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Farewell -- Back!

  • Night is Day

    Votes: 2 18.2%
  • Farewell

    Votes: 9 81.8%

  • Total voters
    11
Well, back to bumping, I guess.
As I said, and will several more times, WE ARE NON-RTP, leaving the whole XP RTP and system. So lots of help will be needed for pixel art:
-Icons
-Tilesets
-Battlers
-Sprites
-Busts
I have some one for some sprites, but cannot completely depend on them. If you are free, please consider contributing!
I changed around the plot and story a bit - I'm working on the revised version right now. I also made the first post more visually appealing - sorry I have no new screenshots yet, though. But considering that only the Alpha is out now, there isn't anything down in the concrete. Soon, I'll have the graphical resources up to look at (with watermarks, of course - I don't want people stealing my custom resources!!!)

I want to create a game that not just I will like, but many in the community.
So I was wondering if there is a system feature in a game you like, very much, and would like to see in this game? Like maybe a custom menu feature like settings, a battle system skill, or a map HUD that's useful; or maybe even something visually appealing, like animated idle poses, or a sparkly menu effect, or maybe even picture-backed windows.

I really like more depressing story-lines, and dark settings. Sort of like Quintessence, but really more like Fragile: Ruins of the Moon. I don't know why, just appeals to me. But later in the game, you will visit the ruins of the Holy Earth. The world's religion revolves around this. I will get into more detail as the game progresses.

On the main post, I have decided to split it in two - Simple, for quick stuff about the game for those who do not like reading long paragraphs, and the Detailed, for a more in depth story, background, and information. I really don't know if it would work though - tell me.

That's it for now!
-Lonelyelf

P.S. sorry I write so much ~ If you want shorter stuff, just tell me.
 
Sorry for double-posting! I have some important updates:

-I figured out why everyone was being confused by the demo. I didn't have it start at the title!!! I uploaded the new one, fixed and all. Download link here, and in the main topic: http://www.4shared.com/file/140488694/f ... l_new.html


-I made some nice screenies for you guys! Check the main post.

- If you know of a reasonable RMXP resolution script, or a Game.exe rewrite (if it's legal) please tell me. I am looking into enlargement of the resolution and window size of my game's window.

Well, that's it for now,
-Lonelyelf
 
72 Hrs! BUMP
...again...
I think I might just not updaye for a while, until I have a bunch of new stuff...

Good news!

-The original Asea sprite is near complete! Hooray! So, soon you will see NID's new style...
-I've got all the icons done! as well as updating the database...
-I am working on~ the GRASS TILE. Often pushed out of the picture as the most important tile in the game, it is also the hardest, to keep from pixel-repetitions. Iiiiih.... If you have a good tile, I would love to see it, to help with mine.
-I got the newest Atoa Custom Battle System (thanks Atoa!)... But it screwed up. So I might have to start over again with the customization.
-The new RPGDS has inspired me, so I am looking into some graphical stuff, and a few features...


And some stuff I need help with:

-If you know of a reasonable RMXP resolution script, or a Game.exe rewrite (if it's legal) please tell me. I am looking into enlargement of the resolution and window size of my game's window.
-Comments, Suggestions and Critique is COMPLETELY WELCOME! Please, reply with your thoughts.
-As I mentioned in the second to last post, I need everyone's help!
So I was wondering if there is a system feature in a game you like, very much, and would like to see in this game? Like maybe a custom menu feature like settings, a battle system skill, or a map HUD that's useful; or maybe even something visually appealing, like animated idle poses, or a sparkly menu effect, or maybe even picture-backed windows.

That's it for now! I'll update somtime later, but will reply to any suggestions, critiques, or comments.
-Lonelyelf

(Writing in the dark is soooo haaard...... gah)
 

Tindy

Sponsor

You wanted constructive criticism, here it is.

All right, first things first, I'm going to ask you what I ask everyone: What on earth does Japanese have to do with your game that you're using it for your title screen? You're using it incorrectly as well, by the way. What you have there says something more like "Night and also Day." Besides that, professional (Japanese) game makers generally wouldn't put the 'desu' at the end - it's too formal and makes it a statement, like a period at the end of a sentence.

