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Games & Design => In-Development Indie/Homemade Games => Topic started by: Lunarea on June 20, 2008, 03:02:07 PM

Title: Interim
Post by: Lunarea on June 20, 2008, 03:02:07 PM
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FTitle.png&hash=6e925904aa6dd07aae04e803280c876f)
--- by Lunarea ---

(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FStory-2.png&hash=722621d7fbb678145fff9422cb2a17f3)
"Time is a spiral, though She winds in a variable manner. Lest we learn from the Past, we are doomed to make the same mistakes once more. Wars, disease and hunger shall ravage our lands, killing our people and eating away at their very will to live. Put your trust unto me, and I shall bring forth the Golden Age." - His Royal Majesty Shesen, 'eve of the coronation.

The historians of Aurevala discovered that certain key events in history reoccurred within time. Though hesitant at first, the people began to use this information to shape the world into a more peaceful and prosperous one. The key figure in this revolutionary movement was Shesen, a young prince who ascended to the throne of Iomera after the tragic death of his older brother.

With the peace between the nations firmly established, King Shesen turned his efforts to promoting knowledge, understanding and inner power of all the inhabitants of Iomera. He built schools and universities for magea and historians as well as re-established the importance of faith and religion. In return, he was blessed with longevity and good health.

Such a peaceful age was not without heroes. When the focus shifted back to the everyday life, many found profound respect for the strong and altruistic wanderers. More than mere adventurers, these men and women became saints in the eyes of Iomera.

Shall we follow their footsteps?


(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FCharacters-2.png&hash=ebaddb590e01447a098d7204630abba5)
Asen Ravenbree -
Location: Freas Village, Iomere
Asen is a carefree young man with a lot of imagination. This often gets him into trouble, as he daydreams about fantastic adventures. His greatest dream is to have people look up to him and remember his name.
He is somewhat of a legend in his hometown because he seems gifted with extraordinarily good luck.
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FAsen-1.png&hash=a9bc37635b506f0a2aa0d1963634c32b)

Enna -
Location: Freas Village, Iomere
Enna is Asen's childhood friend and sweetheart. She is a very gentle soul who has trouble refusing others. She has never turned away anyone in need of her help, much to the frustration of her friends.
Abandoned as a baby, Enna has been raised by the church. She is gifted in the soothing arts, especially when it comes to creating herbal concoctions and poultices.
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FEnna-Ch.png&hash=a8146de7f296aa04bbbe4103141dd00d)

Cawan Roselyn Autumndusk -
Location: Arche'Urnll, Iomere
A student of the magical artes, Rose is a very intelligent young woman. At birth, her magical potential was judged as high as that of Prime.
However, she is also impatient and short-tempered, thus her rank at the academy is rather low.
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FRose-Ch.png&hash=9de33a2ac2dc9dfc02a54495d5f5a8c7)

Rex Spirithawk -
Location: Vadar, Iomere
Despite his youth and small stature, Rex is a shrewd merchant. He had a falling out with his father after a difference in opinion about running the family store. He has decided to make his own fortune as a traveler.
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FRex-Ch.png&hash=7b283c2c2fca5f294ca7f85b2f84a4bc)

King Shesen -
Location: Royal Palace of Umbregard, Iomere
Current monarch of Iomere, as well as indirect leader of Archimere. Though he appears young, he has been leading Iomere for decades.
His youth is attributed to powerful restorative magic; the decision made by the people's dedication to his rule and their desire to never see him grow old or sick.
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FShesen-1.png&hash=f2e567da8ef20b1af2ae48e1e5fbc5fc)

(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FScreenshots-2.png&hash=fcd4e41d21636fca813288bfcb0c2dcd)
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FInterim-Freas.png&hash=13d9506c70bfd58fabb0b943fa169324)

More to come.


(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FDownload-2.png&hash=4ba25279abf1e7f174957f96cde84825)


(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FAbout-2.png&hash=4e67b3dd530bc0a923bdf20964f211e2)
- Unique leveling system which gives player a choice in when and how to gain experience.
- Abundance of side-quests, ranging in difficulty and content.
- Interactive puzzles and mini-games.
- Custom musical tracks
- Custom menu system
- Custom battle system


Known Bugs:
- None Yet!

