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[VX] Amulet of Athos: Legend of the Sarian Knights

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UPDATE: 25/05/11
Hi all, the game is getting a big revamp. Which includes improved graphics, more insight in
to the characters and featuring an all new custom rain system.

I've added some new Screens and Videos.
Also a Tech Demo will be released in abit.

New Screens


More Screens
Spoiler for:





New Videos
Forest Map with custom rain.
<a href="http://www.youtube.com/watch?v=7UsQH8_CVuY" target="_blank">http://www.youtube.com/watch?v=7UsQH8_CVuY</a>

Outskirts map.
<a href="http://www.youtube.com/watch?v=RZ6MFRCU7UQ" target="_blank">http://www.youtube.com/watch?v=RZ6MFRCU7UQ</a>


Why is embeding videos allways different on every site?
If someone can tell me how it works here it would be appreciated. :)


STORY
Spoiler for:

Prologue The legend of the Sarian Knights

For the past two years, the world of Alardria has witnessed the
rising of the Hellborn. Vile creatures who are thought to have spawned
from the depths of Hell, thus given the name Hellborn.
Lead by a colossus Hellborn given the name "Ruin", for as it ruins
everything in it's path, they went on ravaging and destroying anything
they could.

The Hellborn were too overwhelming for many of the weaker
nations, who lacked the military prowess to defend againts them.
Time's were desperate...

To counter the Hellborn threat and to help the weaker nations, the
"High Council" was formed. Consisting of representatives of every
surviving nation, The High Council would share resources and provide
aid and Soldiers to wherever they were needed the most.

The efforts of the High Council seemed to have been working.
Soldiers were mobilised quickly enough to come to the defence of
Hellborn attacks, and aid was given to areas already hit by the
Hellborn. But still there were far too many deaths, many of whom
were young inexperienced soldiers and civilians who were caught
amongst all the fighting.

The Kingdom of "Acylia" ruled by the Great "King Sarian",
seemed to have the least amount of deaths.
Acylia was protected by the elite "Sarian Knights", Personal Knights
of King Sarian himself. These Knights were extremely skilled and highly
experienced in warfare, They were known and feared throughout Alardria.

Fearing more deaths and destruction the High Council decided to
take a more offensive approach in dealing with the Hellborn.
They decided to take the fight to Ruin, and try to defeat the Hellborn
once and for all. The High Council knew that the only one's who had
a chance to succeed in this, would be the revered Sarian Knights.

The High Council pleaded with King Sarian to allow the Sarian
Knights to take on this offensive mission, and to bring peace
back to Alardria... King Sarain agreed.


Before the Sarian Knights departed on their journey, Lady Serah,
wife of Lord Kilis Tirian, commander of the Sarian Knights was
approached by an old acquaintance, an Exiled Wizard named Athos.
Athos handed Lady Serah an amulet saying "Kilis must wear this amulet
when facing Ruin, if he is to survive and defeat the abomination."

In fear for her husbands life, Lady serah pleaded with Lord Kilis to wear
the amulet when he faces Ruin. Kilis was hesitant and did'nt want anything
to do with an exiled Wizard, but Lady Serah managed to persuade Kilis to
take the amulet with him.

When the Sarian Knights Finally encountered Ruin, they engaged in an epic battle.
Ruin was far too powerfull, even for the Sarian Knights. With no hope left, Lord Kilis was
reminded of his wife and the amulet. Lord Kilis put on the amulet and a surge of power
overwhelmed him, unleashing furious attacks on Ruin, kilis managed to defeat Ruin.
Ruin turned to ashes along with all the other remaining Hellborn in Alardria.

With the Hellborn vanquished, Alardria would see peace once again.
The Sarian Knights were acclaimed heroes and honored throughout Alardria.

Prologue The Amulet of Athos

In the following years Lord Kilis seemed to have changed. He would loose his  temper
over the smallest of things. Things took a darker turn when Kilis started hearing voices
in his head, screams and cries of all those who he had killed. Kilis was loosing his sanity,
listening to the voices, Kilis went out of control and started murdering innocent people.

When he came to his senses he ordred a Sarian Knight, Lord Karn, to kill him to stop him
from murdering anymore people. In his last moments, Kilis told Lord Karn to watch over
his two sons and to find Athos.

When Karn killed Kilis the Amulet broke in two pieces, Unaware of the power that it possess,
Karn gave the pieces of the amulet to Kilis's two sons, Krias and Zack as a memento of their
father.

The current The Reawakening

10 years later, the story evolves around the two sons of Lord Kilis and the reawakening
of Ruin and the Hellborn.

Will Alardria survive another Hellborn emergence, with the Sarian Knights no longer in Service?
Why are the Hellborn back?
What is the mystery behind Athos and his amulet?
All will be revealed throughout the game.



WORLD
Spoiler for:

All takes place in the world of Alardria.

Kingdoms

Acylia
One of the largest kingdoms in Alardria, ruled by the great King Sarian.
more info to be added.

Lythia
info to be added.

Garmaida
info to be added.


Factions / Organisations

The High Council
Was formed to counter the Hellborn threat.

Sarian Knights
A highly skilled, elite group of Knights from Acylia, loyal servants of King Sarian.
Defeated the Hellborn.

CHARACTERS
Spoiler for:

Prologue  characters

Lord Kilis Tirian  [color="#FF0000"]  Sarian Knight Commander[/color]
Commander of the Sarian Knights, an exceptional warrior. Renowned for his leadership
and countless victories in war. Loyal servant of King Sarian, protector of Acylia.   
Lead the team of Sarian Knights who were able to defeat Ruin and bring peace to Alardria.

Lord Karn [color="#FF0000"]  Sarian Knight[/color]
One of the most feared Sarian Knights. A ferocious warrior, unmatched in swordsmanship.
Enemies would tremble at the very site of him on the battlefield, Loyal friend of Lord Kilis.
A member of the team of Sarian Knights that defeated Ruin. 


Current  characters

Krias Tirian[color="#FF0000"]  Acylian army General[/color]
Eldest son of Lord Kilis, a General of the Acylian army. A highly skilled and very disciplined individual.
Focused on protecting Acylia from all threats. Inlisted in the Acylian army at the age of ten,
Trained as a Knight by his father, excelling in combat training rapidly promoted through the
army Ranks.

Zack Tirian[color="#4169E1"] Protagonist[/color]
The youngest son of Lord Kilis, a kind hearted young man who goes out his way to help
those in need. Be it friends or total strangers, he would help them if they are in trouble.
He does this for companionship and doesn't want to be alone.

Mya
A friend of Zack, Bio to be added.

Diago
A friend of Zack, Bio to be added.


ALARDRIA CHRONICLES
Spoiler for:
Alardria Chronicles is a card based mini game that is a prominent
feature of Amulet of Athos.

