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[VXA] Celestial Tear: Demon's Revenge With New Demo

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pokeball YinOfflineFemale
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"Death is but an illusion for a solution... In death we harbor our regret and sorrow. Only in true confrontation and justice can we free ourselves from this madness."
Download The Demo!


Spoiler for:
In a deep dark corner of the universe, there’s a small galaxy consisting of very few planets. Most notable are three planets, which sit in the middle of the solar system. In the middle of these three planets lies a small planet named Hasphal. Above Hasphal is a large robust planet called Dagmedok. Legend says a powerful race of supernatural beings with vast technology exists there to watch over the planet of Hasphal. Just below Dagmedok is a planet closest to the sun… A dark eerie looking planet called Remerin, where the hasphalians say the land is filled with flames.


Spoiler for:
Around the planet of Dagmedok is a moon the same size of Hasphal called Fliridian. On this moon lived a species of humanoid beings called kelt. The kelt use modern technology and have enjoyed peace and prosperity throughout their existence. But peace and prosperity comes with a price.The moon eventually became over populated. With its thriving economy, and almost non-existant poverty, there were less deaths and more births than the moon could hold. The leader of this moon, Latrell Flamous, ordered an experiment to send some of his people to Dagmedok, but whenever they sent ships to explore it, their ships would mysteriously disappear. They found what to them looked like an under developed planet, Hasphal. He sent ships there to find that it was not populated.He wanted the people to start off fresh. With the willing few he had, he sent them to inhabit the planet of Hasphal. So the same problem of Fliridian won’t fall upon Hasphal, he sent them without the perks and technology of Fliridian so the population can be maintained. He felt it was better than just exterminating his own people, but again, with every good, there is a bad.Unknown to anyone who scouted the planet before, there were creatures called jehts. The jehts went into hiding underground until the Fliridians would eventually leave… But they didn’t. Instead, they evolved their race, changing into humans. When the jehts finally decided they wanted to reclaim their surface, the humans refused to let them. In fact, the humans were repulsed by their disfigured features and named them as if they were creatures from Remerin, demons. Until this day, jehts are still fighting for what is rightfully theirs…


Spoiler for:
Sen is a rough young woman, not really too smart, but very sarcastic. She has been through a lot during her life. As a child, for years, all she can remember was being in a chamber having needles stuck in her, striking painful sensations, and blurred visions of a woman. It finally ended one day when she woke up in a nice house at the age of 6. She had a brother, and parents, a nice bed to sleep in, she was enrolled in a school, and had a good friend. Was it all just a crazy nightmare?This somewhat good life went on for a long time until one day, at the age of 14, on her way to the park from school, she was kidnapped. Again, these terrible feelings, the same blurred visions…. It wasn’t a nightmare. After a few days of torture, she was thrown on the side of her house where her brother found her. But she was different… Cold…. Not the same Sen he grew up with. He asked her questions, “where were you?” “what’s going on?” “what happened to your eyes?” All she could say was “leave me alone.” He noticed her voice wasn’t the same. He backed off, but he cared too much to just sit by and watch his sister go through this hard time alone. He made the terrible mistake of trying to comfort her. He touched her shoulder and she turned around to face him. Her eyes, golden.She blacks out.When she comes to, she sees her brother lying in a pool of water. Pale as if he’d drowned. Had she done this? She heard her mom rushing to the room and climbed out of the window. She knew they would blame her. “That DEMON!” she hears her mom say in agony as she’s running into the woods.For years all she could do was run, kill, and hide. She ends up finding a shack in a relatively quiet area. Nobody could find her there. She makes a home for herself and lives there.

A couple of years later, it appears as if the ridders have found her. She begins getting knocks on the door, death threats, and battles. This goes on until the present. She is now 23 years old. She finally gets sick of it. Losing all hope and grip on humanity, she vows to become the monster everyone wants her to be…. Until one day an unprepared demon ridder named Jagen sees more in her heart than she thought she had left.



Spoiler for:

Sen
With every last fiber of her body, Sen only knows survival. Her life is vague. Plagued by dreams of horror and frustration of what she believes them to be. Having betrayed the only family she has known by killing her brother, she seeks no truths and accepts the inevitability that she will always be hunted as a Demon.
 
Sen lives at the edge of a forgotten and abandoned forest where she has survived for years on her own. Using her apparent demonic ability to control moisture in the air she was able to survive. Becoming a hardened survivor and living off the land alone, in what has become penance for the crime she has commit.
 
Life in Origin Forest is no place for a human. Wolves overpopulate the area, and because of that food is scarce. Sen has survived eating any herbs and fungus that she finds with the occasional hunt or stranded animal that comes across her way. Her strongest asset is her instincts, as her formal education was cut short by the murder of her brother. Sen has become brutal and strong in this harsh environment fighting for her life every day.

Spoiler for:

Jagen
Born with nobility Jagen has been bred with the finest teachings and training. Jagen’s family and culture has pressured him to hate what he does not understand, jehts. Jagen could not protect his wife against them. He found his wife brutally murdered by jehts. Stricken with grief, unable to slay the “demon” that did this to her, he puts up arms. Not in revenge for his wife but to defend anyone these creatures would come to harm. So he joins the ridders, Hasphal’s elite defenders, to protect the ones who need protecting.
But everything is not what it seems and Jagen’s morals tend to clash with the ideals of the ridders.
 
Jagen was raised by wealthy owners of an inn located in the town of Pekitzer. He lived a very privileged life and was exposed to some of the finer teachings in all of Hasphal. Jagen’s parents were so busy with the family business that they rarely had time for him. Because of that, Jagen indulged himself in education, religion and training. He grew to embrace the intricacies of strategy and war, and grew a passion for some of the more obscure and unpredictable weapons and fighting styles. Jagen became one of the most formidable tournament fighters in Pekitzer and was eventually recruited by the ridders. He declined initially, but years later volunteered after tragedy struck his life.

Spoiler for:

Jynx
Growing up, Jynx has always been able to hide the fact that he is a jeht. He could blend in with hasphalians by changing form and looking like one of them. He attended school with them, worked with them, he wanted to be just like them. Jynx even fell in love with one of them, but that all felt like a lie to Jynx and he could not live his life that way. Accepting that jehts and hasphalians could not live together, Jynx travels like a nomad living with both hasphalians and jehts, trying to find a place for himself in the world.
 
Jynx has traveled Hasphal and has never truly found a place to call home. He has been to many of the cities and small towns of Hasphal and has seen the same type of prejudice and hate towards jhets no matter where he went or which side he was posing on. As much as he would want these things to change he figured it won’t and he eventually alluded to a life of solitude away from both jhets and humans.

Spoiler for:

Sinara
Little is known about the hasphalian Sinara. Her hate for jehts is almost as strong as her disdain for her own kind. Sinara shows little allegiance with anyone and seems to live for the purpose of killing for the ridders rather than the ridders purpose. She is an efficient killer and skilled assassin taking little time to dispatch her enemies.
 
Sinara’s early life was full of pain and isolation. Sinara and her younger sister Miranda were orphans who grew up in an unnamed town; overworked and under fed. They spent each day longing for a chance at a real life and family. The days of work and hunger led Sinara to have deep disdain for society. Soon the town was ravaged by demons and that day of having a real family never came. Sinara and Miranda’s first encounter with demons wounded them. That day, they nearly lost the only thing they have ever truly possessed: their lives. They grew enraged by the mere mention of the word demon and vowed to find a way to rid the world of them.
 
When they were of age they joined the ridders. Miranda took a more internal role, while Sinara worked more on the field of battle. Both were Max’s best recruits, but Sinara was his prize possession and once he saw the potential in her skill, he honed them to reach a status beyond measure.