Userbar:
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F3295%2F231193545133lb0.png&hash=3d0809c0132c06d0de0b31c2725eed39)

Thank you Reives for hosting the project!
Title: Re: Interim
Post by: Lunarea on June 20, 2008, 03:03:38 PM
Hints to make the play easier in Chapter 1:
- You get no experience or items from fighting random battles. So, make use of the Clear on sub-floor 3.
- You cannot escape from battles, so save when you get a chance.
- Save points are on sub-floor 1 and sub-floor 6

Have fun!
Title: Re: Interim
Post by: Reives on June 20, 2008, 03:29:22 PM
Play this!  :reivsmile:

Also, just a note that Lunarea is one of the helping spriters who has made many sprites for Quintessence. c: And I had the honor of composing Interim's Title Theme a while back, which is in this demo.

Already downloaded, will play when I get back home. Thanks for posting it here!
Title: Re: Interim
Post by: abigailian on June 20, 2008, 04:34:40 PM
I'm not getting any dialogue. Only the box comes up. Is there a font I have to download?
Title: Re: Interim
Post by: Reives on June 20, 2008, 04:36:57 PM
The fonts are included in the folder named Font. Just put those in WINDOWS\FONTS will do. c:
Title: Re: Interim
Post by: Lunarea on June 20, 2008, 04:59:59 PM
Yep! There should be a total of 3 fonts in the Font folder - Goobascript, Harrington and Steepidien. If you are (for some strange reason) missing these, let me know and I'll post a link where you can download them.

Also, I've uploaded a revised version of the demo for chapter 1(link is still above!). It does a better job of guiding you to solve the cave puzzle.

Thanks!  :vikonsmile:
Title: Re: Interim
Post by: abigailian on June 20, 2008, 05:09:21 PM
Ok! Much better! Never had to do that like that before, there was just a notice in the summary that there was a particular font to install. I finished the prologue! So far, good stuff!
Title: Re: Interim
Post by: Lunarea on June 20, 2008, 05:49:40 PM
Thank you! I'm glad you enjoyed it.

If you're having trouble with chapter 1, do let me know. Some people have said that the puzzle is a tad too confusing.
Title: Re: Interim
Post by: abigailian on June 20, 2008, 06:59:14 PM
I can't find the third switch. There's a switch over by where you go to the next sublevel, but it's just another switch 1.
Title: Re: Interim
Post by: Lunarea on June 20, 2008, 07:10:52 PM
Yes, Floors 2 and 4 share a switch, but that's intentional! Switch 3 is located on floor 5 (which you access by turning off Switch 1 on the 4th floor).  :vikonsmile:
Title: Re: Interim
Post by: Reives on June 20, 2008, 07:15:49 PM
D: I thought that place you're supposed to step over to go down the water-drained area was a glitch, heheh. Seems like it's intended. Trying to get through that part now, will give full feedback when I'm finished.
Title: Re: Interim
Post by: Lunarea on June 20, 2008, 07:22:14 PM
Good luck! It's a tough one  ::)
Title: Re: Interim
Post by: Reives on June 20, 2008, 09:34:52 PM
Okay, whew.

I'll get the critiques out of the way first:

-I did find the puzzle to be quite a headache - mainly because in this case, it seems that the solution can only be reached by pure guessing. It's usually no problem if it's a short one at that, but since there are  tons of walking and trying out involved in this, it's a rather frustrating imo. o:

-Some mapping errors in the cave; but no biggie and you did warn about them.

-The first battle was a bit of a gamble; I once had Rose killed on the first turn when two bat attacked her at once. D: And I was kind of screwed after that (I might be missing something about the other characters' abilities though).


Now the pros:

-Very nicely done dialogues, with a great touch of personality and a natural, flowing feel.

-Avatars were absolutely adorable. I especially loved Rex's (and his sprite for that matter). The huge luggage with a teddy head popping out is just awesome in both design and concept.

