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Everything posted by Rook
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Crimson Inferno, if I may assist Kiriashi in this, you have some tilesets here, the first one has transparency unset for the shadow, the second does. My guess is that you either downloaded the image straight into the folder and didn't set transparency, or you imported and didn't use the left click. Both with a downloaded custom or large tileset. To set transparency, save the tileset to a place like the desktop and then import it into you game, lets say all of the transparent parts are one solid colour like teal or red, left click that, then for the shadows under the trees right click, you should then get the shadows to be transparent. If however it is the same tileset, you have inconsistancies in the shading colour across them, so in that case you need to manually adjust all of the shadows to be the same dark grey colour. It is a simple thing to change and anyone can do it but if you have issues all you have to do is ask.
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Kiriashi is a kind and generous staff member, whose prone to a good deed now an then for which he gains gratitude. He is also a friendly person, and appeals to the better interests of the members. In this case, his actions abide by the rules, however he is only one person, and if this discussion and feedback topic is to be a discussion and feedback topic rather than an attack on one member in particular, we should be looking at all staff and deciding whether we are happy with the current systems. If not, we should work together to modify them.
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The game demo is back in action. I still have tons to do, but have limited myself to making only the essentials of the game, such as characters, battlers and battlebacks. The tileset will remain the default for now with minor modifications here and there. Famitsu will supply bases for character sprites which I will then edit and the Icon set will be a premade one. But hopefully by the time its all done the game will have some original custom content. Some thankyous are in order too. A big thankyou goes to Kiriashi for helping me with the menu system, I can't script for crap so he has been very kind to help. Another big thankyou goes to Bane, he has been helping make the game seem a little more realistic and a little less cliché. At this point there are no other big thankyou's Im still on the hunt for a composer or two to help with some original music but for now everything is running smoothly.
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Okay so the foreground graphics are nothing like what I will have in my game, but here is example of the Moons panorama. Lorensia has 3 moons that act as nightly calenders. The game progress is moving really slowly, I am still looking for a composer and someone to help with scripting. So if you know anyone please message me, the demo will not be out until some issues are sorted.
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Yes it is, I want people to help me come up wth designs for them, its not a recruitment, its a resource.
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"Earth, Air, Fire, Water, Luna. Wood, Volt, Light, Ice, Dark. The powers giveth unto our world, Celestial gifts of the Great Mother." - The Book of Order, Aeon Legend. The Ten Elemental Aeons of Terra are needed. When the Goddess created the world of Terra she decided to give it balance and "Order." To achieve this she made the ten Aeon's, beasts of each of the ten elements of Terra. Each one of these was equal in power, and each one was placed in a global location so as not to be found and destroyed by mortals which would through the world into turmoil. Each one of these needs a design, which will be finalised by me, they need 2 designs really, a larger one and a "Shadow" which will be their smaller selfs and a flicker of the overall power. They should also consist mainly of their primary element, and each of theme are humanoid in appearance. The Aeons are as follows: Aulden: Aeon of the Earth, Stone, sand, soil that sort of thing. Aulden is the aeon of earth, his role is to maintain techtonic movement of the continents. Paimia: Aeon of the Air, a winged creature much like an angel really but so much more. Her role is to maintain the weather paterns and gate to the heavens. Onero: Aeon of Fire, a great warrior protector. His role is to assist in life by providing warmth, heat and light. Onero is often refered to as being the sun. Iné: Aeon of Water, she is a calmin spirit whose role is to maintain the waters of the earth, mainly the ocean. Sanaijen: Aeon of Luna. She is the embodiment of the moons, and the largest moon "Chi" is said to be her home. Her role is controling the night. Ealdra: Aeon of Wood. A woman of nature, beautiful and prosperous, not to mention naked. Her role is sustaining life on Terra. Cleader: Aeon of thunder, he is a very distant man really, and very mysterious. His job is sustaining life as well, but mainly the discontinuation of life, which is death, so that others may be born. Sorani: Aeon of Light, her role is to control the day. She gave the gift of love to the mortals which enabled the continuation of their kind. She rivals Ealdra on beauty. Zorine: Aeon of Ice. His role is to control the seasons of Terra. He is very young in appearance, but in truth he like all aeons is ageless. Eti: Aeon of Dark. His role is to maintain the evils of the earth. He is also known to some as the god of war, and to others as the giver of justice.