Spoiler for:

Grandeur Maximillion
Seemingly out of nowhere, a man arrived in what is known as a cold and harsh place called D’halis. With only a few men by his side he found a way to keep demons away, and if need be extinguish them with little effort. He taught the men how to fight and protect this place. As time went on they elected him their leader. This man was called Grandeur Maximillion. No one knows where he came from or why he decided to help these people. The town started to blindly follow Max and they did everything he told them. He formed a militia which sole purpose was to kill or capture demons. These where the Demon Ridders. He introduced techniques and ancient relics to these people. He ordered the construction of a grand tower with technology this world has never seen. In the years that the tower was under construction, he spread the mighty hand of the ridders all around the world. He became the known leader of Hasphal, and ruled unopposed with the power of the ridders.



Spoiler for:
  • Discover a world full of 2D pixel animations.
  • Indulge in story and action through the exciting motion comic cut scenes.
  • Use strategy and plan your party based on what they can do in a unique battle system. The environment could be your greatest weapon or your worst enemy. Cut down trees or throw pillars at your enemies to gain an advantage in battle.
  • Find secrets and explore as you uncover artifacts and quests to discover lore and other unique items.
  • Explore the diverse world of Hasphal. Climb mountains or dive deep into oceans. Visit grand palaces, mystical forests and beautiful cities.
  • Experience both the day and night system. As time goes by different creatures emerge. Players and enemies’ skills change depending on what time of the day it is. People go on about their daily lives as they react to the time of day, or day in a week.
  • Solve fun and engaging puzzles. Use individual tools and skills of each character to solve a variety of puzzles and obstacles. Jump over cliffs and slice down trees, what ever it takes to move your journey along.



Spoiler for:
















Battle Backgrounds
 





Main Trailer:
https://www.youtube.com/watch?v=dRA7_O64okM


Credits (Not Up To Date)
Spoiler for:


Special Thanks And Dedications
Spoiler for:
My Husband, Tyrell
My Mom, Barbara
My Sons, Adonus and Lucas
My Daughter, Nova

Find and support us at:
Official Website
demonsrevenge.com
Facebook
https://www.facebook.com/DemonsRevenge
Twitter
https://twitter.com/_DemonsRevenge_

More Support
Spoiler for:
I have to update the support bars to include the new logo. The links will stay the same.


















The images in are here, ready to use and linking to the rmrk topic:
Code: [Select]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Rotation.gif[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jynx.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Kerell.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Max.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sen.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sinara.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Zone.png[/img][/url]
[url=http://rmrk.net/index.php/topic,41477.msg563078.html#new][img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jagen.png[/img][/url]

And with out the links:

Code: [Select]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jynx.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Kerell.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Max.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sen.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Sinara.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Zone.png[/img]
[img]http://demonsrevenge.com/wp-content/uploads/2013/07/DR-Sig-Bar-Jagen.png[/img]
You can show your support where ever you go by including one of these small images in your sig and linking it here.

Or just by helping spread the word!
« Last Edit: June 06, 2014, 12:17:41 AM by Yin »

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I believe this section is for finished projects. I think this goes in New Projects.
http://rmrk.net/index.php/board,165.0.html

pokeball YinOfflineFemale
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Thanks, I just reported it.

pokeball YinOfflineFemale
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I just wanted everyone to know that we have really gotten serious about making this game and have started a kickstarter(crowd funding) for it. If you like what you see in the kickstarter, then support us and spread the word in any way that you can think of! We have a lot of updated content up there.

http://www.kickstarter.com/projects/1996622298/rpg-project-demons-revenge Here is the link

pokeball YinOfflineFemale
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Today, we posted an update to Demon's Revenge on kickstarter. We wanted to thank our backers again for the support. So far we are stuck at $130, but we hope to get more support from everyone!



A quick summary of the update would be we are introducing 3 main antagonists, Grandeur Maximillion, Sinara, and Liz. We've shown the first ever battler sprites of Zieg and Siluet and an image of Jynx. As a bonus to the update, we have included an unfinished preview of the victory pose for Zone that we showed in our last update. Then we talked about our gameplay features and how we plan to implement them in game as well as put up a new battle song sample loop by Michael Correa!

You can view the update here:

http://www.kickstarter.com/projects/1996622298/rpg-project-demons-revenge/posts/300030

If you have any questions, comments, or suggestions, we'd be happy to hear from you! And as always, spread the word and enjoy!

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Just added a demo to the first post! Please let us know what you think of it!

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We've updated the demo with a new link and plenty of bug fixes!

https://www.dropbox.com/s/d0o12hyl87dwhdq/Demon%27s%20Revenge%20Demo.exe

Has anyone here tried this out yet? We'd love you hear your opinions!

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I am currently downloading the latest demo. It may take a while; the internet speed at my office (in Indonesia) is very slow. I am curious about the environmental interaction that you talk of. Whilst I download, why not try the demo to my project (Moonhunter)?

I tried the link to the official site, but it's dead. I like official sites; especially if there's more information there than on the forums. Will it work again?

I'll get back to you later when I've played the demo.
~ Geoff
My project:

pokeball YinOfflineFemale
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Yeah, the servers are down due to the damage caused by Sandy. But they will be back up soon! I certainly will try your game out asap. Hope you enjoy Demon's Revenge and let me know if you have any game breaking errors. (also environment interaction has not yet been implemented.:()

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I like the detail in the sprites, but the bright, saturated colors clash pretty badly. It might be a good idea to tone down some of the colors, or use more natural hues to help them blend in better.

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Those are actually really old screenshots, i should update them with the new stuff.

I thought I updated them already, but here they are:

Updated screenshots:











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Dear Yin,

(funny typing this - coincidentally my fiance's name is Yinski)

I wish I had more time today to play through your game! It looks gorgeous, with the falling purple leaves and stunning battle animations. Very nifty to put a turn-based (FFX) kind of system there, for making tactical decisions (not yet - but I suppose for bosses & later fights). Your forest oozes atmosphere, and is something I would very much love exploring. Skill animations a very fluent and eye  catchy. And did you take 'ridder' from the Dutch word for knight? I myself am Dutch, so I find that a surprisingly well-used term.

Story-wise, you quickly establish a sense of righteousness vs ignorance, and although the characters open up to each other quite quickly, their backgrounds and how they are shaped into whom they are now seem realistic and gritty, adding more depth to their characters.

In your demo I do find a lot of parts quite dark. Although it allows for interesting contrasts, it makes it harder to see the main characters, or fully enjoy the battles. I personally like the brightness and saturation of the colours, because it's refreshing to me. But the contrasts are too large, especially in night scenes/dark areas.

Tomorrow I hope to have a bit more spare time, to play some more.  :)
My project:

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Ah - I found out there was not much demo left to play. Such a shame!  ^-^ It is a short demo, but the core mechanics are there.

Story- and character wise, I am intrigued, making me want to keep playing, just to find out... what lies beyond?

If all your areas will look as good as they do now, then you'll have a wonderfully beautiful game.

- One tile issue; in the caves, when you walk alongside the edges you can see the characters through the black walls (possible because they aren't chibi-length).

- Also, the music does not complement the atmosphere very well, but rather distracts you from it; it's very short and repetitive, and can be annoying at times. The intro music was well paced, though.

I would love to play more. I hope you will continue with this project - and I am jealous of how it looks!
My project:

pokeball YinOfflineFemale
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Wow, thank you for the kind words, we really appreciate it! The music does throw you off, I will be getting my brother to make the music longer, and more varied, probably a bit softer as well. That seems to be everyone's main complaint besides the characters getting a little too cozy too soon. And there are quite a few tileset errors that I plan to have solved by the next demo (Which will explore a town.) I can't wait to have it out, I thought it would be out sooner, but the conversion to Ace is taking longer than expected. Mainly with mapping and the animated faceset script. I've been just copying the maps that I have because I don't really get the Ace mapping system. I don't know whether I have 2 layers or 3 and it's confusing because when I delete something from 1 layer, the WHOLE tile gets deleted. So I'm just going with parallax and copying my XP maps. I'm really glad that you enjoyed it and can't wait to get my bro working on some new music as well as showing off some new sprites from pt 2 of the demo. I know this one was short, but the other will have more gameplay in it!