-The extensive amount of expressions worked wonders too, much kudos on those. (I did find it a bit of a mismatch with the sprites though, but no biggie.)

-My stance on HK is neutral, but the graphics in this were certainly refreshingly nice. Excellent job on the sprites and tilesets.

-The journal system was very nicely done/written - must've taken a long time to do all those pieces. 

Overall, its feel improved a lot from the prologue released a few months back - it was worth the wait and I had a good time with it. c:
Title: Re: Interim
Post by: Lunarea on June 20, 2008, 10:56:57 PM
Thanks for the review, Reives!

The puzzle didn't exactly go as I had originally planned. I originally had a scene where you find a journal that essentially tells you the solution, and then you just walk around and get it. However, I ran out of time (and patience!) trying to event it and trying to sprite a skeleton for the scene. I will, however, probably go back to it in a future release.

I will also (hopefully!) have a proper tileset for the place. I was missing a lot of pieces that I wanted to include, but didn't get a chance to sprite, so the mapping is a little lacking in some areas. I might also just do a shorter dungeon. Maybe only 4 floors  ::)

Now, for the first battle ... It doesn't matter whether you win or lose that one. It was really just a way to throw the player into the system itself - the fact that there are specific commands rather than attack/defend/whatever and how quick each character is. If Enna or Rose die, use Rex's Stash command and hope you get lucky enough for an angel feather. Otherwise, just watch them obliterate you. It has no impact on the rest of the events  :P

Quote
-The extensive amount of expressions worked wonders too, much kudos on those. (I did find it a bit of a mismatch with the sprites though, but no biggie.)
I only really just began doing the poses for the characters. The one that's closest to being done is Rose, which is why she's really the only one that's sometimes animated when she talks. I've still got ways to go with her too, as I'd like a lot more movement and possibilities. And while it's not the same as spriting an entire sprite from scratch, it takes forever to get some parts right!

Quote
-My stance on HK is neutral, but the graphics in this were certainly refreshingly nice. Excellent job on the sprites and tilesets.
Thank you! The next area to be implemented will probably have 90-95% original graphics, so expect a lot more eye candy!  ;D

Quote
-The journal system was very nicely done/written - must've taken a long time to do all those pieces.
It did! But it was also a great way to flesh out the world a little better. I didn't want to have to explain every term and reference, so that journal comes in very handy! 

Thanks again! I will continue to work on it and improve it  :vikonsmile:

@Pathbinder: Thanks! I've been working on it for a while now, and I'm pretty happy with the result. Hope you enjoy playing  :reivsmile:
Title: Re: Interim
Post by: Reives on June 21, 2008, 12:10:04 AM
Ooh heheh, I didn't know about that battle thingy! I assumed that I was going to die so I restarted the game and continued from before the battle. :p Good luck on getting the real tileset for that place together, I'm sure it'll give it a nice touch. And aye, I noticed the sprite details; very delicate, nice job with those. The poses complements the expressions well, too.

Looking forward to more graphical revamp! c: This certainly made a leap from the prologue.
Title: Re: Interim
Post by: Sailerius on June 21, 2008, 09:39:57 PM
Wonderful game so far, but I've been stuck on the cave puzzle for 45 minutes now.  There's got to be something I passed up.  You need to turn switch 2 off, but you can't get down to the place you need to go while it's off.
Title: Re: Interim
Post by: Lunarea on June 21, 2008, 09:57:05 PM
There's a bit of back-tracking involved (and my apologies for that, since it's proven to be more frustrating than challenging!).

This is the solution:
Camp is floor 1. To get to the boss: 2-3-4-5-2-6. To get to the secret switch, 6-2-5-4-3-2.
Title: Re: Interim
Post by: Koppos on June 22, 2008, 01:49:27 PM
ok, I played through this yesterday. most of it at least based on the estimated time at least. just couldn't figure out the puzzle for the life of me. anyway it's got some great systems and custom stuff. the char sprites are especially nice. I think I read they are custom. dialogs are nifty too. but really, that puzzle!!!
jreaj093jfpi3anfnlkac fnoufafr <==thats me slamming my head on keyboard

anyway keep it up, it was a nice play non the less.
Title: Re: Interim
Post by: Lunarea on June 22, 2008, 02:08:31 PM
Thanks, Koppos!