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I need some people to help me come up with the big really powerful Esper like bosses in my game for the ten elements... and a godess design too.
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The PDP, or Project Development Project is a little idea I had buzzing around in my mind. The concept is I give a synopsis for a game and were each discuss how we would approach it. The aim is to develop more effective project creation and management in order to enhance the productivity of current and future game making projects. The rules are very simple. Anyone can give their own interpretation of how they would approach the project, and other will give feedback on it. This tip has helped me so I hope that it will help you. As part of the whole learning and teaching thing I will play the part of the "client," I am the one whom wants the game to be made and you are the team of developers who are going to make it. I provide basic infomation and feedback on your ideas and answer any questions you might have. it is important to note that you are to forget your limitations of time and so on, and whatever skills you have are equal, meaning you could essentially make a one man project if you wanted to. This is for fun, not serious business so lets begin shall we with client number 1. Client Name: Applecore Studios. Target Audience: Teens - Young Adults. Known for producing: Role Playing Games and Dating Simulators. The CEO of Applestudious, a small production agency, wants to produce a game that will be their third pulblication, the frst being a Dating SIM called "Harp Harmony" and the second an RPG called "Legend of the Fableblade." Since many of the members in the agency are young adults that is where their aim lies, but they do want it to have a general appeal. They want the game to be engaging and they want it to revolve around the focus of a boy finding his way. They have hired your team to come up with a plausible concept and because they believe in diversity they want to hear at least 3 different pitches. After there have been at least 3 pitches made, the CEO will look over them and judge their promise. So go ahead, post an idea in the following format and submit it. Game Name: Genre: Rating: Story behind it: [ lengthy description of what the game will be about and what major characters will take part.
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I use RMVX so I don't really have any current comparances to the tilesets. For me the hardest was the ship. I could do the interior fine but the exterior not so much. Golden Sun and Golden Sun: Lost Age used a combination of vertical and horizontal ship designs, and then managed to pull it off quite well. What I disliked about RMXP games in general is that people had these exterior row boats and interior titanics. It didn't really match up, threw off the realism and symmetry. I am relativly, we lets say quite, skilled with mapping in RMVX. I have been working on mapping with the program for just under 2 years. For me, there are some tilesets I dislike from a design point of view and some other that are just not fun to use. There are three I dislike and that is the pink inner monster tiles, the purple veiny tiles and the futuristic metal tiles. The inner monster tile serves very little purpose to me. If you get eaten by a monster you die in my games, its as simple as that. The same could be said for the purple viens, they serve limited purpose, if any at all. Some mainstream games manage to pull this off quite well, for instance Zelda The Ocarina of Time managed to do this with Lord Jabu Jabu. The metal, furturistic looking tileset is essentially purposeless, there are no tiles in the other tilesets to match it at all, they would have been better putting in, say, a black wall tileset for dark mountains or dungeons rather than having metal and vents and screws and other thing that probably would not hold up in an RPG game. By far though, I find tha hardest thing to map is plains. Trying to create an area like Gran Pulse's large expanse on FFXIII is extreamely difficult to get right.
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Side quests in Forever is half and half. There are some which you can chose to do and some which are hidden. The hidden ones often yield great rewards for the player, including rare equipment or items, which can either be kept or sold for alot of money. I put them in where I need them or where I think rewards are due. So a guess at the number cannot be concieved.
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I have a disclaimer at the start of my demo that says: NOTE: In no way is the demo an exact representation of the finished projects same scenes. Therefore the production team deams it wise to notify you of the fact that any saved files from the demo will not carry over to the final product.