Pet peeve aside, let me delve into your post. Frankly, the back story sounds quite interesting, but your wording makes it kind of confusing to follow. For instance, you said that the floating world has only been around for 600 years, but when you introduce the back story, you make it sound like it's been a lot longer. The way you've written the plot of the game, too, sounds incredibly bland, and you're assuming the average reader knows a lot more than they probably do. You talk about the main character and the 'mysterious girl' before actually introducing them, which is a turn off for most readers. Besides that, it's fairly confusing, if only because the details aren't very tangible. For instance, you say that besides undermining the church, your goal is to kill your father (which seems like it's not really important to the plot - unless his father is the high priest?) - but you say that Asea is an orphan! Mysterious Girl's profile irks me a bit. Not that more is revealed as you play - that's a given, really - but that you found it necessary to tell us that she "really ticks Asea off."

The sprites, however, look fantastic. They're absolutely wonderful, very professional looking.

You could stand to have more than two screen shots - some maps, perhaps? An example of the sprites in their native country?

As for the demo: (I'll just write as I go)

The title screen is fantastic. Looks very well put together. The window screen thereafter, though, is quite hard on the eyes.

I understand that this is purely a tech demo, but to be honest, it doesn't seem to be a tech demo at all - just an RMXP demo, really. There's nothing here (that I can see) that centers on your game, except presumably the layout, and there's nothing to really point out - you haven't even animated the fountains. There really doesn't need to be a demo at all, to be honest. Your maps are extraordinarily spread out and wide, and with no characters at all besides the player it makes it very much a hassle to actually get from here to there. You could cut down on the size by half and it would still feel spread out. In addition, the demo can't really even be called a "tech demo" at this point - seeing as it's completely RTP, and as you claim, you've made the move to non-RTP.

Ugh, the upper part of the map in particular is awful. Nothing but gray for blocks and blocks...

The bit on the left (once you've gone north to the new screen, and then west) has an issue with transportation. I'm completely stuck.

Consider the points I've made, if you really want more people to take a serious interest in your game. Like I said, the back story sounds really interesting - now it's just a matter of making the plot and gameplay excel.

EDIT: I just took a peek at your maps in the editor. You really do not need all that space - in fact, you barely need 1/3 of it.
EDIT2: For the houses, you don't need 9/10ths of that space. Please take a look at a mapping tutorial.
 
Thank you for your criticism. It was just what I needed.

Putting what you said about the plot in consideration, I am editing the revision of the plot. I won't put it up until I am absolutely sure it is better than the last... and has pleased the readers.
I do have a mapper on it right now, but the hasn't said anything for a while, and I wonder if he quit. But he himself said the same - the maps need to be much smaller. I'm not much of a mapper myself - things end up very basic and blocky - but I am reading some mapping tutorials. But there aren't very many I can find...
I have a WIP for Asea's sprite example:
abshbv2.png

For now I just have to work on the pants, colors, and the hair outline. I recommend your right click it and select "View Image", so it looks better.

I don't think that I have the right name for my demo; it should be a Concept Demo.
It has all the concept maps, story, system, and graphics. It's not a tech demo, or a real demo with relation to the final game. In it, everything was subject to change. Really, there was little point to it, since it confused a lot of people. But it has a few things.

Revising is hard to do, without having to change the whole story - especially if you're like me, who has a new idea for a game everyday. So, on that note, the new plot won't be up for a while.

As for screenshots, I haven't gotten into much on the game's system since the demo. Mainly graphics, so there isn't much more to see. None of the sprites are real characters in my game - just examples because I didn't have Asea done. And as well, I still don't even have a grass tile that works, so it may be a while until I have a map screenshot.

But I will change the menu too, since it doesn't look as good as it used to. I think I will model it off of RPGDS' menu system, only with stuff on opposite ends.

Sorry, I just threw Night is Day into Google Translate, since I didn't know either word's kanji. If you know them, is there a better translation that is closer. For now, all I know how to is to remove the desu.