Most of the the graphics are, indeed, custom. The tileset for the cave is just an RTP modification, but it's really a placeholder until I finish the actual graphics for the set. The systems (menu, battle, journal) are also all custom, and so is some of the music - such as the opening theme by the very talented Reives!

I will be revamping the puzzle as well, since it's too frustrating rather than challenging  ::)
Title: Re: Interim
Post by: abigailian on June 22, 2008, 02:31:08 PM
Two suggestions for the puzzle

1. Please unstick that one wheel! That right there would make it much less frustrating, so we don't have to go ALL the way back to level 2, plus then you won't confuse people, wondering how it's possible to not get stuck.

2. On sublevel 4 (I think), on the map with the water blocking the way it's impossible to get to the ladder. This led me to believe I had to wait for the water at the TOP of the map to disappear. I turned that switch so many times, and it took forever to realize the water at the bottom WAS disappearing, and the stairs were then accessible. If you made the stairs accessible to begin with, and just slightly remapped the map with the water, that would be a help.

Those two things would have made it more enjoyable and less frustrating. Although, I do have to say, a connection between the teleporting pillar and switch 1 doesn't really make sense to me. Also, how did Rose attacking something on the upper level affect the boss creature?
Title: Re: Interim
Post by: Sailerius on June 22, 2008, 02:39:31 PM
There's a bit of back-tracking involved (and my apologies for that, since it's proven to be more frustrating than challenging!).

This is the solution:
Camp is floor 1. To get to the boss: 2-3-4-5-2-6. To get to the secret switch, 6-2-5-4-3-2.
I must be dumb because I'm still not seeing it. >_> Is the 'secret switch' the Switch 1 on floor 2?  I already knew about that.  My problem is that (I think) you need to have switch 2 OFF to finish it, but you need Switch 2 ON in order to get to the boss.
Title: Re: Interim
Post by: Erichermit on June 22, 2008, 02:41:39 PM
As of now I can't find the time to play this, as I just got a Wii, but I will definately be playing this sooner rather than later.

Don't ever give up on it! I want to see this become a Complete Game! :D
Title: Re: Interim
Post by: Reives on June 22, 2008, 02:58:15 PM
D: Wii. Don't break the TV with the controller!
Title: Re: Interim
Post by: abigailian on June 22, 2008, 03:13:26 PM
There's a bit of back-tracking involved (and my apologies for that, since it's proven to be more frustrating than challenging!).

This is the solution:
Camp is floor 1. To get to the boss: 2-3-4-5-2-6. To get to the secret switch, 6-2-5-4-3-2.
I must be dumb because I'm still not seeing it. >_> Is the 'secret switch' the Switch 1 on floor 2?  I already knew about that.  My problem is that (I think) you need to have switch 2 OFF to finish it, but you need Switch 2 ON in order to get to the boss.

When switch 3 is ON, everything that switch 1 drained is still drained. So don't worry about getting stuck. If you go back to level 2, and you flip that switch so that switch 1 is ON, you can use the teleportation pole thingy. That's what 2-3-4-5-2-6 is about. Once you get to the boss on the lowest level, work backwards until you get back to camp (level 1) and then go back to the boss.

I think that should help. If it doesn't, well, sorry.  :( I did my best.
Title: Re: Interim
Post by: Lunarea on June 22, 2008, 03:35:06 PM
@ abigailian:
I will organize it a little bit better so it's less back-tracking. I didn't want to make it so you just go down to the last floor, then back up (then down again!) hence why the wheel sticks on floor 4. But it didn't work out quite the way I imagined it. I'll go back to the original plan - which had fewer levels and a better layout. It also had 2 different water areas, so the ones that were purely aesthetic didn't confuse the player as much.