Edit: Oh yeah and I have already fixed the darkness of the screen during night time. I thought it looked good, but forgot everyone's monitor is different and it might just be too dark on someone elses monitor than on my own.

Thank you again for trying it out!
« Last Edit: November 06, 2012, 03:15:23 PM by Yin »

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Hello again everyone, we have been at work taking in the feedback that we have received last year on our demo and presentation. A bunch of time has been put into maintaining and refining the quality of gameplay and production values. We acknowledged a lot of what we got right and wrong and put our best foot forward into making everything better. A bunch of work has been put into making the game even more dynamic and animated than previously. We really strive to make something unique and engaging and most of all a lot of fun.

Menu:

Upgraded Tiles

Dynamic Lighting


And upgraded the battlers with a new color scheme. More animations and better transitions.



So yeah... progress.

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Wow, I have not updated this first post in so long. But it's almost 6AM so I think I'll edit it tomorrow.... later today.

Updated!
« Last Edit: July 29, 2013, 05:30:11 PM by Yin »

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Glad to see you are still working on this. :)  I like the artwork (and saw the post on rpgmakerweb, nice sprites + updated music!). Keep at it!
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We have a pretty cool update for you guys today. We want to show you guys a very important city which is located in a sandy region of Hasphal called Annox.
 

We have varied types of sidequests in Demon's Revenge and one of the more complex ones is in Annox which is diplomacy. It's nothing too crazy but it will have minor effects on how the different towns operate. It could change prices of items or alter the way some people in the towns react to you. Since we have a more complex NPC system, that could effect some individuals more than others.
 
If you ever heard our theme song from the original demo you will notice our melody. Its something that we hold dear as its been around since the beginning and in a lot of ways inspires us. It has been upgraded significantly by Quigon. He did a fantastic job and we love it. I think it represents every bit of our game with mystery and suspense as well as adventure and discovery. This video not only showcases the song, but also everyone who is making Demon's Revenge come to life.
 
Another thing I wanted to talk about is archetypes and races in Demon's Revenge. This is something I touched on before but I want to elaborate on. As you play, you will notice that most characters have distinct stats based on both their skills and race. The one character who may seem to have varied abilities is Sen, but every one else falls into these categories:
Jehts:
Jehts are the most varied of all the races. They live off the land and being on Hasphal for so long they adapted to their individual environments. They are brash and rely on their high speed and frontal blitz strategies since the ridders have hunted them for years. They have been known to fight hard or die fast. So in essence jehts all have varied abilities and come in a variety of different sizes and shapes, depending on where they are from on Hasphal.
 
Humans:
Then we have the humans. They may be the more crafty and adaptable beings. Having to adapt to the varied harsh world of Hasphal. They are able to take any situation and use it to their advantage. Being the physically weakest of the races they have a high dexterity and are able to adapt to more classes.
 
There are more races in Demon's Revenge but the conflict between the humans and jehts is the most prevalent. As you probably could imagine, humans function as an industrial race but some cultures may be more advanced than others. Jehts on the other hand do not get such luxuries as humans have proclaimed them unfit for society, and in some rare cases, slaves. Most humans find jehts to be grotesque. They banish, hunt, and kill them. There are places where they try to live together but the prejudice and ignorance still lingers. It's only a matter of time before the jehts do something. Whether it will be diplomatic or aggressive, only time will tell. Jehts claim the world belongs to them and humans proclaim it thier birth right. Who will have the last word?
 
This chart shows (from left to right):
Humans, Jehts, Kelt, and Gaddok

The chart is missing:
Remergio, Druff, and Turrenz. Of course there will also be other little critters throughout the game.
 
We have a new concept based on doing the different areas and coming up with more complex and varied mission. There will be elemental creatures around Hasphal. These beings will look like the environment and element that they represent. Which makes these types of quests unique is that it will be somewhat of a mystery on how to get them to communicate. They will only speak to you if you can determine what the underlying task is. We feel it will increase the variety of quest types and also reward the player for exploration.
 

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Wow guys, so a lot has changed since I last posted here. I mainly wanted to announce that we have a new demo out. While you guys are playing it, I will be trying to update the topic's first post.

Here is a short trailer of the game!
https://www.youtube.com/watch?v=dRA7_O64okM

Direct Download here:
http://demonsrevenge.com/stuff/CTDR%20Setup.exe

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We're still here, fret not. I will give the new demo a try later on; internet is impossibly slow at my work, so downloading demos isn't going to fly.

Always good to see your work.  :)
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Who Are The Ridders?

This is something I have been dying to talk about. Now that the demo is out, I feel like I can talk about it without spoiling too much. Who and what are the ridders? I am sure this is a question many are asking even after they have fully played through the demo. In short it is a one world military force. They preside over the entire planet of Hasphal and pretty much regulate crime and corruption around the world. They were originally created by the mysterious man known as Granduer Maximillion to control what the humans call demons.

Ridders come from all over the world. Most of them volunteer to become ridders. These are usually young men and woman who look up to the ridders as being the protectors and saviors of the human race from demons. They usually come from the slums and use the ridder stature to honor their families.

There are some ridders who are hand picked from their particular part of the world. These humans usually posses gifts or talents that are particular to where they come from. These gifts could mean things as simple as natural strength or speed or the ability to channel the power of the sun into healing powers. They are usually held as the best of their kind and participate in tournaments to determine that right. These ridders are never drafted and usually accept joining as an honor. Most earn the rank of Elite Ridder and hold that position until they retire, when someone from their region can take their position.

Demo and Feedback

No one can seem to find this guy.  LOLs

For some reason this past week we have received a pretty good bit of feedback from our demo. The reviews have been very positive and it really gives us more confidence with moving on. There have been some minor bugs that we have mostly fixed and we are making the menu much easier to navigate by giving button prompts. We really love the support we are getting even though it took some time to get people to play the game but so far everything is going well.

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Just updated the download to version 1.03!

Change Log:
1.03 -
- Added a way to skip cutscenes (Pressing the cancel button prompts for a skip)(Thanks to TDS with a bit of modification of his cutscene skipping script)
- Fixed a bug where you could take 3 party members instead of just the required two
- Added visual notice of the different parts of the menu (Pressing left and right to switch infobook categories + others)
- Changed Books & Notes to Writings so the words would not be squished together
- Made light source around character brighter at night
- Added another missing dialogue piece
- Blocked off wolves' den after event
- Various other small fixes
- Fixed victory song playing during game over (but could not get the game over song to play :()
- Fixed tinting to work in battle (but we have no night time skies so it still looks kind of weird :()
- Added build number to title screen
- Added full screen option to the options menu(Upscale)(Thanks to Zane's Fullscreen script)
 
I would love to know what you guys think of the battle tinting. It is still something that I am struggling with to get it to look right to me.
 
And of course, if you guys let me know of any bugs, it will go on my to do list of things to fix!
 
There is a save bug that has been eluding me. It happens when you go into the blonde guy's tent and then go out to save it. I left the debug crash in there so that I can try to fix it, or maybe if some scripter who knows more about that stuff can help me with that error. I would be eternally grateful!!
 
Other than that, lots of bugs have been fixed. I hope you all enjoy it! Oh, and don't forget to leave any feedback!

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Currently stuck underwater in your demo. Not sure what to do after diving into the well. lol

Here are some of my thoughts thus far.

Spoiler alerts!
Spoiler for:
I wouldn't have thought that this was an RPG Maker game from the intro. Didn't even try to skip the intro too, and that's good!
I did skip the opening credits though. Got terrible bland and the bridge makes it pretty obvious that the map is looping.

In your settings, maybe you shouldn't label Voice Acting as it is. Character Voices might be a better fit, I'unno. Voice acting seems like it could break game immersion but that's just me being weird.

Infobook is a bit unintuitive. Wasn't aware I had to use Q and W to scroll the entry. I thought I should press Z on Meet Jagen to focus the scrolling area/quest description.