I am working on my game! No matter how slow this topic is, and how little updates I have, this game is still progressing. Thanks to Tindy, I can fix up a few areas that really were bugging people. I have gotten pretty far on my own, but I need help! I'm not that good at spriting, and it will be hard to transfer the 3/4 view sprite I have to RMXP as a spritesheet. I also need help with scripting. I am okay, to a certain point where I either have no idea what is worng, or what to do. So a scripter for revisions. As well, I need someone to wrie some music. I can't write it all, so someone to make minor songs would be great.

That's all I can say for now,
Lonelyelf
 
Plot revision:

Asea has made a hobby of sneaking into the Steeple; always, he seems to find something new, and costly, every time. He didn’t expect any more, of course, since that is about all he has gotten out of the skill for the past few years.
But that was not the case with that night.
With those words, Asea is thrust into a new story. After the darkness arrives, Asea is killed by a demon, and revived by Michael, an angel without a body, who knows more about Asea than he does himself. As the story unfolds, his connections to the church, the earth, and the fate of the new world.
Not long after, Asea joins an underground Activists group, with the plan of bringing down the church. He makes several friends, and fulfills many quests. But his past continues to chain pull him back, with the many clouded memories he has, and those difficult to accept.
Alone, but with friends, Asea engages on his journey, trudging through the ruins of the past, and the doubts of tomorrow.

These plots are really hard to write. Sorry if it doesn't satisfy you... I removed and rewrote and added a bit.

I also updated the main topic and last post with the sprite, and the plot(main only)
I still need criticism, and if you could, some help with the plot. It is extremely difficult to rewrite these things.

Thanks,
-Lonelyelf
 

Tindy

Sponsor

Tindy":y5xnzum9 said:
What on earth does Japanese have to do with your game that you're using it for your title screen?

You never actually answered the question. I'll tell you what you need to know, but be honest: Are you just doing it because "all the famous games have Japanese in the title"? You know that's because they're actually made in Japan, right?

Anyway: The issue with your wording is not the kanji but the "mo" in the middle. The "mo" means "and" or "also." What you want is a "ha" there - pronounced wa - to mean "Night is Day." (It actually sounds pretty cool in Japanese - yoru wa hiru but I'm not entirely certain that those are the kanji you want, anyway.)

夜は昼

The problem with using Japanese is that it's not just a simple translation - with kanji, there can be dozens of different ones that mean nearly the same thing, and likewise one that can mean dozens of different things. When you use something like Google or Babelfish, they're giving you what they have noticed means something. However, if you want it to translate "it kills me" (like laughter), it might give you "s/he kills me" - as in murder! And you really need to figure out exactly what you mean before hand. What is "day"? Is it the hours of sunshine? In that case you'll want to use 日照時間 (which means...daytime! And/or, the hours of which the sun is shining.) 日 also means day - though it's generally used with "one day" and "the first day (of the month) - its dictionary definition is "Day, sun, sunlight."

You can see where my pet peeve comes from I think, yes?
 
Reason I want it... Hmmm...
Nonick":395vakht said:
Japanese letters: Yes/No (The letters will be meaningless, but it'll look cool :P.)
This can (sort of) explain why so many Americans want Japanese text in their logo. It has no point, but it adds to the title. I was hoping, that sometime after I have gotten somewhat reasonably into kanji (some 5 years or so), I would return to this project, translate it, and try it in the Japanese communities. Though it is still pointless. I suppose I could remove it from the logo altogether, since I'm revising it now. But, I need someone else's opinion.

And yes, I understand your pet peeve.
Thanks again for your help, and reply, Tindy.

-Lonelyelf
 

mawk

Sponsor

I haven't played it enough yet to give you a full runthrough of my experience, but I just thought I'd pop in and let you know that the pop-up messages are really unnecessary and annoying to click through. if you want to show a large amount of text onscreen, saving the text as a picture and using Show Picture ingame would be much more efficient than knocking the player out of his immersion and forcing him to click through a lot of little popup windows

and I agree that Japanese text really doesn't have a point in your logo. you said "it adds to the logo," but that's simply not true. getting rid of it'd probably improve the logo overall, if I think about it.

as a final note, it's kind of weird to have a cloud fog scrolling over another cloud fog (as in the title screen.) you might want to rethink it.

