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

Hope you dont mind some fan art...

http://i2.photobucket.com/albums/y22/Avadan/Rpg/BlueS1.jpg[/img]

I`ll post some thoughts of the game once I get farther
 
Noooooooo, it's over? I was so sad when I saw the 'hope you enjoyed second demo' thing at the end. Anyway, I did really like it, since well, I really liked the first one. But I went through it and here's more details!

Okay, first of all, the lighting was great. I loved it when the screen faded and I saw the light in the background. I'm not sure why, but I just loved that. It wasn't obnoxious or undetectable. Just right. I also had an irrational love for that little rainbow in the background on one of the first maps. :) Also, the graphics have improved and I can tell. That's a good thing. Then, the credits scene in the beginning! For some reason it was just so awesome I got chills. I guess I felt like I was playing a real videogame, you know? Not an RPGmaker one. Also, at the end of the credits, when The Blue Star appeared, it just looked freaking awesome. The font, the color, it ended the credits scene very well. Next, the maps have also improved! The placement of the treasure chests was really good, and I enjoyed traveling through the maps. Speaking of which, the world map was really cool! I loved it.

There were a few problems, though. For instance, in the Leeble village, I took a right in the spooky forest area, since I like exploring. Then, I returned back to the Leeble village. It changed! It went back to how it looked in the first demo! If I entered anywhere else and returned, though, the village went back to normal.

Speaking of the Leeble village, I loved the interior of every hut! Leeble pictures? Leeble scale? LEEBLE SCHOOL? Awesome. One thing I did notice, though, is in the hospital, the doctor's wife is dancing on the table or something. :) On a sort of unrelated note, I love Dominic's face! His new face is just adorable! I love it! Although, he does look to be around 16.

So, then, Star Night! It was gorgeous! I loved the whole atmosphere and everything. It seems to me like you're going to add minigames there later? Because I would really enjoy some real minigames there. Another thing for Star Night, I loved the Chief's stories. I want to ride a hornback turtle (wait, ouch?)!!

Now, here's a few general things I noticed early on. I think that maybe the disembodied voice should have a different background for what it says? Because it always threw me off how its box was the same color as when, say, I talked to an NPC. Also, I'm glad you're changing the menu, this one is too dark and serious, it doesn't fit the mood of the game. I'm also glad you're changing the battle system. It wasn't terrible, it just felt like a bunch of button-mashing. Also, I didn't enjoy people randomly appearing and disappearing. Not quite sure how to fix that. Maybe it's fine, but it just threw me off the first couple of times (Where did Dominic go!? Ahhhhh! Oh, he joined me...).

Anyway! I really liked the flashbacks with the awesome music. I'm also interested if that older sister will come into play somehow, since so far she hasn't really spoken or anything. Hmm, and one thing I noticed on my way to save Aero. In one of the caves the soldiers attack you and in battle the soldiers and background are suuuuper dark... but the heroes are still light. It just felt off. Another point! I really enjoyed the boss battles! The music was good and really helped the mood. The boss battles weren't too difficult, but I could see how someone could lose them.

So, later, in the swamp... I love that sign. Seriously. The sign is awesome. All the talking signs. <33 The zombies? Also hilarious. Math skills are delicious!! Once in Izaya, though, I noticed a tiny glitch. In the southwestern house, there was like, an invisible wall preventing me from going any further inside.

After a ton of stuff later, in the cave, I had an irrational love for the glowing melons. Just, really I don't understand it but I love those melons. Also, Dolby is ADORABLE with his big eyes and such. I just want to pinch his cheeks. I'm not sure if that's the reaction that I should be having, but hey ya know sure. Another thing I loved was when the hero (whose name is difficult for me to remember, probably because it's long) woke up from poisoning and Meloluna is sitting at the breakfast table. Pink sea monster making food. <333

Okay, almost done! So, Hawk, another person who has a wonderful face set! I'm not quite sure what I like about his, but it just seems right and I love it. So, then, later in the storage room before Hawk's room, I noticed a little glitch. Around the bottom of the map I could walk around the black background.