Some of my controls are a little wonky. I press D to Jump, Z is the action key, X is for the menu.

Can't use Whitney's Heal on the field either for some reason.

Some of your lines break for no reason. There's still enough space to fit it into the textbox.


Which wolf am I targeting? Might be nice to have an indicator so I can kill the one about to have its turn.


Can't dive into the sea from this spot. It was also the first spot which I tried so it really sucked. I thought I couldn't dive in and went looking around for other things in the area I might have missed for about 20 minutes.


I suppose I am supposed to enter this hole but I can't.

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Hi AteOneZero! Thank you for trying the demo! I'm thinking about making the credits map long enough to fit the credits. It wouldn't be too hard to at all! I'll put that in my plans. Maybe even add some stuff happening in there.

I know the infobook input needs an overhaul and it's on my long list of things to do. I just got so used to pressing page up and page down/q and w, but trust me, it's on my list :P

I'm not sure if maybe you changed your default buttons with F1, but I think those settings carry over to every RM game. So I feel like I will have to implement some kind of controller setup in the options menu at some point to make sure people are ok with the button scheme and can change it to fit how they want to play. It's in my plans, I just need to figure out how to do it. Then I can change all of the prompts to point to the button defined by the user.

Whitney's heal can be used on the field randomly, I don't know why it is acting that way. I will look into this.

The line breaks are a problem with modern algebra's ATS system that I can't seem to fix. I noticed this too and I saw that he posted an update for it recently. I have that version, but it still does the line breaks for me :( I'll go and ask in his topic in a bit to see if he can look into it because I just can't pinpoint why it is happening. I was first thinking that maybe it's because it thinks there's a face there and so it will knock off 96 pixels from the last bunch of space, but I'm not entirely sure that's what's happening. It is definitely something I noticed and it was driving me crazy too!

Indicators are on my list of things to get done/do. I even get confused as to who I am attacking on the line and it has been asked for a lot too. So once I figure out how to do it, I will add that in. It should be as simple as just putting an image over the order circle, but... things are never so easy with coding :P

Diving, I will see about making it so that you can dive in that spot, I changed it because it would look weird to dive there 1 tile away from land. I will make the map 1 or 2 tiles taller so there is more room to jump.

You are indeed supposed to be able to enter that hole. You should just press enter (or what button you have set to the confirm button) and it will work out. It has no switches attached to it or anything, so it should ALWAYS work. If you are still having trouble with it, please let me know. I've never encountered this problem and it would be something that I need to look into.

Also, I didn't get what you meant with the voice acting. If you think it breaks immersion, there is the option to turn it off. I added that option because I know there are some people out there who like the old school experience and like to give their own voices to the characters, etc.

Thank you for playing it, and I hope you enjoyed it so far! :D I'll be working on those fixes for 1.04!

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Nope, I didn't modify the default controls at all.
I was trying to swim into the hole, thinking it would be like a regular map transition.
By voice acting, I really just meant the name of the setting. Like, rename it to Character Voices or something. Sorry that I wasn't more clear.

Certainly has been an enjoyable game thus far. I fancy the writing.

A bug here:
Spoiler for:
I dived into this spot and became immobile. Have to restart from my last save point. :/


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So I’ve been working on a crafting system. The way it will work is you throw a bunch of items into a mix and then BAM. Item made! Or… not. Once you discover the recipe/formula/whatever I decide to call them, you can easily create it over again. Fun stuff. A thing that I’m trying to add right now is creating bonus items!  Once you put in a recipe, you have the option of adding bonus items to create a brand new item. These items will add in new features to the base item. Say you have a Lohal Vial which on it’s own heals 500 or 50% of HP, that is the base item, but you can add in up to 2 additional items. You can get a Potent Lohal Vial of Fire. An item like that might heal more as well as give a boost in fire resistance. That is not something that you can find anywhere in the game because you INVENTED it! That is actually functioning perfectly fine, but the aesthetics are killing me. The item list is not displaying properly and item names are appearing in the wrong spot among other errors.

With this news, I wanted to introduce a character who will be your go to gal for this stuff:



Mioni is the most knowledgeable alchemist from Annox Desert. Her father is one of the most decorated soldiers in the Annox military, which gave her the opportunity to learn from some of the most skilled alchemists in the city. Mioni is considered sort of an oddball, she almost never leaves her home and strange things seem to happen there quite frequently. She always experiments with new recipes and she is never shy of testing something new on the first test subject she finds. Mioni will become very important in the game as she will be your central hub for discovering and creating new items and enhancements.

Alchemy plays a rather large role in Demon’s Revenge. It is the basis of the crafting system and a very important commodity in Hasphal. On Hasphal, it has always been considered an essential part of human culture. Studied and manufactured by those with the means and proper equipment to produce it, alchemy is perhaps the greatest form of medicine in all of Hasphal. Although healing is considered the most useful form of alchemy, it is also useful in combat mostly against demons. It can also be used to enhance a weapon’s effectiveness as well as powerful concoctions used to cripple enemies.

Another thing I’ve been working on is a total revamp of the enhancement system. As it is now, I don’t like it much, not much can be customized. Just some stat boosts. I want to add enhancements that give you status effects, can be cursed and sealed, give you skills for as long as it is slotted, increase exp rate, etc. I may also do a visual overhaul, but nothing too different from what it is now.

Lastly, we’ve been having some computer trouble… Actually it’s just me, but I’m the one who puts everything together, so my computer going down is a big problem. Fortunately it was fixed. It’s on its last limb, but it is working and we can be grateful for that!

Thanks for reading! We’ll see you in the next update.

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Hello Yin. I apologize for taking long in finally playing he demo (at least partly, until the wolf mission was done); been on holiday and whatnot.

I am on the same page with AteOneZero that the game looks superb. Compared to your old demo it is again a huge step up. The music is much better than before, too! I am impressed with the animations, specifically in battle. Now for the comments:

Spoiler for:
- nice touch to add a dash always button. Immediately used it!
- I disliked the voices, so glad to be able to put them off. I read much faster, and the voices feel a bit bland, honestly.
- many menus are confusing... I didn't know you could scroll with Q or E for texts.
- Man, I do love jumping. Jump jump jump!
- Hmm. Battles are kinda slow. Good thing there aren't that many, and I can try to avoid them.
- Annoying poisonous worms... I need more anti-poisons!
* first problem: I could not for the life of me get to the savepoint in the forest. I eventually was able to skip through the trees by jumping around franctically, crossing over the edge of the platform. IF I had to have gone through the tiny caves, then I simply could not figure out how. Pressed all the buttons on my keyboard too...
* Which leads to problem number 2: by jumping you can easily cross from lower to upper layers and visa versa. When m teammate was attacked by the wolf, I could simply jump to the southern edge, and 'jump' over the edge. However, as I don't take the normal path, the game stil believes I am on the lower layer, making the edges float over my head. This is consistent for all areas, so far. Maybe make jumping a feature only for over obstacles? Would not need a special button then though...
- gorgeous visuals. The forest is alive. Animals, weaving grass when running through them, leaves, trees. Superb!
- amazing animations. I love the running animation, and mostly the battle animations. Even enemies are custom! What detail.

I will continue playing anther time.Truly amazing game you are making!
My project:

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Awesome, we are definitely fixing a bunch of those problems.

- That jumping problem was being able to jump over by the living tree. I believe once you do that you sort of break the levels.

- We definitely fixed the menus

- You have to move those rocks by the left of the big tree in order to get to the save point. We have a push and pull mechanic for doing that.

We will be releasing this version soon as we have started to move forward with part 2. We really appreciate you playing our demo.


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So we have decided to go in a new direction with Demon's Revenge and we would like some real feedback on it. We want to release the game in parts. So it would essentially be in chapters or a type of episodic adventure. We still want to have lots of content and have at least 14 hours of game play. We have a point at which we would want to stop at the same time we want it to feel complete. We hope to be able to make the game in no more than 4 parts (preferably 2). We would have to see how well the 1st part will do. This will also mean that it will get released far more quickly than our proposed 4th quarter 2015 date.