I'll come back later once I've actually played a decent chunk of the alpha
 
AYE! NEW SUPPORT USERBAR


The old one was too big, so I made this one. Just put it in your sig and link to viewtopic.php?f=78&t=66344 if you wish to support my game.
I am messing around with the main post right now.
Tarranon is helping me with music composition. Thanks, Tarranon!
I still really need help! A pixel artist who is good with larger things, like the sprites I am using, and busts.
A minimal scripter as well, for editing the CMS, CBS, and adding some functions.

I am adding three new features:
-Command Memory - Kain Nobel, to remember the last action that you selected in battle.
-More Melee moves - Melee attacks will be acquired like skills. This removes the Attack selection in the menu command window.
-Materia System - I used this in my other attempt, and will again. You can add certain materia to boost stats for your character, or add attributes, like Pyro, or Aqua. The name will be changed, of course. Something different, but the same idea.

I don't think I have to wait 72 hrs to bump anymore. Correct me if I'm wrong.

Horray! Almost done. Critique it here.
Click the image to see it better.

That's it for now,
Lonelyelf

... Whoa, .ORG just told me I got a new post when I submitted this!

@mawk (hooray!)
I myself was rushing through this when I was ading the pop ups, since I didn't have time for another week. sorry about that. I promise that won't happen in any other demos.

The JP text is out of the picture, now. I am making a new logo, and it is not included.

The cloud fog is over a picture, to make it seem to move. It was to liven up the title, and in the new demo, will not be there, because a new background will be added.

Thanks for checking NID out, and the alpha, mawk!

-Lonelyelf
 
Alright, page two.
That's my greatest achievement in life, you know?

I will hopefully soon upload samples of the music sometime in the next month. For all you don't-care-about-spoilers people, I will upload a plot line outlining the whole entire game, inside 100 or so spoilers, so you don't look at it by accident.

I'm helping another person with spriting, so I can't do much with my game.

Please do still love me though.

Thanks to everyone who has replied so far!

Alright, to the point.

Help is need in the following areas:
Pixel art: Preferably someone good with larger stuff, like my sprites, or busts.
-Minimal Scripter: Small tasks, such as editing the CMS, CBS, and adding some functions to gameplay.
Concept art: It's been really hard to draw some certain characters, so some concept art to help with the finals would be appreciated.

Support is appreciated. Please put my userbar and link in your sig if you like anything about this game.

Really, I have not gotten anything done at all. No updates on art, music, scripts, story, or even system...
But I have gotten alot of ideas for the plots. This game is evolving, and the plot as well.

For now,
-Lonelyelf
 
What page of the forum am I on now? 3 or 4?
...
Please, reply with your thoughts. Help is needed to continue with this game.

I am working on some new concept art.
Check out my photobucket for some. ( not all of it is )
http://s592.photobucket.com/albums/tt5/lonelyelf/

No significant progress will be made until November. I am currently caught up in school work, and will not be able to do much until about then.

I have considered, and decided:
-3 new characters will be included in chapters 1 - 4, and some others throughout.
-Asea will look much older now, as he looks like he's a 10 year old. He will grow a bit...
-I have plotted through chapter 4 so far.
-I have been on a creative spree - 10 or so new songs, 20 sketches, hundreds of story ideas, and other game concepts. A week or so into November, you'll start seeing some new screenies.
-As soon as I have finished chapter 1 (sometime in December / January ) I will move to the Full Game board
-I am redoing the CMS, Title, Battle, Map system, and more. Few things will be the same.

I need help in he following areas!
-Pixel art: Preferably someone good with larger stuff, like my sprites, or busts.
-Minimal Scripter: Small tasks, such as editing the CMS, CBS, and adding some functions to gameplay.
-Mapper: Our old one has disappeared without any contribution. So this is added to the list. You won't be doing much for long, as I will just need some maps revised, some mapping help, and I'll be on my way.
-Concept Artist: I myself can draw, and have imagination, but not in certain areas. I will need someone to patch up some concepts, and help with creating some.
-Anyone who enjoys this game: All you need to do is reply with your thoughts or criticism, or add the userbar to your siggy if you like it. It's not an obligation, but it would be nice.


