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Dead Content Kailis

Dead content awaiting restoration.
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Okay then. :)

Axerax":fl8ryn4g said:
I don't know how we'd go about making the trails.

Like I said, I can try it. But no guarantees ;)

Some extra C&C:

1) Near the "Current States", there's a tree with a shadow that ruins the sense of depth of the cliff (the rocky part at the top doesn't look like it's raised at all)

2) At the upper right corner, I can't really read the word above the spear without squinting, and even so I still don't know if it's right. "Thrust", is it?

3) Below that, there's a barrel of what looks like water, with bubbles. Is someone in there trying to breathe?

4) The tent stakes look like they're missing outlines.

5) Near the mini map, there's another tree on a cliff.

And just a question... are you going to do anything important with Sneak/Dash or are they just there for the sake of Mr. Mo's ABS? Also, what's the circle in the middle of all the bars?
 
Hevendor: As one of the monster spriters for the game, I'm working on the hit animations for my creations. I had previously toyed with a red flash, but felt it didn't complement the game style, and a flinch, which would take too long to do for each individual monster type. The blood idea, though, I like. Thanks for the inspiration!

Also, thanks for the feedback on the tileset. I'll edit it a little to fix the depth perception.

-Gratheo, Kailisian tilesetter and character spriter.
 
Q&A:
1. and 5. They are supposed to be like that, I will think about moving them, but they are there to provide a more natural feel, you can't have a special shadow for everything you know.

2. Yes it does say Thrust. It is small, for one reason, you have to equip it in the techniques menu. You should as the player already know if you equipped it, as you can only have one technique equipped at a time. All skills will have a unique icon, so eventually I will remove the name tag all together.

3.& 4. I will talk about reworking them with the tileset artist. I never really noticed them.

Dash and Sneak will indefinitely have a role in the game :)
You will have to sneak by "Invincible" enemies and sneak by enemies to get keys/hit switches/etc.
Dashing will help you escape danger of death if you are near death and need to pop a potion quickly, as well it will be needed for some puzzles later on.
The circle, has your current level. I haven't increased the size of the font for that part yet, I will be doing that today along with the HUD reworking.

I appreciate the critique!
 
Gamepads don't work with your game. That really bugs me since I use a gamepad to play RMXP games.

Also, the game froze during the intro. Not sure if it was because I kept spamming the enter button or what.

And there's no way in heck i'm replaying a 30 minute intro without a skip option, soooo yeah..
 
Diedrupo;280048 said:
Gamepads don't work with your game. That really bugs me since I use a gamepad to play RMXP games.

Also, the game froze during the intro. Not sure if it was because I kept spamming the enter button or what.

And there's no way in heck i'm replaying a 30 minute intro without a skip option, soooo yeah..

Where did it freeze at? Do you remember. I do know that the demo has a lot of lag, due to Ccoa's UMS. For some reason comic text over character heads, causes a lot of lag, which is why we are doing a new style of text for the game. We are also planning on adding more "Playable" content in the rerelease with breeze and the new text style input.

As for your gamepad, the keys for the game are:
A - Dash, S -Attack, D - Defend, Z - Sneak, 1 - Technique Hotkey, 2 - Item Hotkey, X/ESC - Menu, E - Show/Hide HUD, Enter - Hold to increase text speed or Select choices.

Do note, I Disable Menu Features, The ABS Itself, The HUD functions, Save Functions, and many other things to prevent the player from messing up the game. Menu System was accessible upon starting the game, I removed the function during the intro cutscenes. HUD is off most of the intro, while the ABS is ALWAYS off. Saving is allowed midway through the introduction, look for a floating book. I use savepoints. I do allow menu access sometime in the intro though.

All of those things are accessible in the Tutorial though, it has some of the basic game mechanics and allows you to see what the battle system is close to, with the breeze work it will be better and with a ABS Lite it will lag less I hope.

I hope this helps you :)

PS I've never heard of anyone using a gamepad for RMXP and I've never used one for any PC game actually, so I never really designed it around one, sorry :(

EDIT: As well everyone take note, only playable action in this version of the demo is in the Tutorial. The game itself is all intro and cutscenes, which will be heavily edited, reduced, split up in between playable content in the next version. As well I will be providing a "Skip Intro" option when leaving the first area you start in the new demo.

EDIT2: I reworked the HUD once more, I didn't care for the gradient thing, so you can see what it is like now :)
http://i22.photobucket.com/albums/b347/ ... UDNew2.png[/IMG]
 
Those HUD look very nice actually, reminds me of the old school online mmorpgs e.g. Tibia a little. The simplicity of the minimap frame compliments the sprite styles I think.
 
The demo crashed for me when Luna was getting off her dragon and being approached by some dude. I am going to guess that is reasonably near the end of the demo since you said it was mostly cut-scenes anyway.