The demo contains a Full Tutorial of how to play, I advise you to play the tutotrial first.
So i won't be giving a very detailed explanation here, try the demo.

Objective
The objective of Alardria Chronicles or A.C. for short is to defeat
your opponent's cards in battle, with your own cards that
you have collected throughout the game.

Features

Collecting
Collect a variety of cards throughout your adeventure, all the cards in the game 
are of creatures or individuals that exists or have existed in Alardria.
Ranging from wild Beasts to renowned Heroes.

Tactical gameplay
Think carefully and play the right cards to counter the opponents cards.
Use lower rated cards inorder to get the advantage and win the game in the
long run.

Deck building
Build your deck as you see fit, Keeping a good balance of cards in your deck is the key
to victory, So don't be afraid to experiment and try changing your deck.

Opponent AI
The opponent will counter your cards if they have the advantage and go for round
bonuses. forcing you to think and play carefully.

Achievements
Earn achiements for your A.C. feats, such as expanding your collection of cards, defeating
higher ranking opponents and many more feats.
Completing achievements may give you some nice rewards such as
a new card or some new items.

Rank up
"Chronicles Xp" is earned every time you beat an opponent that is the same rank or higher
ranked than you. Once enough Xp has been accumulated you may gain a Player Rank.
Some players may not take you seriously and refuse to play you if your Player Rank is too
low. Also you may be required to be of a certain Player Rank in order to enter some
tournaments.

Tournaments
Enter tournaments for a chance to win great prizes and become renowned as a great
Chronicles player.

Screenshots


You have just found the Golum Card.


Add cards to your deck.


Roll the die.


Exploit your opponent's weaknesses.



Opponent AI, they will counter your cards!



Get the advantage.


You have unlocked an achievement.


View your achievements.


Tactics NOTE this part will not make much sense till after you have played the Tutorial

Exploit Weaknesses
You have to exploit your opponent's weaknesses, for example if your opponent plays a
card who is weak to fire, you place a card that can deal fire damage, (if you have one)
and you will get a bonus to your Raiting in the battle.

Advantage
Getting the advantage is very important to win battles as you can counter your opponents card with
a card that exploits their weaknesses.

When ever you play a card, it adds it's rating to your "total raiting used" and before each round the
player with the least "total raiting used" gets the advantage.
So you have to play smart and try to use your lowest rated cards to defeat your opponent if possible
to keep the advantage.

One important tactic is to know when to sacrifice one of your low rated cards inorder to have a low
"total raiting used" therefore keeping the advantage on your side.
When the opponent has the advantage it is often a good idea to sacrifce a low rated card so that you
may get the advantage the next round, but be carefull because you might need that card you just sacrificed
later on, once a card is used it cannot be used agian in the current match.


Special Thanks
I would like to thank Cenwen for all his advise and testing and fixing the acheivements script so it saves when
you exit the game. Thanks!

THE DEMO
Mediafire 102mb RTP included 28/08/10 Alardria Chronicles DEMO


CREDITS
Spoiler for:

Thanks to all these people for thier script's,  resources and inspiration,
which without, this game would not be possible!

SCRIPTING
Cenwen
Enu
Kylock
Mr. Bubble
Shu
Moonlight
NightWalker
Enelvon
Atoa
AlphaWhelp
blackmorning
Mithran
Moghunter
Ziifee
Synthesize
Sky00Valentine
OriginalWij
Yanfly
Syvkal
Stormriderangel
Hanzo Kimura
Woratana
Ccoa
KGC
piejamas
ERZENGEL
reijubv
Kal
BulletXt
Touchfuzzy
Big Ed

GRAPHICS
Kaduki
Mack
Hanzo Kimura
Famitsu character generator
Enterbrain
RPG maker VX RTP
STAR
Modern Algebra

TESTING
Cenwen

ENGINE
Enterbrain

DEMO
Spoiler for:
OLD DEMO 17/02/11 Mediafire 120mb RTP included


SUPPORT
Spoiler for:

You can add this banner to your signature, to support this game.
Code: [Select]
[url=http://rmrk.net/index.php/topic,41774.0.html][img]http://img695.imageshack.us/img695/7864/supportbar.png[/img][/url]


« Last Edit: October 01, 2011, 01:04:14 PM by Ak47 »

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Better suited for a white background :P

Chapter 2 is almost complete, you may want to hold off for that to release before trying the demo.
But by all means, try the Chapter 1 Demo, if you can't wait.

Can this be moved to the appropriate forum, Thanks.

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GIAW 14: 1st Place (Hard Mode)
Wow, you put a lot of work into this. I'll wait for chapter 2, to try it out though. The story makes me think of Dragon Age, the Hellborn make me think of Darkspawns. So yeah, the screenshots look great, your mapping is superb, although the lighting effects seem like they may be overused. Will the parties be 3 characters max?

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@hiromu656, Thanks for your feedback.
Only 3 characters may parcipitate in a battle, but alot more characters join your actual party.
Some scenes may require certain characters, so most of the characters will get their fair share of action. :)

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I liked the interesting mix of XP stuff with the VX stuff, though it did clash at times (the horse carriages stood out as obviously a different style). But hey! To each his own... I'm very interested in the lighting. Is it a script? How do you do it?

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Looks gorgeous. Keep up the good work!

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@Solar Eclipse, Thanks for your feedback.
The lighting effects are a mixture of bulletXt's Thomas Edison script, and some picture overlays.

@modern algebra, Thanks for your feedback :)

UPDATE-  Chapter two demo released.
« Last Edit: February 17, 2011, 09:53:56 PM by Ak47 »

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"I have found the one whom my soul belongs to."
@Ak47

Just finished playing the demo.
The quality of the graphics are pretty good, I like the way you used the light and the history is really decent.

Here is my feedback:

• When you are battling the Knight Vaal his life is 5000 but when he "joins" the party it goes down.. It is nothing bad but I was in the hope he was going to have the same life or explanation why he didn't have that when he joined.

• In the cut scene where the party is at the camp (when the hellborn attack) if you up and behind the tree you can talk to the little girl without fighting the hellborn.

• I got lost when it said "Let's see if there is any survivors" - It would be awesome if it said inside the houses or any clue because I didn't want to step into the fire to know where to go.

Looking forward to the complete game!

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@Norwich, Thank you for playing the demo and for your feedback.
Thanks for mentioning the little girl, she should not be reachable there :)
Good point on the fire, I'll make it clearer before hand.
Thanks again!
« Last Edit: February 18, 2011, 10:18:48 PM by Ak47 »

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"I have found the one whom my soul belongs to."
No problem if ya need more feedback for the other demos let me know!

I will be looking forward for the new releases..

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I gotta say this game looks BEAUTIFUL.

