New game title (again). Anyways, the demo can be found in my last post. Storyline is 80% complete. Posting soon.
Bump...
any other plot twists or story elements?
what was your old topic?
You don't want to know, but i'm changing it, it was too much trouble finding. So, new name is coming soon, and the plot will be somewhat different, but much the same.
Bump, demo is ready. The edit on the first post tells that, and anyways, when i bump this toic again, it will be ready for download.
link doesn't work, and try not to double post if you posted 1 hour ago rikku Xx
link no work
Of course, it's still being uploaded, but it's finished now
http://www.martinsgamegallery.net/Something.exe
ok downloading now do you want it rated or fixed?
Quote from: graywolfok downloading now do you want it rated or fixed?
If possibe, some tips on how to make a good sci fi game, rating, and tilesets and a ship being attacked by an alien ship panorama, thanks :D!
wow that was a cool sneak peak i liked it alot actually the only problem i say in it was the fact that you didn't know what was going on.
oh well it was great i give you props for it. 8)
9/10
is it for RMXP?
yes
Quote from: graywolfwow that was a cool sneak peak i liked it alot actually the only problem i say in it was the fact that you didn't know what was going on.
oh well it was great i give you props for it. 8)
9/10
Yeah, thanks. But that's why i need the "spaceship being attacked by alian ship" panorama.
I will check this out in a few.
well even thought i am not much of a noob any more i still don't know what a pandarama is i just have never messed anopud this that kind of matiral i guess??
Lol, try to learn em.
you could help by telling me what they are lol :whoa:
lolz i am with wolf on it... i have no idea what they do.. i tried to mass around as hard as i can making the panorama show up but nothing... Xx
wonders of not knowing what you are doing :roll:
save us from the pit of unknowingness :O_o:
a panorama is a picture that is displayed behind the map
so if you have a heaven or high mountain map u can make a sky background with this or for space maps u can make a soace background
What exactly do you want in the backround?
hmm i don't get it...
i made a map once in which i figured it will work like that, so i left some viewable blanks with nothing and checked if it shows me the nice picture... and all i saw is the normal blackness Xx
i'll try it again for the fun of it, but is there anything special i need to do to make it show? Oo
heres what i got form your stament.
1.oh so its like a backround pic that isn't actually part of the map in a sence
2. its used for outside scenes that are on a side veiw.
3. like the backrounds that scrool as you move from side to side?
i hope i got all of this right about pandoramas
yeah i think you nailed it wolf, all apart for their name lolz
and rikku- if i knew what the hell is going on, or if i had anything to do but pressing enter i'd rate it, but since everything just went purple and xploded...i'll keep my rating until i see something bigger Xx
i like the demo, but get AMS4 to do name boxes! on another note, i like it, but DO NOT use rtp characters for sci-fi, and do not use the name arshes. go to www.lrpgm.com they have a ton of useful resources. a TON. go there NOW. NOW!!!!
why not using arshes? it's so uncreative and it's just the ugliest sprite in rmxp...
lolz that gives me a sick idea for an arshes town XD
everything arshes... all the npcs are arshes, you are arshes, ppl are selling arshes t-shirts, arshes gifts, arshes keyrings ^-^
and the music will go: "ar ar ar arshes ar ar arshes ar ar arshes ar arshes ar arshes ..."
little arshes kids running around screaming arshes! arshes shaped buildings and nothing but arshes library ^^
and then you wake up thinking it's a nightmate, open a window and...
no arshes!
you are now a changed man! you are basil! and so is... everything else ^^
bababasil bababasil babasillllllll
(yes i am on drugs, why are you asking?)
lol
Quote from: graywolfheres what i got form your stament.
1.oh so its like a backround pic that isn't actually part of the map in a sence
2. its used for outside scenes that are on a side veiw.
3. like the backrounds that scrool as you move from side to side?
i hope i got all of this right about pandoramas
Nope. Goto the database, tileset, panorama option set panorama, make a map with that tileset, leave it blank, and play map.
ALSO, i AM using AMSR4
What the heck is AMSR4
Advanced Message Script Version 4 by Dubealex i think.
I actually dont like it...
Oh okay, it sounds very advaqnced and complecated to me.
