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

@SoulReaperGod:  Cool, thanks!  I'm looking forward to seeing your work.  If I didn't have so many maps to do, I think I might enjoy it more.  I actually like mapping; I'm a bit of a perfectionist, so I like adding all those little details.  I just wish I could work faster!

@Celes_Cliff: Thank-you for listening :)  I'm glad you liked "Traces"... I think it's going to fit Liele quite well as soon as she enters the plot :)  And I agree, I like Reives' cover as well... can you believe he played that all by ear?
 
This has certainly come a long way; everything seems to be improving quite rapidly, kudos. :smile: That' a lotta content to squeeze into a game though, good luck pulling it off!

P.S. Just a minor note about the screenshot at the top of the page: On the waterfall, there seems to be a little dark sliver on the right side that's a visual tut. And you might want to try setting the fog to sub just to see if ya like that effect more (dark cave-ish); but that may not be the style you are aiming for.
 
@Reives:  Thanks for stopping by!  And thank-you for noticing the progress... it always feels like there's so much left to finish, but thinking about how far the project has come gives me hope that I'll keep on going.  I'm sure I've asked you this before, but what kinds of things do you do to keep moving forward with QtBV?  It seems like you've maintained lots of enthusiasm and drive throughout. 

@bubbaclark: Thank-you, I'm glad you're enjoying it so far.  I'm hoping that later I can go back and add some more mini-games to "Star Night."  Or perhaps at least some sprite animations for Winston's fishing game and the pancake contest :)

@SoulReaperGod:  Cool!  I'm looking forward to seeing it :)  It's no rush or anything.  On a side note, I'm almost finished with the next demo... I had my friend play through it and it took him about 4.5 hours (although he likes to read all the NPC dialogue and try all the side quests... so perhaps it would be shorter for the average player).  I just have to finish the ship maps and then it'll be ready to go!   
 
Here are a few more screenshots before the 2nd demo is released...

The first one is the Guard's Clubhouse in the rich quarter of Debonet.  The soldiers like to hang out there after their shifts.  It's got an indoor pool, great food and drinks, a place to take a nap, and tons of games to play. 
http://supershigi.googlepages.com/BlueS ... house1.jpg[/img]

And here is a boat from a more remote part of the docks.  This is part of a quest to get to the main continent of Ciro.
http://supershigi.googlepages.com/BlusStar-boat1.jpg[/img]
It's taken me so long to completely finish this area... everytime I think I'm finished, I discover something else that I could add to it.  One thing that I'm happy about though, is that all this work has given the town lots of flavor.    In Debonet alone, there are over 70 NPCs, most of whom you can talk to multiple times.  I tried to make it so that you could bypass dialogue if you don't like that sort of thing, but there is a ton of material to read if you're the kind of person that just can't get enough of it.  Now to figure out how to make the ship look like it's moving...
 
This game is awesome, I love it. There are many times that I forget that it was made in RMXP.

I give it an overall 8/10 for just the demo.

KEEP AT IT!!! you have me enthralled.
 
Hi Anasoze, I'm glad you enjoyed the demo!  Thanks so much for taking the time to check it out :)

I have a couple more things to share with everyone before I release the 2nd demo (I keep finding more things to change!  But I figure there's no point in releasing anything unless everything is set >_<).  First of all... a new song:

Laura Shigihara - Battle
This isn't the main battle, but it will be the background music for a few of the battles you will encounter.  It's also going to be used in a game that's being released commerically this spring which I'll mention more about later...

Second... I finally got new treehouses for the Leeble Village!  Thank-you to flyingbear for helping with this, I can finally be happy with the village.  The only thing left to do now is add the new facesets and it'll be ready to go... one more week *fingers crossed*

<img src="http://supershigi.googlepages.com/ImprovedLeebleVillage2.jpg">
 
That was a fun demo!  I noticed a couple things, however.  There's a certain kind of counter that you can walk up, I believe it had a cutting board on it.  None of the stairs go anywhere except in the Inn, but you probably knew that.  All the houses are very big, which could work, but Basho is supposed to be poor and run-down, and I thought the town before that could have been more cramped, especially since it's supposed to be fit into a small forest clearing. 