It's amazing graphically, really. Some of the best maps ever, nice lighting, shadowing and everything...

I've noticed some typos during the gameplay... unfortunatly I didn't note them down, but i'll play it again probably... I know it's still a demo, but misspelled words look bad, and you have such an amazing game it would be a waste...

The storyline looks good as far as I've got, so you're pretty much acing every aspect of the game. Keep up with the good work, I'll be waiting anxiously for the full game.

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@elfsmaster, Thank you for playing the demo and for your feedback.
the proof-read version will be out soon :)

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This is a really good game I love the game play and the story both great I just have a few questions

- What battle system do you use?

- How dose the skill "Protect" work I have tried to make thing similar but I could never find out how?

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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@CodeMaster,  Thanks for playing the demo.
I used the Tankentai Sideview Battle System, ATB version.
The Protect skill is done by using the script "Protect Skill" by Kal.
Thanks.

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When is the new demo coming out or is there going to be one? ???

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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So much work, so good results. Keep it up my friend, i liked the characters but more info about them would be nice..

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Sorry for the long absence.

@Codemaster: The New Chapter 3 demo will take a while.

@M@pple: Thank you, you will get more of an insight to the characters in the new version.

UPDATE: 25/05/11
Hi all, the game is getting a big revamp. Which includes improved graphics, more insight in
to the characters and featuring an all new custom rain system.

Please Check the OP.

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wow, that first screenshot was definitely not there before, it's beautiful, I feel foolish for still not getting along to trying out the demo, do you think I should still play it or should I just wait a bit (because I can wait)

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@hiromu656: It might be better to wait for chapter 3 as all is going to be redone, but it may take a while.

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Yeah I would wait for chapter three especially if the first two are being redone.  :)

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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Hey, you think maybe you could maker a non-media fire link? ;D

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I'm baaack!
I found a credits script in a mario game I found on youtube a long time ago. Do you want it? Alll it is is a black background with white text going upwards on the screen when you use the script call it requires. And you can edit them!

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Hey, you think maybe you could maker a non-media fire link? ;D
What's wrong with media fire?
Also, RPGMakerVX52, Woratana's Map Credit script is basically the same. It's in the giftbox, but I've posted it here for convenience. Though I'm sure that if he wanted more things he'd ask for them.
Spoiler for:
Code: [Select]
#===============================================================
# ? [VX] ? Map Credit ? ?
#--------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released on: 09/05/2008
# ? Version: 1.0
#----------------------------------------------------
# ? How to use:
# ** To start Credit, call script:
# $scene.credit.start
#
# ** To Stop and Clear Credit, call script:
# $scene.credit.terminate
#----------------------------------------------------
# ? Special Tags for Decorate Text:
# There are special tags that you can put in text to decorate that line
#
# You can also set default text decoration for all text in:
  #-------------------------------------
  # SETUP HEADER TEXT HERE
  #-------------------------------------
# for Header line (line that has tag <h>)
# &
  #-------------------------------------
  # SETUP CONTENT TEXT HERE
  #-------------------------------------
# for Normal line~
#-----------------------------------------------------
# ? >= Tag List <= ?
# * These tags will only apply to the line it is in~
# * You cannot use opposite tags in same line. (e.g. <b> and </b>)
#
# <b> :Bold Text
# </b> :No Bold Text

# <i> :Italic Text
# </i> :No Italic Text

# <center> :Align text to Center
# <left> :Align text to left
# <right> :Align text to right

# <h> :Make that line become Header line
#===========================================================================

#----------------------------------------
# Map Credit Main Script \('w' )
#----------------------------------------
class Wora_Map_Credit

  BG_Image = '' # Background Image file name, image must be in folder 'Picture'
  # You can leave this as '' for no background
  BG_Image_Opacity = 255 # Background Opacity (0 - 255)
 
  Text_Begin_y = 416 # Use 0 - 416: Text will start in the screen
  # Use 416+: Text will start below the screen
 
  Text_Scroll_Speed = 1 # Higher this number = Faster
  Text_Scroll_Delay = 2 # Delay between each text move (0 for no delay)
  Text_Opacity = 220 # Text Opacity
  Text_Blend_Type = 0 # 0: Normal, 1: Add, 2: Subtraction
 
  Test_Text = 'I' # Text for test height,
  # Change to taller alphabet if height is not right~

#--------------------------
# Start Credit
#--------------------------
Credit= <<_MAP_CREDIT_

<h>Story
Name Here

<h>Graphics
Name Here

<h>Mapping
Name Here

<h>Scripting
Name Here
Name Here

<h>Special Thanks
Name Here
Name Here
Name Here

_MAP_CREDIT_
#--------------------------
# End Credit
#--------------------------
  #-------------------------------------
  # SETUP HEADER TEXT HERE
  #-------------------------------------
  def header_properties(bitmap)
    bitmap.font.name = 'Tahoma' # Text Font
    bitmap.font.color = Color.new(0, 0, 255, 255) # (Red, Green, Blue, Opacity)
    bitmap.font.size = 30 # Text size
    bitmap.font.bold = true # Bold Text? (true/false)
    bitmap.font.italic = false # Italic Text? (true/false)
    bitmap.font.shadow = true # Shadowed Text? (true/false)
    @text_outline = Color.new(0,0,0) # nil for no outline, Color.new(r,g,b) for outline
    @text_align = 1 # 0: Left, 1: Center, 2: Right
  end
 
  #-------------------------------------
  # SETUP CONTENT TEXT HERE
  #-------------------------------------
  def content_properties(bitmap)
    bitmap.font.name = 'Tahoma'
    bitmap.font.color = Color.new(255, 255, 255, 255)
    bitmap.font.size = 22
    bitmap.font.bold = true
    bitmap.font.italic = false
    bitmap.font.shadow = true
    @text_outline = nil
    @text_align = 1
  end
#-----------------------------------------------------------------------
# -END- MAP CREDIT SCRIPT SETUP PART
#===========================================================================

  def initialize
    @started = false
  end
 
  # Delete credit if credit started
  def terminate
    if @started
      if @bg != nil
        @bg.bitmap.dispose
        @bg.dispose
      end
      @sprite.bitmap.dispose
      @sprite.dispose
      @started = false
    end
  end
 
