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Revelation Chronicles: Edel Sky

Thought I would give this a try.

So I'm still pretty early in the demo, but I gotta say, the text speed is PAINFULLY slow. Like, excruciatingly so. The text seems also... dense? Lots of big words and big concept being thrown about with no real background (is there any reason why ever word you made up is 15 syllables long and completely unpronouncable? It makes it really hard to remember what is what and who is who because all the words look like gibberish to me), and it's really shallow at the same time.

I'm too weak to beat the guy in the intro... because I need power? Seems sorta self-explanatory. Definitely not worth two text boxes's worth of super slow text.

The graphics are nice, and the battles seem like they could be interesting (still too early to tell) but I gotta say, the text speed is killing me. I'll keep playing and see how it all falls out, though. I'll let you know

Edit: To be fair, I'm not entirely sure that it's the actual speed of the text, at least some of it looks like standard speed. It's all the damn pauses and the fact that I can't play this in the editor and "shift" my way through the text.

Character Design

So, I couldn't find any topics about this (though I may have missed some) so I thought I would start a discussion.

I'm curious to see how people design their characters from an aesthetics standpoint. Do you find/make a great sprite and create a character that matches? Or do you come up with a character first, and then create their look?

Whether you're editing rips, making refmap sprites, putting together a vx char in a character generator, or doing your own pixel art - or whatever else - how do you determine what you character will look like?

Is color scheme an important consideration? What about clothing and hairstyle?

I was hoping maybe people would share some of their characters and discussed how that character's look came about.


I'll start with one of mine.


This is Elrich. He is sort of the de facto main character of my project. The game has no real main character (ala FF6) but he is a huge focus of the first half of the game. His concept was designed before his look. His exact bio went through several revisions, but he was always intended to be a noble and a lord. I wanted a look that was regal but still implied an ability to fight. I settled with armor and a cape. The armor is fancier and more decorated than typical soldiers, with gold gilding along the edges to imply that it's more expensive and fancier than most. I felt that the cape helped distinguish him from a soldier or general.

For a lot of my characters, I felt like the color scheme was the most critical - Elrich is no exception. Red and blue are often thought of as regal or governmental colors (they often appear on national flags and royal crests) so I felt like it was a good match for Elrich. He has a different design before he takes his position as Lord that mostly uses drab colors (mainly grey). His character development centers a lot on accepting responsibility, so I wanted a strong contrast between his civilian look and his noble look. He has ginger hair because his family line is relevant to the plot, and it made it easier to identify his relatives if they had a hair color that was noticeable.

RPGMaker 2k3 - Wonky status effects

Thanks Darken!

RPGMaker 2k3 - Wonky status effects

Well, I understand that. I didn't say anything about HOW it was doable, just that it was. From what I've heard - and I could be wrong here - it's a matter of hex-editing the rpg_rt and it's hard but very doable and several users around the site have done it to their projects.

RPGMaker 2k3 - Wonky status effects

In only vaguely related news... Anybody know how to set the ATB to wait by default? Enemy interruption sort of screws with the item system from the original post... I know it's supposed to be doable...

RPGMaker 2k3 - Wonky status effects

Sure enough! Thanks Skie! I dunno how I didn't think of that when I noticed that both def and int were broken.