Quote from: zshadowzero27What exactly do you want in the backround?
Just a spaceship that's being attacked by an alien ship.
Oh like a space ship that they launch? I can try and get one for ya. All i got so far is a Space with stars.
Just a spaceship that's being attacked by an alien ship.
I need it to be under an attack from aliens... Try to listen....eeeeerrr...read...
OKAY sorry
I can try and find it
Oh...my...god...
Radar Man?
Data Women?
Panzer?
What the hell is this!?
The only thing to do is hit enter, it makes no sense, the grammar is horrible, Navigator? Try Ensign. Space Ships don't just...crash land, then it just explodes...wow....I'm sorry but, this has a good idea, it just isnt made right...
Quote from: MikeKovichOh...my...god...
Radar Man?
Data Women?
Panzer?
What the hell is this!?
The only thing to do is hit enter, it makes no sense, the grammar is horrible, Navigator? Try Ensign. Space Ships don't just...crash land, then it just explodes...wow....I'm sorry but, this has a good idea, it just isnt made right...
It did not explode, it was a shield to protect the ship as much as possible, and i have double and triple and quadruple checked my grammar, and it' ok. Also, it was just to function as a showoff for the real event, that will be much more better. And the names are permanent until i figure out better ones. And the panzer is also just temporary. Plus, again THE SHIP DIDN'T EXPLODE! And i want it rated, not slaughtered. It's actually my first try on events like that.
rikku to tell you the truth, you were asking for it, you posted the intro without the game so every little possible mistake was judged while if there was a game with it, it would prolly be ignored Xx
so how is the game going anyways?
Quote from: blueXxrikku to tell you the truth, you were asking for it, you posted the intro without the game so every little possible mistake was judged while if there was a game with it, it would prolly be ignored Xx
so how is the game going anyways?
Quite good. Currently i am working on the basement of the ship. Wanna take a look? I'll put up a link. BTW, you need winrar to open it.
http://www.rarlab.com for free download.
i believe we all have winrar Oo thanks for the dling site anyways Xx
and yeah i'd love to take a look at your game
Quote from: blueXxi believe we all have winrar Oo thanks for the dling site anyways Xx
and yeah i'd love to take a look at your game
I'm using my own domain as host.
Also, when you've found the exit (it should be obvious where it is) press enter to move to another map. (Sorry i forgot to makeit automated)
One other thing, i am uploading right now, so please when i tell you it's ok, go to my first post in this topic, and click the link. I'll put it up here too.
Sorry for coming on like that..
Try Ensign rather than Navigator. Make them say Shields Up when it flashes.
Whats a panzer?
Get your ideas from Star Trek, look at the way Captain Picard runs his ship and make yours like that. Also, its a Deck not a basement. So it would be something like Deck 38, Main Bridge, etc.
In the beginning he says:
Ill send you too your spaceship.
Correction: I'll send you to your spaceship (spacecraft sounds better)
Travelling
Correction: Traveling
Something Unidentified
Correction: Unidentified Object
Blocking us
Correction: Intercept Course
Shoot back
Correction: Return Fire
Data Women: Fired!
Correction: Tactical Officer: Critical Damage Captain,
I not i
Computers wouldnt say: I repeat
Crash Landing? I thought this was Zero Gravity Space and your Engines were holding at 30%
Redirect all power to the Shields not Shield
Shut Down Engines
Correction: All Stop!
I do like however, how the one girl is running back and forth lopl.
no worries i am used to that action key :^^:
the game is funner with hero touch though Xx
Quote from: MikeKovichSorry for coming on like that..
Try Ensign rather than Navigator. Make them say Shields Up when it flashes.
Whats a panzer?
Get your ideas from Star Trek, look at the way Captain Picard runs his ship and make yours like that. Also, its a Deck not a basement. So it would be something like Deck 38, Main Bridge, etc.
In the beginning he says:
Ill send you too your spaceship.
Correction: I'll send you to your spaceship (spacecraft sounds better)
Travelling
Correction: Traveling
Something Unidentified
Correction: Unidentified Object
Blocking us
Correction: Intercept Course
Shoot back
Correction: Return Fire
Data Women: Fired!