The world map is very nice, and it's refreshing to not have random battles on it!  In the battles though there are a couple things that could improve.  The game makes you wait for everyone to stop fighting before you can put your commands in, but the whole time the enemies' gauges are filling up and it's really aggravating.  Would it be possible to have the player input the command when their bar fills up instead of standing around?  Usually games with an ATB work this way.  Also it doesn't tell you when you gain a level, which confused me at first.  I kept grinding on the mountain because I didn't know I was getting anywhere.

Dominic's character really confuses me.  All the Leebles love him and nobody seems to notice or care that there is another human in the village.  He gets his own big hut even though he's lazy and doesn't do anything while the main character gets completely ignored.  And Dominic's right eye (our left) is really out of place, it got a bit distracting.

Other than that the only things I saw were objects you could walk through (pancake guy's basket, a lamp in a house, etc.) and that there are no items for regaining MP.  I actually liked that Aero was really weak because she was the one with Heal and usually there's one character that functions like that (Aeris, etc.).  However you can't be skill-centric and not have MP-healing items.  The small quests for items were really nice though, I liked the quest with the mushrooms.  It's interesting to see an alternative to "find a chest that's impossible to see" for getting items.

Also about Verde Grotto, is this part unfinished?  There was the stuff about it being haunted but nothing came of it, and there's no reason as it stands for them to be kicked out of the Inn, especially since the woman on the 2nd floor sees Aero talk and makes it sound like there shouldn't be a problem.  Speaking of which, why is the guy in Basho surprised that Aero can talk?  All the Leebles can talk.

Anyway, not to be negative, but of course there are always things that could be tweaked a little.  I really enjoyed the demo, even the hand-drawn treehouses.  Honestly if they were better positioned they'd be perfectly fine; if anything I liked the hand-drawn Leebles and backgrounds better than the boring RTP.  You could have just hand-drawn everything if you wanted.  The new ones are okay but the walkway is too bright for those houses. 
 
Hi ghk128, thank-you for playing the demo, I'm glad you thought it was fun :)  And thanks for all the feedback!  I'll try my best to respond to some of the things you mentioned: About the battles, that's interesting... I never noticed that until now, but you're right, most ATBs let you input commands when individual characters' bars fill up.  My friend and I are working on a custom battle system similar to the one from Chrono Trigger, so I'll mention that to him.  I'm also going to make sure that it's really obvious when players level up or learn new skills.

About Dominic: There will be a new faceset for Dominic in the 2nd demo that looks more polished and comes with more expressions.  And I had the same issue with the attention being paid to Dominic, so I went back and altered a lot of the NPC dialogue so it would feel more as though they were talking with everyone instead of just him. 

I took care of most of the other things you mentioned for the next demo (like walking through baskets and such).  Concerning MP items, they're still somewhat sparce, but there are a few places that will sell them to you now.  To compensate for that, I toned down the HP on a lot of the enemies (the zombies and red wolves are about half as sturdy as before) so phsyical hits do the trick much better until MP is readily available.  I also added a lot of save point crystals which allow you to recover both HP and MP.  Overall I think it feels a lot more balanced now.

I'm glad you liked the mushroom quest :)  Now King Doog gives more items to you if you complete it.  And Verda Grove is finished; the haunted reference was to the talking sign :P  It's sort of a joke.  The people staying at the inn generally don't care if you bring Aero inside, it's the inn keeper that hates animals.  And the reason the guy in Basho is surprised by Aero being able to talk is because he's a soldier from Ciro... they don't have Leebles there, so to him she looks like a talking cat :)

Anyways, thanks again for taking the time to play through and leave feedback for me!  I'll be posting a 2nd demo this week I hope!
 
good game and the music is so beautiful , if you need help with the characters art i would be more than happy to help you with it , good luck with your game miss matcha 
 
Hey those treetops look great!  I'm not even sure the perspective is quite right or something but I don't care cause it's really innovative and pretty!  I can't recall if i ever played this one so I'll try to remember and if not give it ago sometime.
 