Rose basically used electricity to activate an old pump. Which, of course, wasn't obvious since the placeholder graphic looked like a torch. But! It will be a lot more clear visually when the actual graphics are in. In an earlier version, when the player tried to interact with that torch, he'd get a message saying that it's an old pump and to leave it alone. I took it out since it would confuse the hell out of anyone but me  :seraismile:

I do have a few scenes that need to be put in that should explain things a tad better.

@ Sailerius:
The secret switch is ... a secret switch that you had no access to before taking on the boss. It's actually located in the camp area. So, once you turn off all the switches, just head back there  ;)

@Erichermit:
Definitely planning to finish this. I've put too much thought and effort into it! Hopefully, everyone won't mind that it takes a while, since I'm doing everything by myself  ;D
Title: Re: Interim
Post by: Sailerius on June 22, 2008, 03:40:48 PM
Quote
@ Sailerius:
The secret switch is ... a secret switch that you had no access to before taking on the boss. It's actually located in the camp area. So, once you turn off all the switches, just head back there

Ohh, I see.  I never would have found that on my own.  I had gone back up to the camp once before but the event didn't trigger, so I never thought to go back there *again.*
Title: Re: Interim
Post by: Lunarea on June 22, 2008, 03:50:48 PM
Well, once all the switches are off, the game doesn't let you go back down, so you've no choice but to head to the camp area  ;D
Title: Re: Interim
Post by: Reives on June 25, 2008, 05:06:41 PM
Oh, I remember you saying that you are finishing up an updated version with the puzzle improved and custom graphics for the cave, right? Don't forget to post it here when you do. :p
Title: Re: Interim
Post by: Lunarea on June 25, 2008, 08:49:40 PM
I definitely will!

I am mapping and re-eventing as we speak. Not much will probably change dialogue-wise, but I will have a couple extra scenes and pretty new graphics.

Expect a screenshot a little later!  ;)
Title: Re: Interim
Post by: Jellyrebel on June 27, 2008, 09:07:01 AM
Whered you get the character art?
Title: Re: Interim
Post by: Lunarea on June 27, 2008, 11:28:27 AM
I got the base for it from a chinese doll site. The rest was my own effort  :vikonsmile:
Title: Re: Interim
Post by: Lunarea on June 29, 2008, 09:56:19 AM
Double-post, I know ... but it has eye candy!

(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FScrssh.png&hash=8dc372c2205943a2a23dd6f891312ff9)

New tileset for Tanzanite caverns  :seraismile:
Title: Re: Interim
Post by: Reives on June 29, 2008, 04:12:21 PM
Wow, the new cave looks very fresh! Much better than the place holder. Love how you made the floor sand-ish as well; adds a nice refreshing touch to the typical muddy/stony cave floors. This would surely make the puzzle less frustrating even if it remains in the current state. :p
Title: Re: Interim
Post by: Lunarea on June 30, 2008, 10:00:41 AM
Thank you, Reives!

I'm still changing the puzzle since I've mapped the place a little differently, but it should still be fun.

I will make sure to post an updated version as soon as I'm done with it  ;D

Edit: Changed the screenshot with better mapping.
Title: Re: Interim
Post by: Lunarea on July 04, 2008, 10:33:42 AM
Updated Demo is up! Download link is in the first post. It's the same filename as the old download for chapter 1.

There should be a couple new/updated scenes and a revamp of the puzzle - with less backtracking!

NOTE! I usually do very extensive testing of the demo before I release it (to get rid of any mistakes I can catch). I have not had the time to do that for this updated release. As far as I could tell, there shouldn't be any game-breaking bugs. If you do encounter a bug - such as passability problem or text being cut off, I apologize. I will work on fixing the demo up after the weekend.
Title: Re: Interim
Post by: Reives on July 08, 2008, 09:42:54 PM
Much better. c: The custom graphics really did make a difference too. The tileset also makes the walking-around for puzzle part a lot less frustrating. The battle background is new too, right? If so, good stuff on that as well. The overall graphic style is very consistent now, and has a nice light-hearted cartoony feel to it.