  # Start Credit
  def start(text = Credit, bg = BG_Image)
    # Create Background Sprite
    if BG_Image != ''
      @bg = Sprite.new
      @bg.bitmap = Cache.picture(bg)
      @bg.opacity = BG_Image_Opacity
      @bg.z = 10000
    end
    # Create Text Sprite
    @sprite = Sprite.new
    @sprite.x = 0
    @sprite.y = 0
    @sprite.z = 10001
    @sprite.opacity = Text_Opacity
    @sprite.blend_type = Text_Blend_Type
    # Calculate Credit Height
    header_line = 0
    content_line = 0
    height = 0
    text = text.split(/\n/)
    text.each do |i|
      if i.include?('<h>'); header_line += 1
      else; content_line += 1
      end
    end
    @sprite.bitmap = Bitmap.new(1,1)
    # Test Header Properties
    header_properties(@sprite.bitmap)
    header_height = @sprite.bitmap.text_size(Test_Text).height
    height += ( header_line * ( header_height ) )
    # Test Content Properties
    content_properties(@sprite.bitmap)
    content_height = @sprite.bitmap.text_size(Test_Text).height
    height += ( content_line * ( content_height ) )
    @sprite.bitmap.dispose
    # Finished Test, Draw Text
    @sprite.bitmap = Bitmap.new(Graphics.width, Text_Begin_y + height + 32)
    content_x = 0
    content_y = Text_Begin_y
    text.each do |i|
     
      # Determine Special Tags
      if i.include?('<h>')
        i.sub!('<h>', '')
        header_properties(@sprite.bitmap)
        bitmap_height = header_height
      else
        content_properties(@sprite.bitmap)
        bitmap_height = content_height
      end
      # Bold Text
      if i.include?('<b>')
        i.sub!('<b>', ''); @sprite.font.bold = true
      elsif i.include?('</b>')
        i.sub!('</b>', ''); @sprite.font.bold = false
      end
      # Italic Text
      if i.include?('<i>')
        i.sub!('<i>', ''); @sprite.font.italic = true
      elsif i.include?('</i>')
        i.sub!('</i>', ''); @sprite.font.italic = false
      end
      # Align Text
      if i.include?('<center>')
        i.sub!('<center>', ''); @text_align = 1
      elsif i.include?('<left>')
        i.sub!('<left>', ''); @text_align = 0
      elsif i.include?('<right>')
        i.sub!('<right>', ''); @text_align = 2
      end
      if !@text_outline.nil? # Text Outline
        ori_color = @sprite.bitmap.font.color.clone
        @sprite.bitmap.font.color = @text_outline
        @sprite.bitmap.draw_text(content_x-1, content_y, @sprite.bitmap.width,
bitmap_height, i, @text_align)
        @sprite.bitmap.draw_text(content_x, content_y-1, @sprite.bitmap.width,
bitmap_height, i, @text_align)
        @sprite.bitmap.draw_text(content_x, content_y+1, @sprite.bitmap.width,
bitmap_height, i, @text_align)
        @sprite.bitmap.draw_text(content_x+1, content_y, @sprite.bitmap.width,
bitmap_height, i, @text_align)
        @sprite.bitmap.font.color = ori_color
      end
     
      # Draw Text
      @sprite.bitmap.draw_text(content_x, content_y, @sprite.bitmap.width,
bitmap_height, i, @text_align)
      content_y += bitmap_height
    end
    @delay = 0
    @started = true
  end
 
  # Update credit if credit started~
  def update
    if @started
      if @delay > 0
        @delay -= 1
        return
      else
        @sprite.oy += Text_Scroll_Speed
        @delay += Text_Scroll_Delay
      end
    end
  end
end

#----------------------------------------
# Plug Credit to Map >_> <_<~
#----------------------------------------
class Scene_Map < Scene_Base
  attr_reader :credit
  alias wor_mapcre_scemap_str start
  alias wor_mapcre_scemap_upd update
  alias wor_mapcre_scemap_ter terminate

  def start
    @credit = Wora_Map_Credit.new # Create Credit
    wor_mapcre_scemap_str
  end
 
  def update
    @credit.update # Update Credit
    wor_mapcre_scemap_upd
  end
 
  def terminate
    @credit.terminate # Dispose Credit
    wor_mapcre_scemap_ter
  end
end
it's like a metaphor or something i don't know

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@RPGMakerVX52: I am confused, were you talking to me?
I already have credits in my game, complete the demo and you will see. :)

Thanks anyway.
« Last Edit: May 31, 2011, 08:55:06 PM by Ak47 »

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Wow Ak47, it looks really realistic.I wish I had those resources, but I can't steal them from you and I have good ones aswell.
If poeple asked for my opinion I'd give you a reward for best graphics in a game evar!:D
my weirdness is in a good way,isn't it?

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To tell you the truth, I'm not a big fan of this project. You had a, seriously, VERY long and boring introduction, yet at the same time almost nothing is said about the main playable characters, so it's like you fed player a bunch of useless information right before the game even started :/ Many part of the introduction is also very redundant and a pain to read through.


That makes me wonder, commercial games don't do that, great novels also don't do that, so where did you (and a lot of other developers I see) learn to handle game opening like this? Even how nice the game graphic may look, you killed the player's mood to play by your poorly handled introduction right away. But at least, the introduction is skippable, so that's an up point about it.


On a different note, I find the clash of the VX and XP trees horrible. It doesn't make the map more lively, if anything, the clash is a pain to look at. I see you went through trouble to make the trees in the same palette, but they are different styles, total different styles, so all your work are in vain.


No offense, but looking at projects like this kinda make me miss the older rpg projects where people care more about gameplay and story than graphic (this is said upon the appearance of some pretty looking games which is absolutely no fun to play through, at all >_>)
I support \\(>O<)b




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@WeirdGameMaker: Thank you for you comments, and I am glad you appreciate the graphics. :)

@Aurelia: Got to love the haters :), The majority of people seemed to like the intro accept for some very impatient people, thats why the skip intro option was added.

Regarding the trees, there was only one map in the OLD DEMO with a mix of xp and vx trees and that is a very minor thing, nothing to have a heart attack over. Plus the game is getting a visual overhaul, have you even seen the new screens?

And you say the gameplay was poor too? LOL. That was commented to be one of the best areas of the demo on most of the sites where i posted it.  :)
« Last Edit: May 31, 2011, 08:52:02 PM by Ak47 »

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EDIT: I had a tl;dr in the end if anyone is too lazy to read through such a long wall of text. Don't mind me, I'm a girl, of course I'm verbose :)

... It just saddened me to see people without common sense to differentiate b'ween hating and constructive comments, and base themselves on a few praises to think that their work is without flaws. My comment on your game is based on around 10-15 minutes of playing through before pressing alt+f4, not much time but the first 10 minutes is crucial of showing how much your game appealed to your audience, in my case, me.


If it helps, I wouldn't consider myself as "very impatient". I'm big fan of various RM Episodes, which is sort of using RM to make movies/tell stories in episodes instead of making a playable game, which used to be popular during the rmxp.NET time. I could sit through the episodes for hour and still find them enjoyable, eventhough all of them were just cutscene and all I had to do was pressing Enter to go to next dialogue, not a very entertaining task.