There will be 4 playable characters and at least 6 locations to visit and explore. Motion comic ending to each chapter and a narrative that far surpasses what is in the demo.

We will still need more funding to make the game we want but it would be significantly less. We believe that doing the game like this will not only increase our productivity and production values allowing for more smooth animations, game play and story. We really want to get the completed project on steam and other platforms and get the game in as much people’s eyes and hands as possible. Let us know what you think about this new direction we are always looking for feedback.


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First I want to say thank you all for your continued support. We would not be where we are now if it wasn't for Kickstarter really giving us a reason to take things to the next level. It has given us the ability to really push to make our game a reality. We have went through so much since we even discovered this site. Even though our funding did not go through this time the impact it has had on our game is very notable.
 
Since the end of the campaign we have been going over how far we have come since the very beginning of development. As you can see we have improved so much over that time. We have matured in our vision, writing and design and we plan to continue to do so in our career.


Early concept

1st Kickstarter 2012

Now
 
That being said we do understand why our funding has not been as successful as we would have hoped. So we are going to give it one last shot before we look for other ways to get what we need. Right now we have taken Dave's advice and I have registered to a bunch of forums that would be our target audience. I have also discovered a site called epocu.com it would be great if  you could support us when I get our page up. It allows us to build a fan base for our project and we are going to use it to garner support before we launch our next campaign. It is not a funding platform but rather a place to generate social support for games.
 
Although we do not have the funds we need we are still continuing to develop. Yin has continued to code and add improvements to the game. Even though she has started a new job on top of taking care of our 3 kids it has made her time much more limited. She still continues to do everything she can to get this done on our target release date.
 

Shop. One of many things yin has been working on.
One notable decision we have made in regards to going through with crowd funding. We have decided to break the game down into releasable parts. So instead of going for $30,000 we may end up going for a minimal goal of $12,000. We believe we could still make a full experience and people could play the game much faster that way.  I will talk much more about  this in our next update.
 
If you guys would like to give us a vote on Steam it would help so much in the long run.
Steam Greenlight

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We just did a rather huge update on the current demo so if you downloaded it previously you will have to delete your save or it will cause an error. There is now a survey at the end of the demo. If you have already played and wish to take the survey now, please do so. Your feedback will help us make a much better game. Also, if for some reason, you did not get to the end of the demo, here is the link. Survey

Demo

 Change Log: 1.04 -
Spoiler for:
- Fixed a bug in the infobook. I broke it in the last update. Images for items should now NOT produce an error
- Revamped enhancement system allowing more variety in enhancements stats, adding a tier system for each enhancement picked up.
- Revamped status screen, now shows a small description and uses the updated stats window.
- Changed game's font.
- Various small bug fixes.
- Fixed text cutoffs in the menu (Equipment menu)
- Totally redid the scan window.
- Updated the victory music.
- Blocked tent that causes the save file bug (Thanks to Shayoko from RPGMaker.net for discovering the exact cause, sorry I don't know how to fix it.... Yet :().
- Breathing forever underwater is not possible anymore.
- Make infobook buttons easier to figure out.
- Shop Menu done! (Can't see it in demo yet though).
- Crafting system is done! (Can't see it in demo yet though).
- Added easier way to read new entries.
- Fixed some jumping errors where you could jump off cliffs.
- Fixed evasion poses for Jagen and Maggie.
- Added in a few enemy sounds.
- Armehd now attacks in a line.
- Fixed scene by investigation site if you came through the alternate direction first.
- Added critical hits (Yay now you can do critical damage! (but so can the enemies)).
- Added character to infobook.
- Made it brighter later at night because it was still too dark.
- Removed enhancements from party member when they leave.
- Added Help Menu at the press of a button.
- Added target arrows so you can see which enemy you are targeting on the order line.
- Fixed box bug where if you had autodash on it and picked up a box, the box would chase you.
- Fixed known freezes in battle.
- Fixed some tile errors.
- Fixed problem where casting animations would not show properly.
- Fixed problem with full screen permissions (Had to replace it because it didn't work encrypted)

We have moved forward with everything we are working on what will be the final leg of the demo because if it is any longer most people will probably not play it to its completion. So you will have the option to either play as Sen or Jagen for two smaller campaigns. We plan to give more info on that later on today in our first video log whenever my daughter goes to sleep lol.

Right now am I currently working on one of the more elaborate cut scenes. It involves one of the main antagonist and happens shortly at the end of Jagens demo campaign when we next release it. Here is an example.


We are also working on doing some of the code for the battle system. Yin is implementing the timed hits and seeing how we could bring that to a more completed state. Yin has done a bunch of the code work for many things since the end of our last campaign. She has completed the crafting system which involves creating new and unique items so some combination of items could have different effects. We will go over more of this in our vlog.
Yin has also completed the shop. She took inspiration from the Tales of Vesperia series in which you can select all the items you would like to buy and check out all at once.


Here we have been working on some icons, and a more complete status screen.



In our effort to gain more support we have launched an epocu campaign. With this we are looking for at least 50 supporters to boost our confidence and to let us know where we stand as far as having an audience. So if you like it please let us know by supporting us on this platform. Right now we currently have 18 supporters and I am pretty excited about that!

We also plan on relaunching our crowd funding campaign for the final time at the end of August or the beginning of September. In honor of such an occasion we are going to start a design contest for a boss enemy in the game. We will have details on that soon.

We know you guys like and support our project so if there is anything new you could suggest for us in our next campaign please let us know. We think the most important thing to do is to get as many people as possible to pledge on the 1st day and get us noticed by the kickstarter staff. We have found many mistakes with our times on this platform and we are working on some better solutions. We are spending more time getting the word out more than ever. We want this more than anything and we are always open to advice and criticism.

Thank for reading this update and we shall have our vlog up soon.

Sincerly,

-Tyrell & Whitney White
« Last Edit: July 31, 2014, 07:59:28 PM by trexrell »

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This looks pretty neat and certainly has a lot of effort put into it! I might try it out later, but for now I'm going to post here so I don't forget!

Good luck guys! :)
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Looks interesting. I'll make sure to play this one. :)
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Awesome! Thanks guys we really appreciate it. Please let us know what you think as we would love for the community to give its collective input.

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That cutscene gif is looking really cool. What programs do you use to sprite/animate?

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That cutscene gif is looking really cool. What programs do you use to sprite/animate?

Awesome I am really glad you like it. It is actually part of something I put together in a program called motion artist. I basically use photoshop for everything. I use it to sprite and test animate and than I put it into whatever I use.
« Last Edit: August 02, 2014, 09:22:50 AM by trexrell »

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Taking in some feedback one and trying new faceports.
Took your feedback and now we have new ports what do you think?





One of the things we are trying to do to make the game unique is getting a really strong hold on the comic book theme. So we are going to try to go all out with it. Incorporating new text boxes and some old school onomatopoeia. Let us know how we are doing. With your feedback can help shape the game.

Those who have played it took the survey and it is giving us a real good idea on what we need to do.

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Looks awesome!! :)

The blinking is just a list fast, though. I don't know if that was on purpose (for testing) or not. :o
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His right shoulder (The one with the black material) seems a bit high.


I liker her. :)
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Looks awesome!! :)

The blinking is just a list fast, though. I don't know if that was on purpose (for testing) or not. :o

Yeah it is merely for testing. He blinks way less frequently.

@Lord Stark I'll take a look at that.

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Boss Enemy Design Contest!

In honor of our upcoming Kickstarter, we are doing a boss enemy design contest in order for someone to win some really cool stuff before the campaign even begins. We want people to get involved with the creation of the game and we figured this is the best way of doing it.

Here is how you enter:

1. Draw a boss by the 28th of August. The boss can be a human, jeht (demonoid being), or a creative mystical beast. Just about anything you can think of.
2. Write a compelling back story describing its powers and abilities.
3. Email your drawings to yin@whiteguardianstudios.com with the subject line: Boss Enemy Design Contest!