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Any game with largely RTP content or Facemaker faces. Fuck, I hate facemaker faces. My game has custom art in it, i think that adds to something. I actually quite like the storyline behind FFXII and XIII, in FFX Tidus and the others first set off on a pilgrimage and then somehow decide to destroy Sin. It didn't make much sense to me.
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Yes, and its freezing. Plus side, my new tablet got here a week early, thanks to my loving family.
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Sorry for the hold up on the whole updating thing. I went back to school and it has been hectic. Progress on Forever is slow going really, good news is in about a weeks time I may be getting a brand new tablet so all this art can be fancier and school work will wizz by faster.I just have a few minor updates, just keeping you up to speed really and keeping this on the first page. So it doesn't die. I have begun to slowly compile the games dialogue and database, and spent alot of time working on events and mapping. The forest battle back is the only existing one and for now the battlers for monsters are limited to say the least. The animations I think will be drawn by me for their intended purpose in order to fit in with the games look and feel. There is the current battle theme in my signature to be updated later when my composers get a move on. I need a few things though before I can release the demo. So if you want them relaesed you better heed my words and scope or help: I need a scripter and a spriter. The scripter will help me modify and correct errors in the scripts that I have found, and do a little tweaking so things happen differently. I also need a minor menu screen edit. The spriter wil help me with character sets and other chipsets, and also help build the tiles and the iconset. Contact me if you are interested via PM.
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I agree in part. Take a look at the demo for Final Fantasy XII, its main focus was showing you the battle and playable parts of the game, it didn't really give you any story or whatever. Now refering to my demo. I plan on having just a small bit of my actual game in the demo, only small bit though.
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I'm working on my demo slowly but surely, not helpful when those whom you recruited are never online or take too long to submit things. I'm planning to do a loop, you start off in one place go this way, then back track and go the other way. Hopefully my game will be good.
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UPDATE!UPDATE!UPDATE!UPDATE!UPDATE!UPDATE!UPDATE!UPDATE! With the addition of my new and now working battle script, and the newest artist to the team, I have begun work on a demo for Forever. I still am waiting on a few things from people, a battle theme from a friend and a basic edit of the main menu with a few added elements, but other than that work have begun. I have decided to use the default tiles for this as the custom tiles will take too long, and make does not have an overworld tile. This decision is based clearly on the fact of I do not want to have another hassel with trying to find a scripter. FOREVER Demo 1.0 Developed by Purple Crystal Studios. Rating: 12+ Contains: Mild Coarse Language. What the demo will include: -- A battle back and VX-XP Battle system scripted by DerVVulfman with custom art by Rook and Madanchi. -- A slightly modified menus system with a Quest and Beastairy added. -- Each character has a specific growth rate. -- Sprites for the five main characters ( Mack's substituted for the rest until others are done.) -- Custom made Icon sheet, and maybe a little chustom animal character sets as well, curteousy of Valora. -- Modern Algebra's Advanced Text System. -- Other minor scripts to enhance game effects. When it will be released: Worst case scenario, 2 or 3 months, best case senarion 1 or 1 1/2 months. Hope thats incentive enough for you. I have alot of work to do still.
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You are also the concept battler person, you come up with concepts for battlers as well as helping me out with them. Try to make them not too tough loocking, its the second 'dungeon' in the game.
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I think for the demo I might just use Macks, unless I can find a tiler willing to do tiles for me.
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Im still waiting on a little more art from you Madanchi. Maybe something with a bit of a beach them to it, that an area you can explore in the demo.
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As a matter of fact I WAS refering to my floor tiles tutorial, I wrote that months ago and finally some one paid attention to it. :biggrin_002:
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Glad to see my work is finally being put to good use. I'll have some more sprite for you soon I think, I'm going to work on the gyms for you. :biggrin_002: Why not pay a visit to my thread and have a looksee? And that looks like a moose/elk or maybe a deer, possibly grass type.