What I don't like about your introduction is simply how poorly it is made. You shown the player a bunch of back story that has nothing to do with the main characters I got to control. Why would I care about the history of a nameless world I didn't even know? There is a rule that many good books/good games/good movies follow, is that, make the audience familiar/get fond of the characters before showing them the back story. There are novels which don't do that, but it takes a lot of writing talent to pull it off. In your case, you simply just failed to capture my interest.


Take Twice Upon a Hero for example, the opening is rather simple, Alistair and co. were chasing someone, and wanted that person to pay his life for something he did before. That is short, and simple, and make me completely curious, and want to continue playing the game. Another example, take Master of the Wind (I always use MotW as example for fine game making and story writing, because simply, it is  :) ). During the game, there will be a part where you gotta attend a school and sit through history lessons, something boring as it sounds, it was made when the players are familiar and interested in the game's world (also partly due to how Volrath steps by steps increased audience's interest), so the history lessons turned out to be something very fun to play through. That's something people would want to play.


Another problem with your opening, is your writing itself needs improvement. Many of the sentences itself are, as I mentioned before, redundant and a chore to read through. Take examples, right the first opening sentences:



For the past two years the world of Alardria has witnessed the re-emergence of an old nemesis ... The Hellborn.

Vile creatures who were thought to have spawned from the depths of Hell, thus given the name Hellborn.


It doesn't take a genius writer to see how boring the two sentences sound, as you keep pressing "Hellborn" "hellborn" "Hellborn" all over. It's repeated in many various CONSECUTIVE sentences after that, which is just simply superfluous. This is not the only case, various other parts BADLY needs rewriting and proofreading, that's why I complained.


For your "trees", let me tell you one thing: It does not take a genius to guess I'm commenting on your demo, be it OLD or NEW. If it is so out-dated and does not reflect the current game at all, take it down. If it's still there, it means it still connects to the game, still reflect how the game is, then I can comment on any part of the demo that I don't like. And minor or not, it's totally subjective. It's minor to you, that's why you use it. But it hurts my eyes, that's why I hate it. And I comment on that because I think you could improve and make it better. It's that simple.
And yes, I couldn't bring myself to make my character went through the first map - since the intro turned me off - that's why I don't know if you also use xp/vx maps in other maps.

Lastly, by gameplay, I totally mean anything can be played through in the game, and the poor gameplay I gave you, is your introduction. I don't know how brilliantly you designed the puzzles afterward, I couldn't care less after the prologue.


That's all to it. Don't mind me if there is any part that sounds offensive, I don't do it purposely, but things need to be said should be said.



tl;dr: The prologue of your game is poorly written, and is boring due to the fact that nobody cares about a world they know nothing of or feel any connection to it. The writing itself also needs a lot of improvement due to redundancy (and other things I didn't bother to write in)
« Last Edit: May 31, 2011, 04:00:46 AM by Aurelia »
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Wow so much text. "My comment on your game is based on around 10-15 minutes"
I thought so, that explains everything. :)
You cant judge a 4 hour demo by playing only 15 minutes, which was mainly the intro.

Why must reviewers finnish the game before they review it?
It would help If you complete the demo like most of the others did and then see if you still feel the same.

And it's obvious you don't understand what is ment by gameplay, so your gameplay comment is also invalid.

And about the intro, that is your opinion and that is absolutely fine, most others seemed to like it.
But i do agree it's too long and some things needs re-phrasing.
The intro is going to be playable in the new version with a few more tweaks.

Sorry i quickly read through your post, I'll give it some more time later. But I suggest you finnish any demo before you decide to judge it.
« Last Edit: May 31, 2011, 08:58:11 PM by Ak47 »

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I had to admit, you got me cracking on the floor when you said this:

Quote
You can't judge a 4 hour demo by playing only 15 minutes, which was mainly the intro

Is it THAT necessary for me to explain every single LITTLE detail for you to understand? I don't do review, for God's sake. I said it VERY clear on TOP of the second comment (Since I figured you wouldn't understand something so SIMPLE, and somehow it doesn't feel good even though I'm right), it's a CONSTRUCTIVE COMMENT based on whatever I got to see from your game. I don't do a full review, because your game FAILED to keep me interested to stay until the end. All of the reason is because of the prologue. I don't judge your game, I judge your intro. Quote me a single sentence that judged your game any where outside the prologue and the first map that I played, pretty please?


For what is gameplay, I don't think it's necessary to say many things. As I said above, you kinda lack common sense when it comes to vocabulary, so I will quote its definition for you, so you can stop your whining.

Gameplay is interaction with a game (in particular, video game) through its rules, connection between player and the game, challengesand overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics, or audio elements.
Source from here

If you still say my "understanding" on gameplay is incorrect, it's not my fault that you can't comprehend reading material that is of junior high level.

Your comments obviously show the attitude of someone so sore to accept negative comments, and deliberately trying to disagree with whatever criticisms thrown at you, which is not even funny. So this will be the end to what I have to say :) There's no fun in talking to people who seriously lack common sense and an open mind to accept negative comments :3
« Last Edit: May 31, 2011, 01:50:50 PM by Aurelia »
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"To tell you the truth, I'm not a big fan of this project"
Then you say
"I don't judge your game, I judge your intro."

You should have mentioned that before, that you base your judgment only on the intro itself and not the full demo.
I am aware that there are some flaws with the intro mainly being the wording/phrasing and the length, which is why, like i said is being redone. But most people seem to like it the way it is, so it's not my number 1 priority at the moment.

Anyway thanks for your feedback the issues you mentioned are known of already.
And I do welcome constructive criticism, that is what has improved the game tremendously since the early days. Constructive feedback from many people whom have taken the effort to complete the demo has allowed me to identify and improve on many of the flaws.

If you want to talk about the remainder of the demo after the intro which is like 90% of it, I'm listening.

« Last Edit: May 31, 2011, 08:47:43 PM by Ak47 »

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You're being extremely arrogant. No offence. I'm less inclined to play your demo after seeing your pettiness in regards to Aurelia's comments. Learn to take criticism and don't dismiss it just because you don't like what she's saying.


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Quote
And I do welcome constructive criticism, this is what has improved the game tremendously since the early days. Constructive feedback from many people whom have taken the effort to complete the demo has allowed me to identify and improve on many of the flaws.

If you want to talk about the remainder of the demo after the intro which is like 90% of it, I'm listening.

I don't really see how that's arrogant. It seems like quite a good attitude toward criticism. Constructive criticism is always helpful and I don't think Aurelia did anything wrong (it's perfectly valid to quit a game if the intro sucks and considerate of her to tell the creator she thought so), but the author isn't arrogant just because he/she rejects the advice - it's Ak47's game and ultimately it's his/her decision whether or not to conform to the recommendations.