Anyway, that was really long. Overall, I adore it still. This game is so charming and doesn't take itself too seriously, but isn't a complete joke, either. I wish there was more.
 
I actually played off my first save from the first demo, and then I started a new game to see whats different.

I like Hawk because he oddly reminds me of Vash from Trigun with the fact that both have a mighty reputation but are somewhat light-hearted in personality.

Yes I also noticed the glitch in the house in Izaya, also the fact that when I was kicked out of the inn the trigger that made it that you can sleep in the haunted grove never came and I spend like 30 minutes tying to find it but I never did so I am stuck.

The new world map tile-set is okey except the fact that the character being small seems odd to me and that the entire starting island seems way too small in comparison to the original when you used the LOS tile-set.

I know that it is very difficult to find a decent world map tile-set for XP. I'm really surprised that Enterbrain never placed one in the editor.

Regardless I still give it an 8/10 because I know how hard it is to make a game that is also this good.
Keep up the good work. :thumb:
 
This is a project that has had me interested for a while now. I've always thought it had a cute, fairytale sort of appeal. So, I played through about half an hour of the game and took notes as I went. Normally I'd wait until I finished the whole demo before telling the author my impressions, but in this first thirty minutes I took a LOT of notes, because there were a LOT of things to take note of. So, instead of converting them into an ~*~oFFiCiaL ReVieW~*~, I'll just give them to you in their raw form(which also comes with the benefit of not glossing over anything of note, or sugarcoating). There's lots of stuff in there, ranging from comments on the sprites, to errors, and it's pretty much all over the place, due to the way I took them, but I'm sure that these notes will be just as helpful as any other "review" sort of thing.

So, without any further text walls, here are my notes:

the dialogue could use a LOT of work. there's nothing particularly BAD about it, but it could flow a lot more naturally

the music is, of course, really beautiful

you really, REALLY need to work on your tileset passabilities. there is way, way too much stuff that you can walk on/over/through that you just shouldnt be able to

the tileset for the leeble village is pretty, but the bridges need to be fixed, badly. walking ON TOP OF the railings really kills whatever appeal they had in the first place

the facesets have a really childish feel to them. and not in a particularly good way. they have a bit of charm, but in the end, they could be spruced up a lot. and recycling the generic bust pose for all of the leebles is sortof lame, especially for Aero, who, as a major character in the game, should get more indiiduality than this.

which brings me to the leeble sprites: there's no variation in them except for the occasional change in hue. there should at least be smaller sprites for the children, or something. not to mention that Aero's sprite can only be indentified as Aero's sprite by the markings on her forehead, which you can only see from the front anyway. you should give her something to diferentiate her from the generic leebles. accessories, or other distinguishing physical characteristics would help to make Aero appear less forgettable.

come to think of it, im not a big fan of any of these custom sprites. the leebles are ok; they appear to clash with the rtp at first glance, but they quickly begin to fit in better. and achaius' sprite is pretty lol. i'd suggest making a thread for your sprites in the Resource analysis forum(or an equivolent board on another forum) so you can improve these amatuerish(although appropriately so) sprites.

you know what, the leeble villager facesets are pretty damn cute :x
i wanna hug them and go "aww" but that might threaten my masculinity even more than it already is ;-;

after aero goes into the hut to show Achy something, but before you yourself go inside, you can go into Dominic's house and get him in your party. which is awkward because the cutscene involves Aero talking and she isn't even with you.

the disembodied voice that tells you how to do stuff is assinine. nobody is not going to know that you need to use the arrow keys to move, and nobody's going to be so daft that they can't figure out how to use one of the many, many confirmation keys to talk to NPC's. maybe you're targeting this project at a younger set of people than your average RM forumgoer, but idk. at least have the courtesy to explain all the buttons when you gain control, or don't explain them at all.

on a related note, the disembodied voice is pretty annoying. it'd be a lot less jarring to the player if you explained things through dialogue rather than some omnipresent voice coming from nowhere. for instance, when you go to get dominic(who btw i already had in my party), instead of outright saying to the player that hes the only other human in the village, it'd be much, much better to have Aero express this through her dialogue(idk, something like "that lazy human!", or whatever).