I'm just going to wait for the next release. :)

Also, gamepads won't work with your game even with re-mapping. I think you must have replaced your Input module.
 

Shizu

Sponsor

The first CD of the Kailis : The Crystal Souls OST is complete!

The line up;

KAILIS : THE CRYSTAL SOULS OST CD1

01. Prologue (1:34)
02. Terror's awakening (2:48)
03. Destruction arising (3:20)
04. The Prophecies (2:14)
05. Sanru Desert (3:28)
06. Familiarization training (2:33)
07. Velli Island (3:16)
08. Velli Island South (3:09)
09. Wyvran Status (2:33)
10. Light hearted moments (4:09)
11. Teleport Shrine (2:51)
12. Ring of Death (2:45)
13. Cool Rush Cave (2:26)
14. Chains of Imprisonment (3:56)
15. Shards of Fate (3:48)
16. Recording memories (1:57)

All of the tracks will be featured in the game (when part 1 and 2 are united), as well as some that will be in CD2. :) If anyone wants I can post a demo.
 
Reives;280134 said:
Those HUD look very nice actually, reminds me of the old school online mmorpgs e.g. Tibia a little. The simplicity of the minimap frame compliments the sprite styles I think.

Thank you I appreciate that. I was trying to simplify it exactly for that reason :)

The demo crashed for me when Luna was getting off her dragon and being approached by some dude. I am going to guess that is reasonably near the end of the demo since you said it was mostly cut-scenes anyway.

I'm just going to wait for the next release.

Also, gamepads won't work with your game even with re-mapping. I think you must have replaced your Input module.

Ahh, yeah, you have a few more scenes to go from there, but yes near the end, you got most of what the "Prophecies" are. Rest is the start of chapter 1-4 which gets Luna off to her quest.

I use a custom Input Module. So yes, you may have to reconfigure it maybe..

Glad you will stick with us :)

Now as a bonus, seeing how a lot more of these topics have "User Bars" I made some my self alone with the original one I made especially for Episode 1. These are Character ones :)
http://i22.photobucket.com/albums/b347/Axerax/LunaUserbar.gif[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/LunaUserbar.gif[/IMG][/url]
http://i22.photobucket.com/albums/b347/ ... erBar2.png[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/LunaUserBar2.png[/IMG][/url]
http://i22.photobucket.com/albums/b347/ ... serBar.png[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/RikkiUserBar.png[/IMG][/url]
http://i22.photobucket.com/albums/b347/ ... serBar.png[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/AskarUserBar.png[/IMG][/url]
http://i22.photobucket.com/albums/b347/ ... serBar.png[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/KingShalmaUserBar.png[/IMG][/url]
http://i22.photobucket.com/albums/b347/ ... serBar.png[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/LordLongcrestUserBar.png[/IMG][/url]
http://i22.photobucket.com/albums/b347/ ... serBar.png[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/NokiUserBar.png[/IMG][/url]
http://i22.photobucket.com/albums/b347/ ... serBar.png[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/BocashUserBar.png[/IMG][/url]
http://i22.photobucket.com/albums/b347/ ... serBar.png[/IMG]
Userbar Code:
HTML:
[url=http://www.rmxp.org/forums/showthread.php?t=12078]http://i22.photobucket.com/albums/b347/Axerax/LokiiUserBar.png[/IMG][/url]
 
*yoinks the King Askar user bar*
I'm tempted by the Rikki one.....

I like the HUD. I sorta liked the moon shaped one, but I guess you didn't because you changed it. n.n' Still, a nice looking HUD that's easy to read and understand. Though, those wings next to health mana and such not...aren't those typical default. I see them all over the place; will you be changing those too?
 
Hrm, I'm glad you like the Askar and Rikki ones :)

As for the HUD, those wings, I recolored them as a point of the Wyvran Companionship thing, but I may change them if I can get any ideas to spring in my head, I have considered crystals, and such, but I dunno I have a hard time deciding. I will let you know if I think of something :)
~Axerax~
 
This project is going great. The tilesets are about halfway - 2/3rds of the way done for the first episode, so once that's done, there shouldn't be too long of a gap until the release. The icons for Kailis are also underway, and I can only say that they're going to rock. I'm not sure about the others, but I'm sure that episode 1 will be out before the end of december. (Hopefully, if all goes according to plan, before the start of December.)
You're going to love Makio-Kuta's artwork, by the way.

-Gratheo
-Head tileset designer and icon maker for Kailis.
 
gratheo;284016 said:
This project is going great. The tilesets are about halfway - 2/3rds of the way done for the first episode, so once that's done, there shouldn't be too long of a gap until the release. The icons for Kailis are also underway, and I can only say that they're going to rock. I'm not sure about the others, but I'm sure that episode 1 will be out before the end of december. (Hopefully, if all goes according to plan, before the start of December.)
You're going to love Makio-Kuta's artwork, by the way.