It seems to me that it was just a misunderstanding. Ak47 seemed to have felt that Aurelia was a little too hasty to quit the game, but it's not as if he/she was unreceptive to criticism - it seems like he/she just didn't like that Aurelia had judged the entire demo so harshly based on the first couple minutes (albeit the most important couple minutes), and Aurelia's first post did seem like she had extended the criticism to envelop the entire project.

Anyway, I haven't tried the demo, but the screenies look pretty nice - good luck Ak47!
« Last Edit: May 31, 2011, 09:04:32 PM by modern algebra »

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Wow, modern algebra you seemed to have got my perspective on this situation spot on. :)
Thank you, and I'm sorry to Aurelia if I came of sounding unappreciative of her feedback.

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Alright here is what I think of the game thus far. It's a really fun entertaining game that I would play again I really enjoy the atmosphere given by the lighting script (That I assume your using) it really help and adds a-lot to the game especially at Crea when it's under attack by the Hellborn. My main issue is the intro being around 10 minutes thats not to say I did not enjoy it I have the same issue with some other cut-scenes length albeit I throughly enjoyed all the cut-scenes some were very long and that was do to the fact that the characters move very slow in some cases this is good but there was a cut-scene or two that I thought they should have been running as apposed to walking. Though in the end I would still give the game 4 stars out of 5 mostly due to the cut-scenes but once you get past those the gameplay is about the most fun out of any RPG Maker game I've played and I can't wait until it's finished.

I am but a humble student of life. Come, let me show you what I've learned!

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@Illuminatorr: Thank you for playing the demo and for your feedback, I'm glad you had fun. :)
Gameplay is one of my main priorities, I try to keep it fun throughout the whole game.
In the new demo there will be more mini games and features to divert from the critical path, so even more fun could be had.
I'll look into the scenes where they are walking too slow. Thanks :)

Here is a new map.



Video In motion
<a href="http://www.youtube.com/watch?v=RZ6MFRCU7UQ" target="_blank">http://www.youtube.com/watch?v=RZ6MFRCU7UQ</a>
« Last Edit: October 01, 2011, 12:55:45 PM by Ak47 »

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That map looks great. Especially loving the fog.
it's like a metaphor or something i don't know

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Thanks Pacman, I've added a video for the full effect.

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Wow, I'm going to assume you're using Ccoa's Weather Script. I love that script.
it's like a metaphor or something i don't know

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Yep, the falling leaves are with Ccoa's Weather Script, I love that script also. :)

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Right. I thought I would keep my opinion on the demo to myself, but since the entire discussion between yourself and Aurelia I find it hard to let it slide, even though I mostly judged it from the first 15 sentences ;).

So far I've managed to squeeze about 2 hours' worth of quality gameplay (I reckon that's half way through, is that right?) and I am quite impressed. It is fun, intelligent and what's most important, compelling. The intro, however, was the only thing that got me. I was lucky enough to sit through it, reading the complete works of Ak47 whilst looking at a pixelated sword. That sword, my friend, is driven right through the biggest artery of a game that's aiming so high in the visual department. I hope it's already gone as we speak :)
But what I DID wholeheartedly enjoy was the entire Knight's story in the beginning, the entire war with the Hellborn, the layout of the slaughter at the pub/home (that one was particularly good), that really made me feel for the characters even though their names may have slipped my mind forever.
The way I see it, a good game should give the player as many of these moments as possible and whittle the massive background story down to three paragraphs tops. And keep it in that respective order as well, not the other way around.

I guess this is a common problem which can be seen even in so many presentations - whoever makes their game, they put such a huge effort in conceiving a massive fantasy world and a truckload of characters and places whose names don't mean anything to anybody and can hardly be pronounced, that they often get hasty to overload you with this information straight away. That's probably the very last thing that should go on a presentation and into a game. You'll never find that in a Final Fantasy game for example. (Have you noticed that hardly any character in FF has a name longer than 2 syllables and the story normally takes about 5 minutes to get into?)

I hope it made sense. Anyway, excellent work, sir! I'm looking forward to the final result.

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@Vogelmeister: Thank you for playing the demo and for your feedback. :)

I am glad you enjoyed the Intro/Prologue, and yes I have removed that pixelated sword.:)
I understand what you mean about forgetting the character names, I tend to do that too sometimes.
In the re-done version of the prologue you will have control of the Sarian Knights, with a few more extra scenes and more player involvement, you can get even more attached to the characters and hopefully remember their names. :)
Thanks again for feedback.
« Last Edit: June 21, 2011, 09:54:25 PM by Ak47 »

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@Ak47: That's good news, cheers to that!

I've been meaning to bring this rant up for a while now. Browsing these forums takes us through gigabytes of storytelling as dry as a dead rattlesnake's bone, so what we do is go straight to the "characters" and/or "screenshots" section to bring some personality into what we'll eventually scroll back to and read in the future (I could bet you a million Gil I'm not the only one who does that). No offense to anybody whatsoever.
Both of those sections are what made me download the demo and play it in the first place.

So do you have any estimated release dates in mind? Sorry for imposing, but still.

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I'm really tempted to download the game. Is it just a graphical remake or is it a complete remake?

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@Vogelmeister: I tend to skip to the screens section too. :)
As for a release date on the next demo, I'm not sure... It could take several months. Quite busy at work atm. :(

@Hiromu656: It will mainly be a graphical update but there will also be some extra scenes for character development and a few new gameplay mechanics will be introduced.
« Last Edit: June 22, 2011, 12:37:39 PM by Ak47 »

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Hm, well I'll just play the demo just for the heck of it.

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Would you mind if I did a Let's Play of the current demo?

I am but a humble student of life. Come, let me show you what I've learned!

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@hiromu656: Cool, hope you have some fun. :)

@Illuminatorr: Sure, I won't mind. That'd be nice. :)
« Last Edit: June 24, 2011, 11:06:32 AM by Ak47 »

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"To tell you the truth, I'm not a big fan of this project"
Then you say
"I don't judge your game, I judge your intro."


By that sentence, I mean, I don't like your project and the reason is pretty much given with the following sentences. Not a big fan of a project does not, at all, means that project sucks to the core, hence I said I never judge your game. Just keep that in mind in case you misunderstand again (since you seem to have the habit of doing that alot :( )


Of course I'm not here to defend myself XD Just come to give some comments on how the rest of the demo appeals to me, since I was able to finish it just now (took me three days, but still xD). I'd try to keep it short :3

Pros:
- I LOVE how you use status in the game. It's definitely the best part of the game itself. There are many states to cause slip damage to enemies, and the best is that they are stackable (Sunder + Bleeding/Wounded + Poison is imba). The cons is that they made the boss battles are a lot easier, especially if Zack is around to use Protect (as now you only have to heal one person instead of worrying about the whole team, and Zack has killer def  ??? )
- Visual department, I bet everyone has address this already, it's one of the better aspects of your game. I definitely like how you create the atmosphere, the dark grayish tone is very eye-pleasing. Though throughout the game a lot of XP tiles clash horribly with VX tiles (the caravan, the giant trees, etc.), but I hope this would be taken care of.
- Some of the music pieces you used definitely very epic, especially during the part when Crea's under Hellborn attack.
- Lock-picking and the Card game are pretty original. Even though card game isn't something of my taste, but the system itself seems to be pretty solid and it seems to take a lot of work, so kudos on that.