I found a tileset glitch though; you can walk to the north wall tiles and have it seem like you are "standing" on the bottom of the wall. When Rex joins the party and the screen fades black, the characters disappear before it completely fades. And compared to the surroundings and character sprites, the campfire seemed to be quite small. That's all the things I can remember for now.  :reivsmile:
Title: Re: Interim
Post by: Lunarea on July 09, 2008, 12:34:23 PM
Thank you, Reives!

I'm glad you enjoyed the graphics. It was a great experience for me to pixel them, as I could really take my time in making them look like something I envisioned in my head.

I will revisit the cave and make sure everything's in tip-top shape before the next release. For now, I'm working on some new graphics for the town of Ardast - which is very exciting!
Title: Re: Interim
Post by: Koppos on July 23, 2008, 12:18:43 AM
that makes the puzzle folds more understandable. nice new graphics. the old ones were just rmxp rtp, yeah?
Title: Re: Interim
Post by: Lunarea on July 23, 2008, 09:16:19 AM
Thank you, and yes. The old graphics were just the recolored wind cave RTP.

I'm now trying to go a little differently about using placeholders. Instead, I'm trying to use a non-shaded or unfinished version of the graphics. While the XP RTP is useful, my mapping with it is very different, so I find myself remapping areas anyway- which is just a huge time sink.
Title: Re: Interim
Post by: Reives on July 31, 2008, 10:01:17 AM
Sure pays off though. And it must be an exhilarating feeling to be able to finally put the tileset that has been worked on for a while in action.
Title: Re: Interim
Post by: Sizzle on September 29, 2008, 01:27:38 PM
O.O I'm def gonna try this game out right now see how I like it :D I'll give a rating 1-10 once I get finished playing.
 :whaaa?:

Hope its good :)

Edit:120 Post Quintessence FTW
Title: Re: Interim
Post by: Lunarea on September 30, 2008, 12:07:38 PM
I should definitely make more user bars, I just have to figure out what to put in them!

I've finally transferred all my files from the old computer to the laptop, so I can get working on this again. In the meantime, I've been redesigning some of the future party members and working on the quests in the town.

Thanks for giving the demos a try  :seraismile:
Title: Re: Interim
Post by: Reives on October 02, 2008, 02:10:39 PM
Bump; try this.
Title: Re: Interim
Post by: Sarkilas on October 03, 2008, 04:14:30 PM
This looks cool. I love the fact that you don't use the RTP. There are so many games with it now (not that I have a reason to complain, even my own game is RTP due to my limitations) that you can get sick if the game doesn't turn out to be good. But this just catches your eye as soon as you see it due to the originality of graphics.

I played through the demo. I'll start with my questions towards possible flaws.

Other than that, great job! This has great potential. I'd love to see what happens next. The graphics were just amazing. I wish I were an artist at that myself.

Good luck with this. Keep up the great work!
Title: Re: Interim
Post by: Lunarea on October 05, 2008, 10:49:48 AM
Thanks for giving it a try  :vikonsmile:

1- That particular font install interfered with one of the other scripts that I have, so I didn't use it. I may eventually find something to replace it, but so far I haven't found anything I liked.
2- This is an issue two other players have encountered, but I simply cannot replicate it! The battle commands use the same font as the conversation text, so in theory, if you see one - you should see the other. The battle script doesn't draw on any font use, but I guess I'll keep looking. Last time I tried to troubleshoot it, it turned out to be an RMXP error - and I have no way of fixing that.
3- I actually have a "speed" item (something like wing boots) that increase walking speed; it just wasn't in the demo.

I only started pixel art recently, but practice makes all the difference. I'm happy with the style I've adopted, even if it seems to take forever to complete anything.

Hopefully I'll have some screenshots and whatnot to show soon.
Title: Re: Interim
Post by: Sarkilas on October 05, 2008, 12:42:50 PM
1- That particular font install interfered with one of the other scripts that I have, so I didn't use it. I may eventually find something to replace it, but so far I haven't found anything I liked.
Which script was it? It might be easy to fix, even as easy as using an alias listing.