Join our facebook page: https://www.facebook.com/DemonsRevenge
We will announce the winner on Facebook, Twitter, and our main website. There, you can comment onyour submission and put more attention towards your creation!

What Do You Win?





The winner gets their boss in the game, a poster of your creation drawn by our artist Ricky Gunawan. The winner will also receive a copy of the game.

Rules or Restrictions:

- By submitting to our design contest, you agree that you will give us your mailing address if chosen as the winner (unless you don't want the physical prize).

- If the design is a human, they normally derive their magical abilities from objects or the type of region where they are from.

- If the design is a jeht, they generally have red, black, white, or dark purple skin. Some are shape shifters and can look like humans with extremely pale skin tones. They usually have abilities derived from their physical physique, which is of immense strength and speed, and have natural abilities that deal with the elements of light, darkness, fire, water, ice, earth, and wind.

- Mystical creature anything goes.

- You agree that you are age of consent in your country, or have permission from an adult to give out your address and receive a prize from us.

- You can submit as many designs as you like

- You do not need to be a great artist as we will be judging the contest based on creativity in the design, story, and powers/abilities.

- If it's anthropomorphic, please don't use nudity. It will not be chosen.

- We reserve the right to change the rules as we see fit if necessary.

- Ask any questions on facebook, twitter, or our website, DemonsRevenge.com.
« Last Edit: August 11, 2014, 05:40:29 AM by trexrell »

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That artwork is incredible!

It sounds like a fun contest, but I've got 2 games on my plate right now ;_;
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That artwork is incredible!

It sounds like a fun contest, but I've got 2 games on my plate right now ;_;

No problem I am just glad you were interested.

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Recently we have gotten some question about the battle system and I wanted to clarify some things. I want to let people know what the final product will produce apposed to what it is now in the demo.

The Battle System:

As it stands right now it has every bit of the functionality of any other battle system. Our goal for it is to not be a button mashing fest. We personally realize that it is that way but it is indeed far from complete. A lot of the functions are currently in the game but not yet fully implemented.

Environmental Interaction:

This function is currently in this build. With this you can use a special skill to affect the battlefield. If there is an object on the battlefield, your party members would use their abilities to interact with it.  These things would incorporate their strength, stealth or whatever that particular character could do. These things would range from hiding behind objects, knocking down or picking up objects or blowing them up. Yin even came up with a cool idea in an area where there would be chemicals or alchemy in which you knock the opponent into it and they could have a chance to transform into a werewolf or something like that.

Positioning:

This is actually something quite new that we noticed about the current system you will be able to have your character move to a particular position on the map to either avoid certain things, or to gather them for buffs or healing. The strategy would lie within who you were facing and what would be the best thing to do. Especially when it came to AOE spells and attacks. This is something quite new and we are still going over the details. It gives more depth to the environmental aspect and makes it a bit more strategic.

Switching Party Members:

There is currently the ability to switch out party members mid battle. When there is a situation where a character is low on health or their abilities are a not too effective in a particular situation you can switch them out.

Combo System

We love turn based combat. We think it is fun and engaging in its own unique way. We are also a big fan of a good challenge combined with plenty of action. So we are working on a way to get timed hits that form into combos similar Legend of Dragoon. Each character will play very differently depending on their speed and type of abilities they may have. We are also talking about taking some cues from Tales of Vesperia in which a magic user can tap a button to cast faster or do a more advanced spell. We want the players to feel engaged with this system and feel like the battles are just as important and fun as the story and adventure.

Cooperative Attacks

Characters that hold a connection to each other will be able to do a unity attack similar to Suikoden 2. They will be unlocked similar to Wild Arms 4 (Through scenes and building connection to other party members).

Summoning(Jehts)

This is an ability that only Jehts/Demons can do, which will function like a limit break (Bar fills up and opens new abilities). It will protect you similar to the GF in Final Fantasy 8, but you will control and summon it.

Rage(Humans)

Rage is an ability like summoning, used like a limit break. It allows the human to do an ultimate attack similar to final Fantasy 7.

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It seems like you put a lot of detail into that battle system! o.o

By the way, my sister (Dr.Mc) drew something for your boss drawing contest. :-) Sorry we haven't sent it out yet, I forgot that she was waiting on me to write a description for it.

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I wrote the description/backstory really quick, so I'll just wait for my sister to send it out.
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It seems like you put a lot of detail into that battle system! o.o

By the way, my sister (Dr.Mc) drew something for your boss drawing contest. :-) Sorry we haven't sent it out yet, I forgot that she was waiting on me to write a description for it.

*edit*

I wrote the description/backstory really quick, so I'll just wait for my sister to send it out.

Awesome we can't wait to see it!  :) Everyone has such fun and creative ideas.

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The Enemy Design Contest's submission end date is approaching fast! Make sure you get yours in by the 28th!

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Hey guys! We have lots of news and big things happening for CT:DR that have all come at the right time.

First let me start by saying that your support has really given us the confidence to go on and try our best to complete this game. It is a passion of ours to make this game as well as others and see it to completion.

I will like to show you guys some of the cool contest submissions we have had over the course of the event. There are some pretty creative entries as well as some unique and interesting stories. The contest ends soon so get your submissions in by the 28th.

Contest Submission

Spoiler for:







We have also had a very good game commentator by the name of Flick do a nice video on our game check it out.
http://www.youtube.com/watch?v=780xXavo1BY

We have also had some rather interesting streams one that I was very excited about.I watch this stream every Sunday when I'm not working and I am a big fan.

We had a really good interview and they played our game on the stream. I was extremely excited to be on their show and the video will be uploaded on their page on Monday.

Epocu

The Epocu campaign is going really well. We only have a few more days left but we only need 10 more supporters. Help us reach that goal guys and we will be more than ready for our next launch. Here is the link here we really need your support.

Epocu



We have been receiving a lot of news coverage these past couple of days. Youtubers and streamers, not to mention the contest. We have decided this is as good of a time as any to do our third and final Kickstarter campaign for CT:DR on September 2nd. Guys we really need your support. I'm working on a new trailer and we are sending out more emails, talking to more lets players, and getting everyone excited for this. We are doing a lot of work but we can not do this without our supporters, our friends, and our fans. For more info check out our blog post.
Demon's Revenge Blog

We really need you guys feedback on our current campaign please review the preview and let us know what you think. The new trailer will be uploaded before we launch.Kickstarter Preview

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Another great review. If you never got the chance to play our demo here is another excellent review for you. The good the bad and the very informative.
https://www.youtube.com/watch?v=uq2xJ5R79W0

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I just sent you guys the email with Dr. Mc's boss creation! :-) I hope you guys like it! Lookin' forward to seeing all the awesome creations! *___*
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All entries for the contest are in. We have had some really good participation and it will be a lot of fun seeing these creations in game. I would love to have everyone who participated be a winner but we are going to do it in a community vote on the official website. Look out for the link as we will be posting that soon.

In just 5 days our Kickstarter campaign goes live! We are really getting close and we really are hoping for a huge showing from our community. This not only helps us bring people the game sooner, but provides it with much more quality and scale. It becomes a bridge for future games from us and allows people to be a part of development. If you have not yet subscribed to our newsletter and want to keep informed here is the link just click on the kickstarter banner. http://demonsrevenge.com/

We finally have the interview that we did with Average Giants. I stumbled over my words because I was so excited! I do not think I even gave the reviewers enough time to ask questions.

http://www.youtube.com/watch?v=R9hVtXB2no8#ws

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Voting is up for anyone who wants to participate.

Contest Voting

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Ahhhh! *__* So proud of our baby Analiah Blackthorne ;___; <3 I'm glad we made it in time!

This is pretty exciting! ^_^
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Ahhhh! *__* So proud of our baby Analiah Blackthorne ;___; <3 I'm glad we made it in time!

This is pretty exciting! ^_^

It is coming very close! LOL Good luck!