Cons:
- Since this is, as you said, an OLD demo, I would not address all the mapping bug or the typos. But seriously, next time you might need more beta-tester/proof-reader, as typos can be a big turn-off factor, especially if they appear frequently.
- I would have to address this once again, but this time fully on the whole demo and not just an introduction. For a game stressing on storyline and not gameplay, writing definitely is something you need a lot of improvement upon. For one, the dialogue is very dry and emotion-less. Most of them feels like you are feeding information to player, not like actual people talking to each other.
- The game's pace also needs lots of work. The game started slow, but in the middle the pace picks up much faster and I must say, that's the best part of the demo. It was fun to play through, but toward the end the pace slowed down again, the mood is totally killed by more information feeding, and bad writing.
- The bad writing also comes in the inconsistency. Take the part when the girl assassin trying to escape for example, she mentioned the passage the mayor secretly built in the sewer. Fine, the girl assassin has her source, and she knew about the passage. But then, the general also knew about the secret passage (of the mayor, since the general and the king just decided to stop in that town), and knew that the girl assassin knew about that passage (he pursued her through that road and not looking in town and such). It's just one unbelievable chain of event just like that. What's the secret if everyone knows about it and knows that others also have the knowledge 'bout it?
- About the gameplay, since you mentioned it's one of the best aspect of the game, I had a lot of hope for it. But you know, going around and killing mobs ain't exactly "good" gameplay :)


That's about it I think.
I support \\(>O<)b




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After a few lazy days, I actually played the Old Demo. I think the gameplay is fantastic, you have to actually act like a fight is a fight, rather than a damage dealing contest, I like how strategy in combat is so greatly stressed, it makes me remember those old rpgs, the ones where attack attack attack didn't get the job done.

Your mapping was great, and from what you've shown it is much better, and that's saying a lot. I like the game, although Aurelia does make a good point with the dialogue being pretty dry and containing quite a bit of grammatical errors, but the gameplay is great in my opinion, so good luck with this one.

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I agree about how the protect skill affects the game, however, to say that this game adopts strategy greatly in battle is somewhat false. The creator has a very solid base, but he doesn't/can't use it to full extent. This makes ALL the battles in the game use the exact same "strategy": Zack used protect and fast stance, then sunder/guard, the mage used slip heal (on Zack)/poison then the other one (be it the rogue or the assassin) used their slip damage skill. The whole process is used in ALL battles of the game (be it normal battle or boss battle - boss battles are just "prolonged" version of the normal battles actually), which makes the system gets old very quickly, after awhile it hardly can be called strategy but more of it's-just-how-we-roll. The battle ain't bad, but not exactly good either  :-\  It's quite disappointing especially since the game has so much potential battle-wise  :-\
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Well it IS a demo, so nothing can truly be taken to its full extent. Of what is given, I think strategy is a very big part of combat.

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It is a demo consisted of more than just one boss battle actually, and they are all using the same skills to get through, that's what I meant by not-so-much-strategy  :-\  The creator could have diversified battles not to use all the same skills from beginning to end, and that doesn't matter if it was a demo or a whole game you know
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@Aurelia, hiromu656: Thank you for playing the demo and for your feedback, much appreciated.


feels like you are feeding information to player, not like actual people talking to each other.
I agree, this is what I need to work on. hopefully it will be a little more natural in the next release.
I also have a proof-reader now to fix all the typos and writing mistakes.  :)

As for the combat... in the old demo I believe there were 2 boss fights.
In the second one you didn't have Zack in the party so you couldn't use the protection strategy, thus making it different from the 1st boss fight. Also the Opportunity Skills were introduced in the second chapter.

I thought the status changing abiltites (debuffs), the Protection strategy and the Opportunity Skills were enough to keep the battles enjoyable and fast paced, for the first 2 chapters at least.

I have implemented a new custom level-up system, so now you can choose what skills you want to take, giving you a little more choice and options in combat.
Also another story related battle mechanic will be introduced in chapter 3.

I'll just paste it in here :)
Spoiler for:
Rage System


Those who have completed the previous demo will have a better idea of what this is about.

At a certain stage of the game (end of chapter 2 in the old demo) Zack discovers his Larkan powers.
From here on every time you finnish a battle his "Rage" meter accumulates.
This will increase his Strength, Agility and Defence in combat as well as giving him access to devastating
Larkan abilities, all depending on how high his Rage meter is.
The higher it is, the more powerfull he becomes.

But there are severe consequences from having too much rage!
At certain points in the game if his rage is too high, Zack can become unpredictable and uncontrollable resulting in him
doing something crazy like hurting/killing innocent people as well as party members.
His attitude will also change, he will become less caring of others, aggressive and spiteful.

But there is a way to calm him down!
Using the Alchemy System you can create a special type of potion that will lower his rage.
But the reagents for this potion are quite rear so you have to be a little conservative.
Also you have to think of when would be a good time to use the potion, for example...
using it before you enter a town is a good idea instead of in the middle of a dungeon where that extra rage would help considerably!

So if you enjoyed the battle system as it is now, hopefully you'll love it as the game progresses. :)

Thanks again for your feedback everyone.

« Last Edit: July 03, 2011, 11:53:15 AM by Ak47 »

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New Alchemy System



Video
<a href="http://www.youtube.com/watch?v=X9-7jzOdIkQ" target="_blank">http://www.youtube.com/watch?v=X9-7jzOdIkQ</a>


Explanation/Tutorial

1. Learn Recipes from specialists around the world, or find them as loot.

2. You can find and gather Reagents for your potions in a few ways;
  • Find and Gather them from the environment when you are out exploring.
  • Buy them from shops.
  • Some monsters may even drop them.
3. Regularly check your Alchemy Menu to see if you have enough reagents to make anything.
You can open the menu by pressing the 'A' Key.

4. If you know the recipe and have enough reagents the recipe's image will be fully colored.
If you know the recipe but don't have enough reagents the image will be saturated.
If you don't know the recipe you will see the unknown potion image.

5. finally if you know the recipe and have all the reagents then you can go ahead and make the potion,
It will then be added to your inventory ready for use.
« Last Edit: October 01, 2011, 12:55:12 PM by Ak47 »

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That looks great, the Material screen's design is really cool too.