Looking forward to more by the way ;)

- Sark
Title: Re: Interim
Post by: Lunarea on October 07, 2008, 06:23:09 PM
I *think* it was one of the system scripts, but I'm not 100% sure. I'm having someone look into it, as well as another scripting bug I've encountered.  :vikonsmile:
Title: Re: Interim
Post by: Reives on March 31, 2009, 03:24:01 PM
Post the new updates! :~
Title: Re: Interim
Post by: Lunarea on April 14, 2009, 05:52:11 PM
Well, I didn't want to post just a teaser update, but it's probably a good idea to at least mention that I've switched from Half-Kaiser to a custom template, no?

New character template starring Enna and Rose:
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FCast-.png&hash=f25353360fe68407048969c7ba7b4cd5)
Title: Re: Interim
Post by: Ruzu on April 19, 2009, 05:20:21 AM
*stops drinking soda, and drops on pants*  :o THOSE ARE SO CUTE! I WANT TO TAKE THEM HOME! ;.;
Title: Re: Interim
Post by: Lunarea on April 19, 2009, 11:11:55 AM
Hehe, thanks! I'm going to end up with a cuteness overload, I just know it  :seraismile:
Title: Re: Interim
Post by: abigailian on April 19, 2009, 11:15:38 AM
Are you basically entirely creating your own graphics then? Not even  using a template. If so, very impressive, and I definitely like what I've seen so far. :)
Title: Re: Interim
Post by: Lunarea on April 19, 2009, 11:19:19 AM
I'm at 99% custom graphical content. The only things I haven't made myself is a tree and a couple of autotiles from Mack plus some recolored RTP autotiles - and that's really only because I didn't see a need to recreate something from scratch if it will end up looking exactly like the RTP stuff anyway. I made the template I'm using for the characters by myself :)

And thank you!
Title: Re: Interim
Post by: abigailian on April 19, 2009, 11:49:39 AM
Wow! This should be impressive for that reason alone then! There's not a whole lot of time to get into your story from the demo, but I'd say that was probably above average too, anyway. Definitely looking forward to more!
Title: Re: Interim
Post by: Anthonie on April 22, 2009, 01:17:42 PM
Sucks that the faces/sprites were from LaTale, nonetheless, great game, tried it out, and it's hella fun.

From own experience, I don't suggest using fonts nobody has, it turned me off (me being lazy as heck), having to click all the way to Windows/Fonts. >.>
Title: Re: Interim
Post by: Lunarea on April 22, 2009, 02:09:09 PM
I got the LaTale faces a couple years ago before the game became well known and popular. I may eventually switch to custom faces, but not for a while. I don't have a tablet which severely limits what I can draw and I've invested a lot of time into getting those graphics customized enough for the game.

The future releases will have a script that auto-installs the necessary fonts. It was conflicting with one of my scripts before, but I finally managed to make it work.

Thanks for giving it a try :)
Title: Re: Interim
Post by: Reives on May 03, 2009, 06:21:18 PM
Yeah, a tablet really helps a lot. Are the auto-font-installer reliable, by the way? I vaguely remember them working on some comps but not others, but that was years ago.
Title: Re: Interim
Post by: Lunarea on May 03, 2009, 06:39:41 PM
I've been told that they should work on all computers now. But I've also included a font download link and instructions just in case.

Title: Re: Interim
Post by: Reives on May 03, 2009, 07:30:28 PM
Oh okay, that's good. I was more afraid of it crashing the game rather than just not installing though, heheh.
Title: Re: Interim
Post by: Lunarea on May 31, 2009, 11:45:59 AM
I've been kept a little busy with my side project, but I've tried to do some spriting when I had a free moment or two.

