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"Melolune" (formerly "The Blue Star") [*New Demo and Video*]

Looks promising, the Leebles are cute ^^ make me want to play the game even more.
Sprites are well done as well.
I'm looking forward to it
Don't let me down!!!~
 
Hi alywaly, I'm glad you like the Leebles :) 

I've been working hard lately to release a second demo, one that includes some of the changes described above and more of the plotline.  I've made several maps proceeding the original demo, but I'm at a point where I have to go back and fill in all the important cut scenes with dialogue.  And since these cut scenes include really important information that will build the latter parts of the game, I'm being really careful about it (and also struggling to keep it all concise). 

I'll keep you all updated and let you know as soon as it's finished (the second demo will probably be about 5-6 hours long), thanks for stopping by!
 
The music is simply amazing, the mapping is good, though I don't like the tree on the island in one of the screen shots, maybe if it weren't planted by man, without the ring and such. I can't wait to see the outcome of this.
 
Hi everyone, it's been a long time since I've updated this thread!  Although I took a bit of a break from my game in June-July due to my busy schedule, I was able to pick up where I left off about 2-3 weeks ago.  It was tough getting back into it again after such a long hiatus, so I ended up spending about 3-4 hours playing through and taking notes to re-acquaint myself with everything.  I think my biggest challenge is motivating myself to do more "creative-work" after putting that same creativity into the material I have to pump out at my job.  But I'm really happy to be making progress again. 

<u>Updates:</u>
-I made a BIG list of things to change from the first part of the game based on comments made in the forums and from friends/coworkers (for example, Aero is lvl 2 when she rejoins the party, the bees glide along the screen and are much weaker, I added more save-prompts and HP/MP restoring crystals, cued serious music for particular scenes, fixed random bugs, etc.)
-I completely redid all of the Melolune Caves.  I had originally envisioned this place to be full of vines and melons whose glow cast a pleasant multi-colored light throughout the caves (sort of like the lamp shop in Legend of Mana).  So after breaking up the ground into various levels, I added a mist fog, the melons (George was kind enough to make me a lovely spritesheet of melons), and some pretty glowing effects.

<img src="http://supershigi.googlepages.com/MeloluneCaves.jpg">
<img src="http://supershigi.googlepages.com/Meloluna.jpg">   

-I changed around some of the older maps as well (Star Night has glowing lanterns, Achaius' home in the flashback has been redone to be more location-specific, etc.).

<img src="http://supershigi.googlepages.com/Introduction.jpg">
-Added a second set of animating sunbeams and fixed the timing on the first set.
-Some of the cutscenes have a bit more "icing" so to speak (Aero has a "down" sprite, Dominic lights a fire in Izaya that's complimented by a pleasant glow, Achaius and Caleigh's sprites have been redone to match their concept art, etc.).
-The dialogue in Melolune is finished.
-Debonet's maps are finished, and most of the NPC dialogue is also done (overall, about 1-2 more hours of gameplay has been added). 

<u>Things I still want to change about the first demo:</u>
-Leeble Village tileset help (the treehouses are still placeholders because I don't think I can do this myself)
-I have to implement a new UI and get the new battle system rolling... until then, the CT UI and sideview battlesystem will be my placeholders. 
-I might want to go back and redo the Upperland forest.  It's probably unnecessary, but being the perfectionist I am, the desire to improve it is always there. 

Basically... no matter how much I do, I always feel like there's still an impossible mountain of tasks left to finish.  I suppose I'll just keep chugging along one step at a time.  I think throughout this process I've actually become quite a decent mapper.  My hope is to have a new demo out this month.  It will include all of these various changes, and some additional gameplay time. 

@busbuzz: Hey there!  I hope it'll be ready soon... perhaps this month?  I'm not sure, I always feel like there's still so much more to finish!

@shuruka: I'm glad you like the music and maps, and I think I know what you're talking about with the tree.  I actually don't have a ringless one of that variety on hand, but if time permits I might alter the sprite to make it look more natural. 

@gizmo00999: Thank-you for playing the game, I'm really glad you enjoyed it :)
 
I'm glad you keep everyone informed about your creative process and progress. Games like this that get a lot of attention tend to fade away into obscurity with no updates after the first couple months of the project being posted.

Achaius' new home in the flashback looks great, and it looks like the twins have new clothes too.
 
Damn, the music is so damn good for an amateur composer (amateur as in not doing it for a living)!  Wow, I'd love for you to compose music for my game!
 
jjangjae":1epe6z5b said:
Damn, the music is so damn good for an amateur composer (amateur as in not doing it for a living)!  Wow, I'd love for you to compose music for my game!

Actually she sings for a living. If you didn't know. And she also composes music of her own for a living.
 
jjangjae":2fss33fy said:
Damn, that's tight!  Would she accept requests to make songs? 

With how busy she is from last I talked to her, more than likely not unless it was a paid job, even then I am not sure. However, I'm not going to answer for her, I'll let her tell you.
 
@KRop & coyotecraft:  Thank-you :)  I usually like to keep track of what I've been working on so I can keep tabs on myself.  I figured I'd share so folks wouldn't think I'd abandoned the game or anything :)  And thanks for noticing the twins' new outfits, coyote!  Despite the fact that they have very little screentime at this point, I thought it'd be nice if they matched their concept art.

@jjangjae: Thank-you for the compliment :)  As Axerax mentioned, I do make music for a living.  I'm a singer and sound design contractor, so I get hired to make soundtracks and SFX for various companies (some of my contracts include Popcap, Tikgames, EA, and some Japanese software companies as well).  It's a fun job, but it certainly keeps me busy! 

So to answer your question, I can't generally accept anymore requests unless I have extra time, or we're trading for something like art (for example, I made an ending theme for Hima's game (U.S.G. A New Beginning) called "Starshine" in exchange for some music video art.  So if you'd like to set up a trade, you can let me know :)

@Axerax: Thank-you for giving the info :)  I read your message about the 9 weeks and I'll try to get it to you by then.  Are you studying abroad or something?            
 
I was beginning to think that this project was dead!!! Hurray! Those new pictures look great. I really like those crazy melons. I am so psyched about a new demo (but no need to rush of course). I adore the flashback home, too, looks very original. The fish are a nice touch (although at first when I saw the one on the right I thought it was a chicken leg WTF). Keep it up!!
 
Thank-you Banana and Shingu :)  I'm happy that there is interest out there for "The Blue Star."  I'll keep working hard to put out that next demo!  And that's so funny how the fish looks like a chicken leg while static, I never noticed that til now... good thing it's animated in game, otherwise players would think I was crazy... just throwin' chicken legs into the ponds like that, haha :P

On another note, I would like to do something to spice up the boss battles.  Right now I'm using a very simple sideview battle system.  Eventually I'd like to implement something similar to the battle system in Chrono Trigger (battle animations, double and triple combos, etc.).  But for now I'm just looking for ways to differentiate the boss battles from the regular ones.  So I guess my question is... does anyone out there have any suggestions for what could make a side-view boss more interesting?
 

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