We are less than 24 hours until our campaign day! We need all the support we can get. Even if all you can give is a dollar anything helps on the 1st day as we need to build popularity. If you guys think our game is cool please join us.

Visit our website for more info. http://demonsrevenge.com/

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We launched our Kickstarter campaign come join us as we celebrate the hard work and effort we put into our project.

https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge

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Awesome video!! Good luck guys! :-) You have my vote on Steam!
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Ok guys Its been far too long since I made a forum post. Here is a brief summary of all the things we have been going over in updates.

Update #3 I did a V log talking about the campaign.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/977034
http://www.youtube.com/watch?v=QBAToTcRq10

Update #4 Boss enemy contest winner was announced
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/977507
Congratulations to Fred Green & his wife who collaborated to create Adelyte. We still have to announce our own personal pick.


Update #5 Motion comic cutscene
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/978579
http://www.youtube.com/watch?v=-gX4LY3iJNg&list=UU5wUNF7GoCXl4KlXxZLgyyw

Update #6 Thanks to our artist
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/979854


Update #7 Stretch goals
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/981756




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Congrats to Yuyu! For placing second in our contest!


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That looks awesome!! ^_^ Dr.Mc was the one that did the artwork, though. I wrote the backstory and stuff. ;]
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We have a bunch more updates since I was last around.

Update #8 We show some bigger boss enemies among a lot of other things.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/984271


Update #9 We talk about the tragedy that befalls the main character and her brother.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/985160


Update #10 We talk more about the character Zone and what his story is.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/985855


Update #11 We had a streamed interview with Indiegame Magazine
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/986950


Update #12 Updated demo with community suggestions
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/987155


Update #13 I thanked all the backers and we had another youtuber play our game.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/987172
http://www.youtube.com/watch?v=agnP04w0JIE

Update #14 We get our contest winner image and sprite done.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/990846
http://www.youtube.com/watch?v=JUsmsO7lfSc

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Damn, that looks cool! :D You guys have some awesome artistic skills!
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We have decided to give kickstarter one last try and we are currently sitting at 44% within the first couple of days. We need as much support as possible and we are calling on the community to help us get our game fully funded and unto steam.

Kickstarter
Steam Greenlight

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We are almost 60% we have had a bunch of really good news coverage over the last week such as an interview with Punk and Lizard and pieces by CinemaBlend and Siliconera. Be apart of our kickstarter campaign. Make our dream a reality. Share & pledge on our page. Kickstarter
We have been featured in numerous articles around the web, check them out and please help spread the word.


CT: Demon’s Revenge Combines 16-Bit RPG With Classic Capcom Arcade Games


Celestial Tear: Demon's Revenge Takes A Different Approach To RPGs


KICKSTARTER: CELESTIAL TEAR: DEMON’S REVENGE COMBINES COMIC STYLE ARTWORK WITH FINAL FANTASY ROLE PLAYING


Celestial Tear: Demon’s Revenge – A comic book inspired RPG gets a PS4 stretch goal

And many more!

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Streaming tonight at 7pm est. Come join us as we play CT:Demon's Revenge and a possibility of other influential rpgs.

http://www.twitch.tv/yinyamina
demonsrevenge.com

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Streaming again tonight at 8pm est. Come join us as we play CT:Demon's Revenge and some other game that influenced it.
http://www.twitch.tv/yinyamina
demonsrevenge.com

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https://www.youtube.com/watch?v=FIA_lUGU5u4&list=UU5wUNF7GoCXl4KlXxZLgyyw

$3,000 down $1,500 to go until we reach our goal! With just over a week to go! We can make it! We just need some more support,pledge, share our project and help us finish our 1st project by 2015.

http://kck.st/YYFdzX

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We 80% funded with only 4 days left! We need less than $900 to be completely funded. We are so close we just need a little more support. Help us make our goal by sharing it on all your social media and pledging. Thank you to everyone for all their support. We are finally going to make it!

https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge-a-comic-book-inspired-rpg


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We made it! We are completely funded with a few hours left. If you missed it, we are still leaving room for anyone to donate through paypal after the campaign is done.To everyone that helped us thank you so much we really appreciate it!

 http://kck.st/YYFdzX

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Hey,

We have had a lot of progress since our funding. We have moved along since than and I have had a lot less time to actually post them anywhere so I am going to try to take a day and do that. That being said here is our latest update and you can check our blog to keep up to date and see our other progress since. Demonsrevenge.com



Hey guys! This update is a bit late, but there were somethings I really wanted to show. I have been playing around with Spriter Pro and I was able to make a pretty fluid animation for Jynx's stance. For a spriter, this program is very exciting for me and there are many things that you can do with it.



Debbie, another sprite artist I have working with me, did a great job on animating the arm as well as other key frames to animations that we have been working on together. She is really good in different forms of animation and her work challenges me to make my work much better.

Here is another animation of a minor enemy we worked on together.



In a previous update we were talking about getting our custom battle effects, we have been working with Oray Studios and they have produced some really cool stuff. They are really great to work with and are very efficient with time and production as they had completed them in a short time period.

http://vid105.photobucket.com/albums/m219/trexrell/DemonsRevenge/Battle%20animations/16.Sens%20Attack%20Down_zpswh9rqtmz.mp4

http://vid105.photobucket.com/albums/m219/trexrell/DemonsRevenge/Battle%20animations/17.Sens%20Attack%20Left%201_zpshpvhfsdr.mp4

http://vid105.photobucket.com/albums/m219/trexrell/DemonsRevenge/Battle%20animations/20.barrier%20Breaking%201_zps8l41f41z.mp4

We have an update on the battlesystem and we are excited to really get some more work completed on it. We have a small preview of the battle system and as you can see we went in a slightly different direction on the way you do combos. One of our backers Steven introduced us to Xenogears and we loved the way those combos were performed so we did our own variation on it. Thanks Steven! :) We hope that you all will have fun with it as we plan to make it as fun as possible to go into battles. This is a very raw preview of it, as it does not have the effects that we showed earlier in this update as well as the proper hitsparks, timing, etc.



We are working to get a new demo/beta up in March and we are finalizing our end point for our project (at least for the 1st chapter). In March, we want to give everyone another chunk of gameplay like we had done in our previous demo. There will be a completely different portion of the game and you will definitely see the differences that we were able to produce with the funding. We are really eager and excited to get your feedback on what we have so far and we are working hard to make an engaging and interesting experience. One thing that we regretfully may not show is the card game, although it is being worked on we have a slight delay in it. It has made Yin pretty upset, but as you all know we have a pretty hard time letting things like that bring us down for long and we will take the positive and move on with that.

Thanks for checking out our updates everyone. We are doing pretty well and we really hope that you like what we will show you guys sometime in March.

-Tyrell and Whitney White

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Big Plans For March

So we are ending our February and coming into what could be our biggest event since our Kickstarter campaign. We are on a schedule of releasing our playable demo by the third week of March. We want to give you guys a little incite of what the demo will contain and how things have changed since our campaign up until now.

Demo News
The demo will be about an hour long depending on how you play it. It will be more or less an intro into the actual story and feature our main character. When we release the demo we are really going to be looking for some strong feedback, everything will be upgraded and we feel we can not make a great experience without your input. Our goal is to make a really great game, we want the game to do well commercially and critically.

Voice work
We have had some issues with the voice work for some of the characters in the demo. Most of that was due to some of the voices we rushed and acquired shortly before its release. Now we are going with our core and strongest group of voice actors for the next showcase. That would include Jalen K. Cassell, the voice of Jagen , Cecilia Yus, who will voice Mioni and hopefully Amira, Echo Viridian as Sinara, and our newly acquired voice actress Danielle Mcrae who will be the new voice of Sen.

Sprite Work
We are wrapping up this month with a lot of great news and content. I have been working on Jagen again and I have been making his sprite look more like the image that Ricky has drawn. I have added more detail to his armor and upgraded his gauntlet to look more like Ricky's detailed work.