Here's a little preview of some NPCs you'll find in the next release:
(https://freebirdgames.com/forum/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FF-NPCs.png&hash=7ac6beca5dfb0d066e318f13500371e4)

The first one is Father Pietro, modelled heavily after Vulcanus from Disgaea. The other 3 are random townsfolk that will probably be making appearances in many towns  :P.
Title: Re: Interim
Post by: Reives on May 31, 2009, 09:12:12 PM
You've certainly been improving a lot, Luna. :reivsmile: Love how they have a sense of depth. The colour combos are very pleasant as well.
Title: Re: Interim
Post by: Vasha on May 31, 2009, 09:21:55 PM
It reminds me of a game I played called 'Sigma Star.' It had sprites kind of like that. It was an RPG, except the battles were like those old side-scrolling games where you're in a spaceship and shoot stuff (I have no idea what i'm trying to say, sorry)
Title: Re: Interim
Post by: Lunarea on June 01, 2009, 12:58:30 AM
@ Reives:
Thank you! I've been working on my spriting and I'm glad it's showing improvement.  :seraismile:

@ Vasha:
Hrm, I've never heard of it, sorry! I didn't base the template on anything I've seen before, though, so any similarity is purely accidental  :vikonsmile:
Title: Re: Interim
Post by: Lotus on June 01, 2009, 02:49:43 AM
Wow the graphics in this is really pretty!! Good job with the sprites! :seraismile:
Title: Re: Interim
Post by: Vasha on June 01, 2009, 09:48:19 PM
@Lunarea: It's probably just the fact that you have big animators, but whatever.
Title: Re: Interim
Post by: Lunarea on June 01, 2009, 10:22:19 PM
@Lotus:
Thank you very much! :)

@Vasha:
Animators? Not sure what that is, unless you mean sprites ... They're taller than the RTP sprite, but they're also leaner and a tad shorter than HK. Since I'm used to big templates like HK, they kinda seem small to me  ;D
Title: Re: Interim
Post by: Vasha on June 03, 2009, 10:06:55 AM
Yeah, woops. Why did I say animators? Maybe i meant animations, but yeah, I meant sprites. The taller ones I think work nice (if you get them to not clip off weirdly at all, I think you had a problem with that last release).
Title: Re: Interim
Post by: Lunarea on June 03, 2009, 11:03:04 AM
Yeah, that was an issue with the Z-axis and the priorities when I had first switched to HK (the head would poke through when walking under things with a priority of 2). I've fixed that up a short while after and figured out a better way to map. So, it shouldn't be an issue in the future releases  :gothat!:
Title: Re: Interim
Post by: KRoP on June 03, 2009, 12:02:18 PM
  Bigger sprites often are consequently less smooth in movement; does this sprite template have more than four movement frames to compensate?
Title: Re: Interim
Post by: Lunarea on June 03, 2009, 12:24:50 PM
No, I've only got 4 frames. However, due to the proportions of the template (tall with slender limbs), the simplicity of the 4 frames works alright. At least it does to me  XD

If it does look wrong to others, I will consider finding a script for more movement frames and take it from there :)
Title: Re: Interim
Post by: xkazumix3 on October 28, 2010, 10:03:22 PM
Your game looks good, i will think of giving it a try. Btw, its the first time i saw someone actually using latale characters in their games.  :) and also, is the hair of the girl with blue hair(the rtp sprite in ur banner) referenced from Ragnarok?? if so, can you teach me how to sprite the hair? cuz ive been trying to sprite RO hairstyles onto rtp sprites. :seraismile:
Title: Re: Interim
Post by: Lunarea on October 29, 2010, 11:17:00 PM
Eep, it's been a very long time since I've actively done a lot for this project - though I haven't abandoned it. It's one of those really ambitious first projects that I don't think I would've handled quite so well with the little experience I had. I'm still working on it, though sporadically and I will update the thread as soon as I have something concrete to update it with.

To answer your question, yeah the hair was referenced from Ragnarok. It was one of my early spriting attempts  :-\
I don't recall it being anything different than just general spriting, though. You can probably figure it out easily enough if you follow a hair spriting tutorial. :)
Title: Re: Interim
Post by: xkazumix3 on October 30, 2010, 01:04:54 AM
Oh, i see. Still, it is awsome how you are able to bring out the RO hair onto RTP sprites cuz when i try to do it myself, i was unable to get the proportions right since the RO heads are so BIG!  O_O