lol @ the acorns in the acorn forest. those are so out of place. make better ones.

now im convinced you must be aiming for a younger audience than the usual. the constant hand-holding that your game employs would only be helpful to some little kid who's never played an rpg, or most other types of games for that matter, before.

why do mr. bogi's kids disapear after you get the bamboo net? :s

oh, i guess they came with me. you should try to make that a bit more obvious.

it'd be nice if you were more clear on what each item does. like the exact/approximate amounts of hp/mp that that recovery items restored

the screentint used during the star night event or whatever is pretty obnoxious. it's a serious eyesore @_@
it doesn't look so much like night, as it does... well, idk that color just doesnt occur in nature like that!

So far, I like it. Despite the possibly harsh tones of my notes, I find this game of yours to have a certain charm and appeal that I haven't seen in any other RM game. It has fantastic music, and the concept is cute(as are the leebles), but every other area of the game is unpolished and needs a lot of work. My recommendation is to try playtesting more before release, and read some tutorials and articles on writing dialogue.

I'll give you more of my impressions as I progress. :)
 
I agree with everything Lumi said.

I've only made it as far as the mountain range in the demo. But I thought I'd voice my opinion too.
Besides everything that Lumi covered, the thing that would really make this game look great is the interface. Windowskins, menu, save screen, title/game over, battle layout. I think you've proven that you're serious about this project that people will help if you ask/let them.
I didn't have too much of a problem with the dialog. Only at the beginning when there's that "announcer" that talks about the cave in.
I think you should keep the "talking sign post" as a running gag through the game; even give it a faceset.
 
First of all, thank-you to everyone who has played the demo and left comments here!  It means a lot to me :)  Second, if I don't respond to PMs it's because my inbox is full and I haven't figured out what to do with messages that I want to save yet... so if you'd like to reach me, I created an email for game-related stuff:  leebleforest at yahoo dot com.

@Avadan:
Avadan":13anjrgg said:
http://i2.photobucket.com/albums/y22/Avadan/Rpg/BlueS1.jpg[/img]
Oh my gosh, this is so awesome!  You are a really talented artist Avadan!  I really like how Achaius is giving the Leeble a piggy-back ride, you did such a good job of capturing the characters.  Just so you know, this picture totally made my day, thank-you so much :) 

@Bananananananana: Wow, thank-you very much for your detailed feedback, and thanks for taking the time to play the game all the way until the end!  I'm really happy that you enjoyed it, some of the things you said were very motivating :) 
-I'm making sure to take note of all the bugs you mentioned, and I'll fix those up as soon as I get a chance (especially the player transfer event that takes you to the old treehouses... that's a huge bug!). 
-To answer your question, I am planning for some mini-games.  There's a Leeble glider game, and a pancake eating contest in the works :)
-I did intend for the doctor's wife to be standing on the table (I thought it would be cute if she was trying to look serious by getting up high like that)... but it seems that people are thinking this was unintentional... so I might change that later on so that people don't think it's a bug :)
-You're right about the characters "randomly disappearing" as they join the party.  I'm trying to figure out a smooth way to fix this so that characters will walk towards the player and then disappear, so it looks more like they've joined up with you.
-Thank-you for the suggestion about having a different text box for the disembodied voice; I would definitely like to find a window-skin that fits the game, so including a separate window for the voice will probably make it more effective and less jarring.
Oh, and one more thing... I'm planning for a quest near the end of the game that allows players to get a hornback turtle mount to ride :P

@Anasoze: Ahh, I love Trigun!  I did intend for Hawk to have a bit of a Vash feel... he's actually very competent, and a good person, but he acts silly and promotes this "shady" persona in order to further his reputation as a feared pirate :)  Yeah, I'm also surprised rmxp never came with a world map tileset... it's so basic, you'd think they would have thought to include one.  Hm, are you currently stuck in Izaya?  The only thing I can think of off the top of my head is that perhaps you didn't talk to the lady in the inn upstairs?  She'll tell you to sleep in the grove, and after that you'll be able to talk to the Verda Grove sign.  If you already talked to her and it's still not working, please let me know... if so, that would be a serious bug >_<  Thanks again for playing the demos, I really appreciate it a lot and I'm glad you enjoyed it :)