-Gratheo
-Head tileset designer and icon maker for Kailis.

Very true, as soon as we get the first dungeon tileset in motion I am going to be revamping, adding more puzzles, and enemies into it, to make it more diverse and have adequate gameplay in the dungeon, so you won't be disappointed :)

Thanks for the update Gratheo! Everything he says is true, and I hope for that deadline as well!
~Axerax~
 

Cygnea

Sponsor

I sat down and tried to play your demo a while ago, managing to make it up to the point right after you learned where the first Crystal was hidden. After that, though, I simply couldn't take another cutscene and, having not found a save point to continue later, plan to wait for your next demo.

Most of them felt long and boring - I had to keep hitting the enter button and straining my eyes to read white text against a nearly completely transparent background. For that much reading, setting the messages to automatically close themselves might be better as long as the speed was set slow enough, but you did say you're going to include a skip intro feature and that would be useful as well.

The one where Luna was a child didn't add anything for me. Sure, we found out that Lokii knew about her involvement in the prophecies and whatnot but that was it. As is, I doubt anything would have been lost if you had simply cut it out.

Most of the dialogue took too long to reach it's point; some of it seemed to repeat itself, only worded differently and spoken by other people. You kept making the same grammar mistake, too: "I need to talk to you[,] Luna." I think you always forgot to add that comma.

The scene in the throne room hit a snag for me when the guard came in (walking, not rushing, by the way) and said they were under attack. I was ready for some action, but instead they all spent another five or so minutes talking. The sense of urgency I expected immediately went out the window.

She took meeting the Crystal's in incredible stride. I don't expect her to completely freak out, of course, but I don't think her emotions - confusion, fear, whatever they were - came through strongly enough.

After that, Reyvk spoke to Luna in his ancient language and then apologized saying it was only to be used towards other Wyvra. Why, then, did he use it at all? I think you also tried to work in some exposition (her pendant, for example) but it ruined the flow of the conversation and made it sound less than natural.

I understand that you're doing another demo and probably going to redo a lot of what we've seen, but I hope my comments manage to help you anyway.
 
@Cygnea: I'm glad you tried our demo. The save spot was right outside Lokii's House, but it is okay.

I'm going to be increasing the text speed, and text skip speed. I don't plan on making it click skip. I am also making the opacity at 90%, which means only 10% of it will be transparent, I my self did not like how I did them in that demo. The next demo, will in fact include a Skip Introduction option, it will make people happier I believe. Reason I don't do auto close, I've tried it before, and it annoys me. I am also doing text the way it is with skip, because if feels more natural to read at your own pace as well you could miss important details.

The part of Luna as a child, will make more sense in the next demo. Essentially, she is recalling her past. Realizing Lokii knew about the Prophecies being linked to Luna and Rikki the whole time.

Dialogue will be rendered differently to give characters their more deeper feeling. I wanted to release the demo, to show what we have been doing and that it is well into progress. The final outcome will be spell checked, proofread, and finalized before the next release.

I am thinking of how to shorten the Alliance scene, Essentially, yes Shalma does walk in and his guards already barged into Longcrest's domain, but it would make anyone mad who is oblivious to their surroundings at the moment. I will take into consideration making the guard faster. One more thing on that, if you think about it, Longcrest made Shalma mad, he had to find a way to apologize, he can't ask for a favor on a bad foot, you know, it is illogical to do that, the person who is mad would obviously say no instantly, if someone treated them badly then 1 second later having something occur ask for help and expect it in return. I'll look instead for a way to shorten it.

Crystal Sanctuary stuff. Actually Luna is quite confused on why the crystal spirits are saying these things, she has no clue about the war at the moment, nor does she realize anything about the Prophecies. She however thinks to her self most of her emotions, these will be portrayed better in the next demo as well.

Why was Reyvk speaking Wyvran? Well no offense to anyone, it is simply an example, if you knew how to speak english, but say your native tongue is Japanese or Spanish, you initially start conversations in that language, until they let you know that they can't speak or understand you. He apologized because only Dragoons and Wyvra who are Wyvra Companions can speak back and forth with it, Luna was not his companion yet, he was getting ahead of himself. The dragonstone pendant is to help understand what Wyvra are saying and also symbolizes a dragoon's status in the world, along with their armor and polearm. It makes perfect sense why he apologized, knowing full well she wouldn't be able to understand. She just happened to have the pendant to helped her understand it. The pendant gets more uses later in the story, just wait a bit, it will help them out.

Thanks for the help in clarifying all of this, I hope the next one will be more enjoyable, it will have all I spoke about and more!
~Axerax
 
I have an update for Kailis - as of now, the main world map tileset is completed! Only one major tileset remains. This bodes well for completion of the game, and possibly the next demo will be in full Breeze, once the interior tilesets are completed.

We can only hope. ;)
 
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