Using this design I have been implementing it into Jagen's combo animations and I really like how they look opposed to what they were before. This new version will be featured in the demo, so he will definitely have to look the best he can look.


I have also been working on some animations dealing with the character sprites such as climbing, jumping, bending down, and stance. Here is a small example of Sen's in game map sprite.


We have enlisted some more on on tile sets over the past couple of weeks and the production has been fantastic! We have had some really talented people come along and the work they have produced along with our contracted spriter is amazing you are really going to enjoy what we have to offer as far as landscapes go.


Music
I firmly believe that we should have one of the best soundtracks for an indie game this year. Mark continues to impress with his remakes of our older tracks. Jagen's new battle theme may be one of the the best tracks he's made so far. I personally think Jagen has all of the best music associated with him. I can not wait to hear you guys' opinions on it.

The Full Game

We have plans to release the game in the near two to three months. That being said, I want to clarify what this game will feature and what may be left out as far as the first chapter goes. As you all should know, this game is going to be chapter 1 of a full length RPG experience. We aim to make the chapters at least between 14 and 17 hours. We have 3 playable characters, 8 areas in 4 locations, and a few secret ones too, all in the first chapter.

What we may or may not be leaving out is an additional playable character and 3 more areas which would just take a little bit more time but could be added to the next chapter.We shall find out what we could do with that by the end of March.

-Tyrell and Whitney White

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We are coming very close to releasing the demo, we have worked very hard pushing each other and arguing with each other to make sure everything fits our combined vision. We feel that we have something that everyone will really have fun with. This month has been very exciting and we are eager to get feedback on everything that we have. Be prepared to lend us your unbiased opinion and let us know how you feel about everything when it comes out.



We are first going to be streaming the demo on hitbox with the Average Giants on Monday the 23rd at 9PM EST. Come see us get some direct criticism and see what Indie Game Magazine has to say about our game. If you guys can come and lend us the support, we would really appreciate it. It is always a fun stream and both Nicks are really cool people and usually very nice.


Battle Background animation

One of the cool things that we are bringing to the table and that gives the battle backgrounds a bit more depth is adding some really solid animation. We have managed to get our animator, Chris Lewin, back on the job and he has produced some really solid results check it out!



Ricky is at it again and he has done some really cool art work. He's interpreting our vision from my less than stellar story boards. He started working on the intros of the three main characters and so far, just looking at the first frame it is going to be epic!

How I feel about our project right now

We have learned a few things through these past few months about our game and what we really want to provide the players with. I think one of the most important things that we wanted to do as a developer is come up with something that is fun, engaging, and interesting. Then I believe somewhere beyond those lines we feel that we have a bit of a mature audience and we wanted to do something that would have meaning and a bit of social commentary without taking itself too seriously. At this point the game has sort of taken on its own identity and it is sort of developing into something that we would have never seen coming, it has matured into its own individual thing and like a parent to it's children we are very proud of it. Our game is dark and a bit grim at times and we feel like we really can not help it. We think our game is perfect the way we are writing it and we really hope you all feel like it is too. I hope that our central message is interpreted properly and everyone is able to find enjoyment with something we put all our heart into.


To give just a little more insight into how we operate and what we are thinking when we are working on the game, we never had a sense that we want people to think of this game as something from their past like nostalgia, nor did we want to recreate the wheel. We have played and have been big fans of RPGs and games in general. Our first priority has been to balance every part of the game and I feel when one part of the game starts to look, sound, or even feel a bit better than the other, there is a tiny voice in the back of my mind that is letting me know that the other things just have to measure up. I think to myself how could this part be just as good and that is the tough part about making this game with all the great artists, musicians and minds working on this project. We want so badly for everything to come together.

Thanks,

-Tyrell and Whitney White

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I just wanted to drop in and say that you guys are doing an awesome job.

I'm actually a bit curious about the promotional side of things. Do you think you'd ever want to make a little "how to get your game out there" sorta deal? Networking frightens and confuses me. ;9

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Thanks, it is pretty hard to say as we have not been the most efficient at it. Even more so, we have not released the final product yet so I can not say we are experienced enough. So the most I can personally say through my crowd funding experience is to use every media tool available and learn their uses and what each one is good for. We sent out over 100 emails to journalist and youtubers and we fell as though we could have done more and got just a little more exposure. So promotion takes a lot of work I wish I knew everything I needed to know about it but we will see what the future holds.

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:D We are on the monthly featured! Thanks guys!

Hey everyone, we have been pretty quiet over the last couple of weeks mostly because we are working towards a predetermined goal. We have been hammering at our demo for the last couple of weeks due to a stream that made us work twice as hard on our game due to some of the missteps that we saw within in it. The good thing is that we have a pretty good demo and we are going to distribute it to our backer beta testers soon.

Presentation



We have had some pretty solid work done by Ricky over that time. He has been working on some of the character intros as well as the world map and hopefully we'll see the complete versions soon. He has already done an excellent job as always



Battle System Status

We have just a few more things to implement and test with our battle system, although it is almost ready to distribute and test for our backers we still have much more that we need to do as far as visuals and bug fixes.


Frost Bite

We are pretty excited about the combos and the combo finishers. They add some real variety and excitement in the battle system, enough to hold your attention. As you go further into the game you will be able to unlock, upgrade and perform more combos to help keep you engaged and having fun throughout your gameplay.

Interactive objects are something that is in the game but we have yet to implement it. This is something else that will add a little more depth and variety in our system. As we have been playing our current build we realize that this could be used to make boss battles a little more strategic and add some variety in the ways you can defeat your enemies.


- Thanks again, Tyrell and Whitney White
« Last Edit: April 05, 2015, 07:18:28 PM by trexrell »

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:D We are on the monthly featured! Thanks guys!

You guys earned it! :D


As usual, this is looking really good. I love the world map screen so far! :)
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Official 1st trailer. Featuring the voice of professional voice actor and voice of honest trailers, Jon Baily. Coming to Steam August 20th
http://www.youtube.com/watch?v=WOseFz6Eotw


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Dude, this looks sick!
Good luck with the project, can't wait to play it! :)
なんでやねん

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Dude, this looks sick!
Good luck with the project, can't wait to play it! :)

Thank, a lot of work has went into this we are really happy to get positive reception from everyone.

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I can't play :/ That's to bad.




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I can't play :/ That's to bad.



Oh, that is a really old demo sorry.

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Here is our updated trailer releasing August 20th on steam. Also we will be attending Pax Prime in August as part of the Indiemegabooth.

[youtube]
http://www.youtube.com/watch?v=3Lq6lRIYtvQ[/youtube]

Steam

http://store.steampowered.com/app/385190/


Pax Prime

http://indiemegabooth.com/project/celestial-tear-demons-revenge/

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Hey everyone. I just released my first game. It is available on Steam RIGHT NOW!! Let us know what you think, leave a steam review. $5.99 on Steam.

http://store.steampowered.com/app/385190/



http://www.youtube.com/watch?v=3Lq6lRIYtvQ

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Level 83
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Project of the Year 20142014 Best RPG Maker User - Story2014 Queen of RMRK2011 Best Newbie2014 Best RPG Maker User - Creativity2014 Kindest Member2013 Queen of RMRKBronze SS AuthorBronze Writing ReviewerSecret Santa 2013 ParticipantFor taking arms in the name of your breakfast.GOOD!For frequently finding and reporting spam and spam bots2012 Best Yuyubabe Smiley2012 Best RPG Maker User (Creativity);o
Congrats!! Those videos look amazing! ^_^
Spoiler for My Games and Art:
ℒℴѵℯ❤


My Artwork Thread

The Lhuvia Tales [Current]

Ambassador [Complete]

The Postman [Complete]

The Wyvern [Complete]

Phoenix Wright: Haunted Turnabout [Complete]

Major Arcana [Cancelled]


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Rep:
Level 55
RMRK Junior

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Rep:
Level 35
Bringing Science Fiction to RMXP, Hardcore!
Your art and animation abilities are astounding.