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WHEELMANZERO'S PROFILE

Just a guy who loves rpg's. Thanks to some serious encouragement from several new friends and the community at large, I was able to complete one of my own. Game making is my favorite hobby, so you can expect more games on the way. Play on fellow gamers, play on!
Umbral Soul
Build an army. Embrace the darkness. Conquer the world.

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Turovero: The Celestial Tower

I spotted the trailer on youtube, which brought me here. This game looks great! Sub +1.

Received my very first achievement! XD BlueSkies 2 on homepage. <3

Congrats Star, looks like all your work is paying off!

Umbral Soul

Oh yeah, that keeps being a pain in my rear. Just attack the dark mage himself instead and you'll be fine. Fortunately I found out what the issue with that was, so in the next version that bug will be dead as a doornail.

Boundless Tides

author=QueenRikku
Aaaaaaaaw yeah, I really loved your work on Terrarium, it being one of my all time favorite RPGmaker games, and I hope that this one can make it up there too. I look forward to seeing more of it done.~


That's exactly what I said the first time I saw this.

SKRM.png

author=Scourge
Thank you all for the feedback!

author=bicfarmer
yes now play the game with 3 of them


Once I put the finishing touches on Chapter 2, my first test playthrough is going to be all Skirmishers, followed by all Clerics.


He's mad. Completely mad.

Umbral Soul

Oh I'm pretty sure it's possible. Actually, scratch that, I'm 100% sure it's possible. It would actually be fairly simple. Labor intensive, but simple. Entering the light campaign will be super easy. When you start a new game, you'll be given to the option to start either the main story or the hero story. Once you pick one, you'll be off to the races. Thanks for the suggestion!

And dasgibtesnet, I'm sorry for destroying your hopes and dreams, I'm apparently really good at that. I wonder if I could turn that into a career. I should become a politician!

Umbral Soul

Spoilers because...oh why am I even bothering? You know the drill by now!

What you're asking for is commonly referred to as "God Mode". One thing I wanted to avoid with the sequel was having to play through the same maps over again, just with a different party. After the acolytes conquest, several locations undergo some pretty drastic changes, and adding a postgame would spoil those changes by showing them too soon. I want to player to see the real aftermath of the acolytes conquest only after they come up against them as enemies.

Having the acolytes be playable in the sequel wouldn't really work either, considering they aren't that active in terms of running around blowing things up. They take more of an administrative role giving out orders and overseeing the progress of their plans. Not a particularly fun thing to do for the player.

Umbral Soul

ghabaz: Hiding a comment behind a spoiler is easy as 3.14159, also known as Pi. Heh heh heh, math jokes. I'm sorry, I'll stop. Anyway, all you need to do is highlight what you want to hide with your mouse, then hit the third from the last button on the toolbar. It looks like an eyeball with a red slash going through it. Presto! Instant spoiler tag. I'll demonstrate by hiding this next spoilery comment behind said tag.


That's a great idea you have there, but like you said there are a few hiccups when it comes to implementation. First, the sprite sheets I'm using for those monsters don't all have "back" images, so I can't really show them from behind. What's more Pandora doesn't really have the ability to keep more than one summon with her at a time with a few exceptions. If she had all her summons out at once when the acolytes invaded the capital, they would have slaughtered everything. The final boss probably wouldn't have made it past turn 1!

Believe me, I was sorely tempted to make the fox boss recruitable, but then I thought to myself that its presence would be redundant considering the large number of recruitable monsters. With its moveset, it would probably end up being an inferior version of the krakken.

Thank you very much, this community continues to impress me with its incalculable levels of awesomeness.

Knightowl: Spoiler because spoilers.


Weeeell, the thing is, after Pandora and the gang get their power boost, their abilities go through the roof in terms of power. If they were to get together to fight anything, they would absolutely murder everything in their path. Each one of them becomes boss class on their own, so all of them fighting together would be like Sephiroth, Golbez, Ject, The Emperor, Kefka and Kuja all joining the same party. Needless to say anything that went up against that wouldn't last more then 12.7 seconds before bursting into flames. I'd also like to keep their evolved powers a secret until the sequel so people can see just how much more powerful the characters they used to control have become. It is tempting though.

Umbral Soul

I most certainly am interested good sir! Thank you for sharing your thoughts. Allow me to address your points. *adjusts glasses*

1)


Random Encounters and You
Rpg maker handles random encounters in a really weird way. When you set the encounter rate, it doesn't count that many steps before triggering another encounter like you think it would. Fortunately, I found a script that makes it do exactly that. Thanks to that script, it's impossible to get into a battle, take 2 steps, and be forced into another.

There's no penalty for running away. Zero, nadda, nothing. One thing I'm not all too fond of when it comes to battles in rpg's is failing to flee. You try to run away, fall on your butt, then have your face beat in by giant bats or sentient piles of blue sludge. It's kind of annoying. So, I managed to find a script that allows you to tweak the success rate of fleeing. I used this to make almost every encounter in the game have a 100% escape rate, except for those in Timbershade Woods and the final dungeon. The only real penalty for fleeing is being underleveled.

As for visible encounters, there are a boatload of enemy types in the game, so finding a sprite for each one would be difficult to say the least. I mean sure, I could use a single sprite to represent all the enemies, but that would damage the atmosphere in places like Palnea Woods. Placing enemies everywhere tends to clutter up a map in my opinion, and I'm not fond of playing tag with enemies. It makes things slightly more stressful and draws my focus away from the environment. I find it much simpler to just be forced into a battle and hit the escape button.


2)



(Insert Zelda Treasure Jingle Here)
Ah yes, the items. The importance of items in this game was definitely toned down to emphasize the feeling of being a villain. Have you ever seen Sephiroth use a potion? An ether? A Phoenix Down? Oh sweet mercy, Sephiroth armed with Phoenix Downs, there's a terrifying thought. Sorry, getting off topic. Though items are useless for the most part excluding a few exceptions, I too enjoy the magical feeling of opening a treasure chest and hearing that rewarding little chime. There are chests in just about every dungeon except the final one and the dark castle, though perhaps not as many as in other rpg's. I can think of one dungeon in particular that could use some more bling though, so I think I'll revisit that one.


3) This one's very spoilery, so those who haven't beaten the game, view with caution.



At the End of an Evil Conquest
Ah, postgame stuff. Yeah, you aren't the only one I've heard this from. Sadly once you beat the game there isn't much to do except command your minions to conquer stuff. The acolytes all separate at that point to do their own thing, so there wouldn't be much potential for additional gameplay there. At least nothing I can think of, suggestions are welcome. Uh...spoiler tagged suggestions of course.


Welp, I hope I covered everything. Feel free to let me know if I didn't and thanks again.

Umbral Soul

Wow...so many people playing this game. Nervousness rising. Tension building. Where's the panic room? Nothing can hurt me inside the panic room!