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All these updates look great but I have two questions.

1. Are old save files going to be compatable with the Chapter 3 demo
                                   -and-
2. When is the new demo going to be released.

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Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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After looking back at your alchemy system, I'm now thinking that, (if possible) the potions listed should be shown in the order they're found, that way if you learn something, you won't have to go all the way to the back unless you've already filled out the front page. Because right now it's more of a "fill in the blanks" rather than, "this is what you currently know"

I say this because there is a blank spot to the right of Weak Health Potion.

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@CodeMaster:
I'm afraid the old demo save files will not be compatible with the new one as so many things have changed.
But I will be providing a save file at the point where the old demo ended, for those who do not wish to play through it all again.
Still no eta on the new demo, quite busy with work atm, maybe a few months. :(

@hiromu656:
I could do it like that but it would be too much work. :P
I only plan to have 3-4 pages and the navigation is quite fast so it shouldn't be too much of a problem.
Also you will most likely be unlocking the recipes in the order they are shown (during the course of the game) but you may miss a few of them.
Thanks for your feedback.
« Last Edit: July 04, 2011, 09:59:55 AM by Ak47 »

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Here is a New Town Map I'm working on.
The map is not finished, this is just a small section of the town.

Video
Download it HERE for better quality(still compressed)
Or
Youtube
<a href="http://www.youtube.com/watch?v=cEZu2zR_w_w" target="_blank">http://www.youtube.com/watch?v=cEZu2zR_w_w</a>


Screens




I will continue the video as I complete more of the town. :)
« Last Edit: October 01, 2011, 12:54:35 PM by Ak47 »

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:O
Looking great. This game is progressing so nicely.
it's like a metaphor or something i don't know

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Very nicely done! The walking pace is also set at a more realistic speed, which is nice to see.

Those are some pretty hard-core fruit sellers, by the way. Executioner beside our place of business? Normal occurrence for us. Drenching downpour of rain with no over-head cover? We've seen worse.

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

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@Pacman: Thanks :)

@Exhydra: Thanks,  I tried to keep it as medieval as possible. Times were harsh back then. :)
« Last Edit: July 15, 2011, 12:54:39 AM by Ak47 »

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Oooh, I like the new screenshots, excellent work. Nice and gloomy, just like this summer in the UK.

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The more screen shots you give the more inpatient I get. I can't wait for the new release.

Spoiler for:



Spoiler for:
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@vogelmeister and CodeMaster: Thanks :)

New Map with animated water.

Screen


Video
<a href="http://www.youtube.com/watch?v=RUrHpsi5BG0" target="_blank">http://www.youtube.com/watch?v=RUrHpsi5BG0</a>


You might want to watch in full screen to see the water detail more clearly.
« Last Edit: October 01, 2011, 12:54:06 PM by Ak47 »

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That looks beautiful  :tpg:

But your graphics seem to be becoming more realistic and detailed as the updates roll in, soon you'll need to change the actor graphics as well so that they don't stick out so much.

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I think they look fine and it can be hard to find realistic graphics for vx.

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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I love your project and graphic point of view is magnificent

I download the game ended

PS: sorry i'm bas in english ^^.

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Sorry I ate the Chaos emerald...
I still love the way it looks :P
Keep it going Ak47.
my weirdness is in a good way,isn't it?

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Thank you everyone for your kind feedback.
Sorry about the lack of updates, i'll post some screens and videos here to show the progress that has been made.




Video
<a href="http://www.youtube.com/watch?v=rJzWGcHmdrE" target="_blank">http://www.youtube.com/watch?v=rJzWGcHmdrE</a>



Video
<a href="http://www.youtube.com/watch?v=fKFx9Qkkgvw" target="_blank">http://www.youtube.com/watch?v=fKFx9Qkkgvw</a>





Video
<a href="http://www.youtube.com/watch?v=xJl-zTIfXM8" target="_blank">http://www.youtube.com/watch?v=xJl-zTIfXM8</a>





Video
<a href="http://www.youtube.com/watch?v=yTl_7F2ckxk" target="_blank">http://www.youtube.com/watch?v=yTl_7F2ckxk</a>



Video
<a href="http://www.youtube.com/watch?v=UL7pC_y9pq4" target="_blank">http://www.youtube.com/watch?v=UL7pC_y9pq4</a>


Sorry it's a bit muddled up. :)
If anyone can tell me how to embed the videos here i would be grateful!
« Last Edit: October 01, 2011, 12:52:07 PM by Ak47 »

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That is gorgeous. Fantastic work.
To embed YouTube videos:
Code: [Select]
[yt]url[/yt]
Keep up the stunning work. Really, this game looks so professional.
it's like a metaphor or something i don't know

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Best looking VX game I've ever seen to be honest.

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Thanks guys. :)
And Pacman big thanks for showing me how to embed the videos!

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Thanks for the update.
Nice to see some activity on the project.

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Thanks vogelmeister.

Been a while, here's another map





<a href="http://www.youtube.com/watch?v=W0OkXb7cxF4" target="_blank">http://www.youtube.com/watch?v=W0OkXb7cxF4</a>

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I knew the game would look even greater with more realistic characters! This game is looking even more fantastic as the updates roll in, keep up the good work pal

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Where are you getting your sprites from they look amazing this one of the best VX games i have ever seen.

Spoiler for:



Spoiler for:
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Thanks guys,

I'm doing the sprites myself. I'm in the process of doing all the sprites like this but it's a painstakingly long process.
These sprites are slightly larger then the XP sprites allowing me to give them big weapons and armor. 
It will take some time, but hopefully it will pay off in the end.

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It's paying off already, take your time a great game deserves it.

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Will you join me in the dark side...?
waw @@ just too good :3
My Puzzle/StandAlone game in a week:


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DAMN... just DAMN!
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what is the updated demo release  date?
this is amazing

in this video:
http://www.youtube.com/watch?v=YrMCIRjYuFw&feature=related

if i'm not mistaken there is a problem with your stairs
the platform looks like,
it's :   OOOOO          should be : OOOOO
         OOOOO                          OOOOO
         OOOOO                          OOOOO
                                             O      O
looks kinda flat like it is, besides that it's AMAZING.
« Last Edit: November 06, 2011, 10:03:22 PM by Mitsarugi »

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Thanks guys,

I'm doing the sprites myself. I'm in the process of doing all the sprites like this but it's a painstakingly long process.
These sprites are slightly larger then the XP sprites allowing me to give them big weapons and armor. 
It will take some time, but hopefully it will pay off in the end.

you probably dont need this with your skill level but here: http://www.geocities.jp/kurororo4/looseleaf/

maybe it will help
Final Statement: I chowder5lock am a dipshit and MA is a pretty cool dude.