Correction: Tactical Officer: Criticall Damage Captain,
I not i
Computers wouldnt say: I repeat
Crash Landing? I thought this was Zero Gravity Space and your Engines were holding at 30%
Redirect all power to the Shields not Shield
Shut Down Engines
Correction: All Stop!
I do like however, how the one girl is running back and forth lol.
Convince me, :roll:
Anyways, I'll fix it, and no ideas from Star trek (whatever THAT is). This is an original game. 70% uploaded btw.
No, I dont mean to take the Ideas I mean like the names of the officers and how they talk. BTW Star Trek is a TV Show.
Anyways, finished. http://www.martinsgamegallery.net/Something.rar
QuoteRedirect all power to the Shields not Shield
what if the crap ship only got 1 shield? Oo
and just cus star trek are saying weird stuff it doesn't make it the official space language .. just a tv show Xx
nothing there is really critical enough to notice
and panzer is a cheat for gta 3 that makes tanks fall out of the sky and do a lot of damage to anything under them ^^
*dling the game*
Quote from: blueXxQuoteRedirect all power to the Shields not Shield
what if the crap ship only got 1 shield? Oo
and just cus star trek are saying weird stuff it doesn't make it the official space language .. just a tv show Xx
nothing there is really critical enough to notice
and panzer is a cheat for gta 3 that makes tanks fall out of the sky and do a lot of damage to anything under them ^^
*dling the game*
*sorry, i had my attention at my cat, what did you say?* Never heard of ST And the shield is covering the whole ship, not parts.
lolz i said crap ship cus all the ships will have more than 1 shield covering it (shield covering shield covering shield) if they are in a war.. only makes sense..
anyways... after walking around i found out that:
a. no npc talks
b. after going down so the place tells me i need to talk to the pc i can't get back up lolz
c. when i reopened the game and wanted to talk to the pc... nothing...
d. the pc with the green globe is quite walkable ^^
on a brighter note: how did you make that screen before the menu screen? Oo
Quote from: blueXxlolz i said crap ship cus all the ships will have more than 1 shield covering it (shield covering shield covering shield) if they are in a war.. only makes sense..
anyways... after walking around i found out that:
a. no npc talks
b. after going down so the place tells me i need to talk to the pc i can't get back up lolz
c. when i reopened the game and wanted to talk to the pc... nothing...
d. the pc with the green globe is quite walkable ^^
on a brighter note: how did you make that screen before the menu screen? Oo
Hello? The pc is in the room u were in there. Didn't u see the green thing on the wall It should be obvious, as the walking path leads especially to it. I thought it was obvious when u couldn't return.
it looked like a chip other than a pc.. but i found it... next time tell me to push the chip Xx
edit: yay i passed the room... and i see... a lot more walkable tilesets that shouldn't be walkable -.-
er.. make a debug and 4-5more maps and tell me :P
Quote from: blueXxit looked like a chip other than a pc.. but i found it... next time tell me to push the chip Xx
edit: yay i passed the room... and i see... a lot more walkable tilesets that shouldn't be walkable -.-
er.. make a debug and 4-5more maps and tell me :P
Sure!
Trallalalalalalalalalalala bump. Anyways, I FINISHED LEARNING VARIABLES! Thanks Master of time! Without your legend of zelda demo (sorry i hacked into it and looked at your events) i would've never learned! Thanks!
lol you learned variables that way wow.
that shows the good side of hacking :twisted:
Anyways, i made a script for it that removes lotsa things. Replace The Scene_Menu script with this and see what happens with the menu!
#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
# ????????????
s1 = "Status"
s2 = "Lagre"
s3 = "Avslutt"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
# ??????? 0 ????
if $game_party.actors.size == 0
# ?????????????????????
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# ????????
if $game_system.save_disabled
# ?????????
@command_window.disable_item(4)
end
# ?????????????
# ??????????
# ????????????
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ?????????????
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
@command_window.update
@gold_window.update
@status_window.update
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ???????????????????: update_status ???
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????
$scene = Scene_Map.new
return
end
# C ??????????
if Input.trigger?(Input::C)
# ??????? 0 ??????????????????????
if $game_party.actors.size == 0 and @command_window.index < 4
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????????????????
case @command_window.index
when 0 # ????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????
$scene = Scene_Status.new
when 1 # ???