Thanks again,
-abreaction
 
I have begun with the tileset - I've finally finished the grass! >.<

I have now decided to add the ELEMENT COUNTERS feature. This is how it works:
Whenever your character equips a weapon with an elemental status, he/she will gain a counter. This will effect what he/she is weak or strong against. (If you unequip, you lose the counter.)
When you have one element that has more counters than the rest, it becomes your elemental. This effects your status in different ways such as:
Fire: Stegnth
Water: Health
ect
The effect depends upon the character, and what counters you have on. It also has the effect of the number of couynters you have of the element, therefore: 3 fire counters = 3times damage on ice, plus 1 elemental = 6 times damage on ice.
It will also effect different events, and unlock several puzzles.

-abreaction
 
No, not yet. I have not gotten far enough with the tileset, and don't have the spritesheets yet.
So a new screenshot will take a while, since I'm working on this by myself.

Thanks for the reply,
-abreaction
 
HOORAH! PROGRESS!!!
-I have recruited 1 (maybe 2) more people to the team... WeaponOD is now a Pixel artist!
-The concept for the tileset is finished. I now have an idea of the proportions and what will go in.
-Two more characters have been added to the game, all of them are characters in the activists group:
....???(no name yet)
....Male
....Non-playable character, secondary
....Personality: Leader of the underground activists group, he acts brave and tries to be a good leader in all ways... but his inside personality contradicts. He is alone, feels no one understands him, and has no idea what to do at the time that is counts.
....Background: Has been participating in underground activities even before the rise of the church, ever since he made the coice to leave his family, which had abused him from a young age and did not want him in the first place.

....???
....Female
....Non playable character, secondary
....Personality: Doesn't care for anything but her own opinions, but is a follower, because she is short of making good decisions.
....Background: Not quite mysterious, she just avoids her past, not because it has been horrible though... She is good with the sword, and has a past in the sewers.

-I'm currently still designing some ideas for the game system
-In a day or so I'll upload some more detailed character descriptions. Someone said they were a little short...
-A goal has been set for the upcoming demo: Fall 2010
This demo will have all of chapters 1&2, maybe 3. It will include the events of the activists group.
The reason it will take so long is because I have few members on the team, and will have to start from total scratch. All sprites, tilesets, animations, scripts(not from scratch), graphics, pixel art, and so on. Sorry for the late release...
-I have already drawn out the plot for the entire game. I have plenty of time, so I'll think over the plot alot, and hopefully find all the plot holes.
-All help is welcome That is correct. Any help and all help is accepted. Because we need the help, if you are good at anything, you can apply by PMing me, or emailing me at kakiro.tree@yahoo.com
But you will be tested, and not every application will be accepted - If you aren't what we are looking for.
But don't feel discouraged! Think you're good? Just PM/email me!

That's the updates for today!
-abreaction
 
BlackMask is now officially on the team. It is now a team of 4. He will be mapping specific areas of the world.
You can be a part of this project too! Whatever you can do, just PM me with your talent in media, and you could be a part of the team.

I am currently redoing concept art, adding a old painting feel to it, with sepia colors, and more realistic characters.
The game will also have this feel, adding to the "dark" atmosphere. Dark, staurated colors, with some mixture of tan and such.

That's it for updates,
-abreaction
 
Alright, sorry for the double-post.
!!UPDATE!!

I have finished the sketch for the new concept of Asea and Michael. A new style has been implemented, and some other misc edits.
aseaconeptv4.png

I am currently painting this.
...
This isn't going to be pretty.

Here have a few tiles to give you a taste of what you'll see ingame.
WIP: Water, weeds
Finished: Grass, rocks (some)
tilesetpieces.png
 

Faine

Member

I like your story and concept art including the one above. that is probably THE BEST. though the story is very long and depressing the long part is good but i don't really like depressing story's sorry.
got to go bye.
 

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