@Light1: Aw, thank-you :)  I'm glad you like it!  I'm going to release new facesets in the 2nd demo, so if you can come up with any character art that matches, you're more than welcome to.  I'll also try to post new music as soon as I finish it!   

@monkey: Hey monkey, how's your game going?  If you're talking about the sunbeam effects, the ones in the treehouse screenshot are homeade :)  I think there are a few screens in the game where I used thinner sunbeams that I found at another forum.  If you're talking about the glowing melons, I followed Calibre's tutorial and then made some particle sprite sheets to match the melon-colors. 

@Calibre: Thank-you Calibre!  I really appreciate that you think the treehouses are innovative :)  I thought it would really add flavor to the first part of the game.  If you haven't played "The Blue Star" yet, then I actually recommend waiting until I release the 2nd demo because there have been a ton of changes, and about 2-3 more hours of gameplay added since the original release.  I only have one more thing to finish (Dominic's new faceset), so I'm going to try really hard to release the demo by the end of the week.  If you check back then, I should have it up!  Oh, and I was going to mention, I really enjoyed your lighting tutorial!  It was very helpful to me when I wanted to make glowing lanterns and melons, so thank-you for taking the time to write that!
 
Hurray! I am really looking forward to that new demo! I'm also liking these new treehouses a lot; they blend in with the background well. That new song also sounds wonderful. I expect that the new demo is just as much fun to play as the first. I'll be sure to give a ton of feedback once it's out.  :lol:
 
the music is totally breathtaking and stunning ^^ so beautiful, you're awesomely talented!
i listened to that title song in a loop for quite a while, it's very pleasant and sweet ^^
you rock!
 
Hey miss matcha, just curious if you worked on the song for me while I was gone, I was at boot camp for the last 2 months. I haven't disappeared, hopefully you have stuff for me :)

Looks like Blue Star is getting further along as well, great work. I'll have to try the demo whenever I get my laptop here.
~Axerax
 
I'm happy to announce that I've finally completed the 2nd demo of "The Blue Star"! 
<a href="http://hosted.filefront.com/supershigi/">**The new demo can be downloaded here!**


<img src="http://supershigi.googlepages.com/ImprovedLeebleVillage2.jpg">

What's new?
-Lots of new original artwork: Several maps have been completely redone, the Leeble village has new treehouses, there are new character facesets with over 60 different expressions, etc.
-Extended gameplay: This demo is on average about 4-5 hours long.
-Very well balanced: I went through all the feedback that I received here and through friends and coworkers, and spent a lot of time balancing battles, stats, items, etc.  Aero is now stronger when she rejoins the party, there are more HP/MP restoration and save points, etc.
-Lots of new original music!
-Lots to explore - The final town in the demo has over 50 different NPCs with lots of personality and optional dialogue for those who like these sorts of things.

Anyways... if you get a chance, I'd love for you to check it out!  There are still a few things that need to be changed.  The menu/UI right now is only temporary; I plan to implement a customized one when the game is almost finished because I want to make sure it really matches the feel of the whole game.  My friend and I are also currently working on a new battle system (a Chrono Trigger style one with animated battlers, an ABS, and combo attacks), but that won't be in-game for a little while.  But besides that, things are pretty set!  Feedback and comments are always appreciated :)  Thank-you!
 
One thing that is somewhat off is that Dominic's story as a ex-soldier makes him seem to be 19-24 years old while his face set makes him look 15-17 years old, besides that and a few other minor technicalities I still give it an overall 8/10 for the demo.

BTW: the musics awesome... lol

KEEP UP THE GOOD WORK.

:thumb: :thumb: :thumb:
 
I guess he does look a little young in that new faceset.  Maybe I subconsciously did that because people are always mistaking me for being a lot younger than I actually am... one time I wasn't allowed into a rated R movie because I left my wallet at home and couldn't prove that I was well over 18!  Haha... :P 

Thank-you though for your comments, I'm glad you like the music and had a good time with the demo :)  Just out of curiosity, how far did you get in the 2nd demo?    
 

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