I can possibly make, using all the skills and knowledge I've accumulated over the last 13 years of game development. For that reason, I need to take my focus away from Bloodstained Hands, at least the development side of things. I have already committed to putting together a game-guide to help out players and answer some of the more frequently asked questions, and I will complete that. I may also release a few more videos based on certain requests, but that's about all. I sincerely appreciate the feedback I've received from all of you, I can honestly say I've stretched myself more and improved this game more in the last two months than I have in the last two years prior. So, with this last round of feedback, I've made a few final modifications that I hope you enjoy, and I hope you'll keep an eye out for my next project!

So without further ado, what's included in version 5.9?

Battle music! Probably the second-most requested feature besides a repel item (which I included in 5.8), there is now battle BGM for random encounters. It's not perfect though, since I was unable to prevent the map BGM from restarting after every battle, but if you prefer it the old way, that's fine, because of the second update.

You can now disable the new battle BGM in the system menu. If you prefer the classic way, where the map music would continue playing through random encounters, and only bosses had special music, you can disable the random encounter BGM.

In addition to these updates, I also modified the shop scene and the forge scene to properly display stat changes for new weapons and armour. Now, this requires some explanation. Let's say you've got a character with a single dagger equipped, but he can dual wield. What would the stat change display if he was looking at a two handed weapon? It would show what the stat growth would be, replacing the current equipped item. Now, how about a reverse situation? You've got a two handed weapon, you can dual wield, and you're looking at a one handed weapon. Well, in that case, you would see the stat changes for if you equipped TWO of that one handed weapon. Basically, if you're looking at a new weapon, the comparison stats will show you the highest possible stat increase if you were to use that weapon (even if it would grow just by equipping one but not the other), or the lowest possible stat decrease if you were to swap your equipment. I can't tell you how frustrating it was to put this bit of code together. Four hours of my life, gone. On about 12 lines of code.

And the last change is in regards to cutscenes. They've been enhanced with more character movement and on screen interaction. Hopefully it'll make for a more interesting and engaging gameplay experience.

Well, with all that said (gosh that was long-winded), I hope you enjoy the final update of Bloodstained Hands! Save files are of course compatible. Thank you for your support and feedback, please report any bugs below, and happy playing!

Whatchu Workin' On? Tell us!

I'm working on a project that will likely end up being a visual novel with a variety of different paths to take that will ultimately determine the ending. I've got a bunch of stuff drafted out, I just need to actually get to work on it, and figure out how on earth I'm going to put the visuals together. If you want to read about it, I've opened up the draft here. Would love some feedback and maybe help on the idea.

Making a visual novel - where to start?

Ooh, I'll check it out! Thanks very much!

Making a visual novel - where to start?

Interesting, so basically your focus was more on the story content than on customizing the actual visuals yourself, at least at first. I do have character designs in mind, but I suppose I could start with generic resources to build a framework for the game and use placeholder graphics until I can create original materials. The tricky part about that is the method of storytelling I'm planning on using. Think along the lines of the Fire Emblem series, and the cutscenes they use. Yes, there are often times when the characters move around on the maps and there's interaction there, but more often the dialogue is portrayed through character faces and graphics, and there are occasions when a full-screen parallax portrays everything that's happening in that scene, with limited-sized text boxes for dialogue. Like this:

Spoiler for a big image


That last medium is more of what I'm going for, but it's going to require a lot of scenes, and may be more of a challenge that what I'm capable of doing myself. In addition, the idea behind this game is that there are three main characters who you can choose to follow, and the story will be told from their perspective, and how they interact with each other. So it might not be enough to create one scene for each interaction.

Either way, creating a template and a framework seems like as good a place to start as any. And more than anything, I just need to do something. Start. Otherwise I'll sit on this idea for years and do nothing.

Anyway, I appreciate the perspective. You get a high five.

Making a visual novel - where to start?

So I've got an idea for a game. I've got the characters thought out, an epic plot, a unique idea that separates it from most other games, etc. So, why don't I just go ahead and start work on this project?

Simple. I have no idea where to start. The game that I'm thinking of wouldn't necessarily have a lot of gameplay elements, so it would better be described as a visual novel, I suppose. Most of my game making experience is with RMVX, and I know the platform inside and out after using it for more than a decade, so it could work for this, but I get the feeling it would be better to use a different platform. In addition, I've never actually drawn any settings or characters myself, and I have this compulsive desire to never compromise on visuals if I can avoid it. Especially for a project such as this. So I could learn how to draw this whole thing myself, or I could hire it out, but then I'd need to figure out exactly how I'm going to put it all together. Frankly, it's burning me pretty bad, because this is a story I feel NEEDS to be told, and I don't know how to share it.

So with that said, my question to the community is, how do you start a visual novel? What platforms do you use? How do you put together the visuals? Maybe this has already been addressed somewhere, but if so I can't find it. Anyone who can offer any perspective gets a virtual high five. Thanks!

Bloodstained Hands

Oh, I see. That's a random optional mission, you can repeat that mission and be sent to any town or dungeon you've previously visited. The mines are just one location of many where you can be sent. That's why I didn't know what you were looking for. You're looking for a silver chest, it can be found in a random location in the mines. It's possible that it is located in the closed off section, so you'll need to enter from Astrid's Palace if that's the case. I'll double check the code to make sure I didn't accidentally remove the chest during testing.

Bloodstained Hands

Ugh... I think I broke something. Is anyone else experiencing problems with walking speed? I think I needed to do a little more testing with that modified dash speed. For some reason, I'm now walking ridiculously fast and I CAN'T FIX IT. If anyone else is experiencing this issue, can you please comment below? I'm working on a fix for it myself now. Sorry for the inconvenience and thank you for your patience.

Bloodstained Hands

I'm sorry, I really don't know what you're looking for. Please make your questions more specific if possible. I don't know what item you are looking for or what point you are at in the game.