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????????????
$scene = Scene_Save.new
when 2
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????????
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ??????????
if Input.trigger?(Input::C)
# ???????????????????
case @command_window.index
when 1 # ???
# ???????????? 2 ?????
if $game_party.actors[@status_window.index].restriction >= 2
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Skill.new(@status_window.index)
when 2 # ??
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ?????????
$scene = Scene_Equip.new(@status_window.index)
when 3 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
:roll: so then we only have status , lagre(what?!) and avslutt(av slut? lolz?!) and then if you try anything but status it makes fun errors...(and by that i mean even if you try to return to the game!)
unuseful scripting... work on it...
Quote from: blueXx:roll: so then we only have status , lagre(what?!) and avslutt(av slut? lolz?!) and then if you try anything but status it makes fun errors...(and by that i mean even if you try to return to the game!)
unuseful scripting... work on it...
Lagre is save on norwegian. Avslutt is exit on norwegian, and it makes no errors for me. Exept the one i just found out. Move the cursor up to resume normal view.
EDIT: Sorry, my fault. I forgot to script away some dispose stuffs.
Here's the failure free script:
#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
# ????????????
s1 = "Status"
s2 = "Lagre"
s3 = "Avslutt"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
# ??????? 0 ????
if $game_party.actors.size == 0
# ?????????????????????
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# ????????
if $game_system.save_disabled
# ?????????
@command_window.disable_item(4)
end
# ?????????????
# ??????????
# ????????????
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ?????????????
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
@command_window.update
@gold_window.update
@status_window.update
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ???????????????????: update_status ???
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????
$scene = Scene_Map.new
return
end
# C ??????????
if Input.trigger?(Input::C)
# ??????? 0 ??????????????????????
if $game_party.actors.size == 0 and @command_window.index < 4
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????????????????
case @command_window.index
when 0 # ????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????
$scene = Scene_Status.new
when 1 # ???
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????????????
$scene = Scene_Save.new
when 2
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????????
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ??????????
if Input.trigger?(Input::C)
# ???????????????????
case @command_window.index
when 1 # ???
# ???????????? 2 ?????
if $game_party.actors[@status_window.index].restriction >= 2
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Skill.new(@status_window.index)
when 2 # ??
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ?????????
$scene = Scene_Equip.new(@status_window.index)
when 3 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
Quote#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# ???????????????????
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ? ?????????
# menu_index : ?????????????
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
# ????????????
s1 = "Items"
s2 = "Save"
s3 = "Exit"
@command_window = Window_Command.new(160, [s1, s2, s3])
@command_window.index = @menu_index
# ??????? 0 ????
if $game_party.actors.size == 0
# ?????????????????????
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# ????????
if $game_system.save_disabled
# ?????????
@command_window.disable_item(4)
end
# ?????????????
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# ????????????
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# ?????????????
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ???????????????????: update_status ???
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????
$scene = Scene_Map.new
return
end
# C ??????????
if Input.trigger?(Input::C)
# ??????? 0 ??????????????????????
if $game_party.actors.size == 0 and @command_window.index < 4
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????????????????
case @command_window.index
when 0 # ????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ???????????
$scene = Scene_Item.new
when 1 # ???
# ????????
if $game_system.save_disabled
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Save.new
when 2 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????????
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# C ??????????
if Input.trigger?(Input::C)
# ???????????????????
case @command_window.index
when 0 # ???
# ???????????? 2 ?????
if $game_party.actors[@status_window.index].restriction >= 2
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
$scene = Scene_Skill.new(@status_window.index)
when 1 # ??
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ?????????
$scene = Scene_Equip.new(@status_window.index)
when 2 # ?????
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ????????????
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
lolz i tried some scripiting too, and since i know nothing about it i made this script, which is like yours only with: item/save/exit and with play time :^^:
(man rikku you are losing your touch, i was looking around the scripts and the scripts you made a while ago are better than that thing (considering even i, that doesn't know a thing about scripting, can do it Xx)
Lol, i'm not. My educational game is using this script. So, sorry, i posted in wrong topic. Anyways, that's why i deleted everything exept status, save and exit.
oo intresting idea but... math skills and gold stars as items are always a fun fun idea :^^: (lolz but i gotta admit massing around with scripts sure does help getting all sorts of stupid effects i don't want ^^, i might learn a thing or 2 sooner or later)
Yea. Anyways, i couldn't get the rescources i wanted, so i'm making a game in RM2K (i've never tried it). It's called: Angels destiny - The path of the warrior!
EDIT: NVM that, i couldn't figure out RM2K, so i am going back on RMXP.
title changed once more. Here's the teaser.
http://www.martinsgamegallery.net/fftvitw.exe
Ok, some updates on my game. I'm beginning to understand the meaning of the tileset, and i'm figuring out how to add hidden passages. When the next demo comes out, you'll find a natural maze with hidden passages and one chest. I use multiple of the same autotile to do this.
In other: Events are nearly planned, and BlueXx, i need you to help make em true. I'll PM you details later.
Actual game completed: 3%
Maps completed: 0.1%
Events planned and executed: 0%
Ability decider: 100% COMPLETED!
Mazes: 1% (99 mazes to go)
Chests and common events: 0.9% completed.
Hidden passages: 5%
Realm: 1% completed
Maximum Gameplay experience (MGE): 0.2%
I'm adding realms to the game. Currently the only realm is the Living Realm, but soon it'll be: Death Realm, Heaven Realm, Space Realm where you can tavel to other planets, etc.
Credits to HaloOfTheSun for providing with music.
Anyways, Storyline:
You are Iria, a young Enkidukai living in a tent far from humans. She can't remember what happened at her birth, but she's determined to find out. When hunting one day, an angel apeared in front of her and started to attack her. After the angel was defeated, Iria asked: Why did you attack me?
The angel did not answer and Iria killed it.
But this was the first step of her finding out what truly happened when she was born. This was the first step... of finding the voice of the wind.
Quote from: Rikkuholictitle changed once more. Here's the teaser.
http://www.martinsgamegallery.net/fftvitw.exe
That was awful.
* Dont use the default window skin
*Maps are extremely plain, empty, and boring
* When doing teleports use "hero touch" not "Action Key"
i agree with all but the thing about the default window skin, i actually sort of like it more than most other window skins i have seen so far, it's... bluish :wink:
Quote from: blitzkriegbop15Quote from: Rikkuholictitle changed once more. Here's the teaser.
http://www.martinsgamegallery.net/fftvitw.exe
That was awful.
* Dont use the default window skin
*Maps are extremely plain, empty, and boring
* When doing teleports use "hero touch" not "Action Key"
Lookies, that's just in B-E-T-A of course it'll be better, lol. You've tried the Turnaround Maze yet? I posted a link 3 posts above. And, all those "bugs" are fixed, everything's going as planned, life's great. :lol: Oh, and when talking about maps, they're just there to be there for the intro in the game. You really expected that i was going to present the best part of the game first? :lol: lol! And i am also changing windowskin as soon as i can figure out how to, 'cause i'm using Dubealex AMS and it forces me to use default, even if i've chosen another one.
Teleports are fixed in the next beta, and again, i promise you the secrets in Turnaround Maze will be great. When meeting a wall that blocks the path to continue, go right through it.
Also, BlueXx, thank you for being and active poster in this thread, and thank you all for the comments on the demos. Also, BlueXx, i need you to make an event for me. I need an event that can RANDOMLY decide the abilities a character learn when using a skill book.
randomly? why randomly? it's sick..
i can make it though, and i will also make you a version that allows the player to choose the hero who obtain the skill
just wait for a while, got some math homework to do Xx
edit: yay i played the maze too, very plain, empty, passability isn't set well (you can see as if the bush is on the hero's head instead in of being in the background behind her.
and if the exit is where the half eaten tree is then it was far too ez to find it, and it was boring to do so
Quote from: blueXxrandomly? why randomly? it's sick..
i can make it though, and i will also make you a version that allows the player to choose the hero who obtain the skill
just wait for a while, got some math homework to do Xx
edit: yay i played the maze too, very plain, empty, passability isn't set well (you can see as if the bush is on the hero's head instead in of being in the background behind her.
and if the exit is where the half eaten tree is then it was far too ez to find it, and it was boring to do so
Yeah. You found the secret though, and i'll see what i can do with it. Stay tuned.