@Lumi: Hi Lumi, thank-you for taking the time to play the demo :)  I'm happy that you thought it had a charm to it!  I'll try my best to respond to all your comments, although I apologize ahead of time if I leave something out: 
-The first thing that caught my eye was that you were able to get Dominic in your party prematurely!  I had thought I fixed this bug ages ago, but I guess something is still wrong ;_;  Hm, was this a result of triggering the old treehouse bug?  Banana pointed out that when you exit the village to the right, and then return again, it transfers the player to the old village (with the treehouses that don't match the rtp).  When I tested this out today I learned that you can walk directly into Dominic's hut this way... was this how you got him to join the party? 
-The acorns will definitely be replaced; there are actually a handful of icon-type things that I will need to go back and change as well.  But I'm probably going to do that all at once either myself, or through an artist.  Same goes for things like distinction between the various Leebles' sprites in the village.  If anyone wants to help with Leeble outfits, I wouldn't mind :)  I feel like I'm constantly working on this game, but there are still mountains of tasks left, so any help is appreciated.  I do like my facesets though; I've always wanted to create something with the simple art style from storybooks I read when I was younger, so I like how they turned out; especially Hawk for some reason. 
-I agree about the bridges.  Guardian suggested making events out of the railing and setting them to "always on top" so as to make the player look as though they are walking behind it.  Hopefully I'll be able to line everything up properly :P  I'm also going through and trying to isolate any issues with passabilities... I swear, whenever I put together long tilesets, it's like inevitable that something gets set incorrectly >_<  On the upside, I'm thankful that folks have been helping to point these out.  
-About the dialogue:  I actually think that overall, the dialogue is quite decent and well-written, and is in fact one of the strong points of the game.  But I think your qualms with it are mainly about the disembodied voice and the hand-holding.  Concerning the voice, I do like the idea of having a different window for the disembodied voice to help differentiate; but I'd emphasize that it's not overly splashed, especially when compared with other commercially successful games.  It's actually quite minimal.  But I can see how with the current window setup it would be jarring, so I do want to do something about the visual presentation.  Concerning the hand-holding, if you haven't worked in the game industry,  it's probably difficult to understand the use of this style of instruction early on.  But I'll try to explain this with something I wrote to Des a while back:
I understand it seems a bit rudimentary, but I put a lot of that hand-holding stuff in at the request of my coworkers, who have a lot of experience releasing successful games.  I know where you're coming from though; before I worked on casual games I would have probably protested it, too.  I mean, I came from the days where you got thrown into an NES game with no babying whatsoever :)  I constantly ask my producers "is this really necessary?  They're moms, but they aren't dumb."  But after being here a while and seeing the data come back from playtesters and focus groups, it's really shocking how the target audience will quit playing because they can't figure out how to press the spacebar... I'm not even kidding, it's really surprising.  And it's not because they're dumb, it's because they have very little to no experience with games, so they think completely differently from you or I.  Whereas I thought Chrono Trigger was very well-balanced and had excellent controls, even my friend who had never played snes games in his life thought the system was incredibly confusing.  So a rule of success in casual games is to make sure that the largest chunk of the target audience picks up on the rudimentary stuff in the beginning.  But I totally understand where you're coming from...
So basically, I see what you're saying... but with commercial games nowadays, people are aiming more and more to include the biggest audience possible.  As my coworker said after urging me to include this style of direction, "you lose more players from frustration than you do from hand holding." (and I trust the guy... he has over 40 published titles under his belt :)  I can see myself taking out the 2nd berry bucket comment though; but the rest of it is in no way overdoing it for a commercial game nowadays.  If you ever want to go commercial, this is very good advice so I thought I'd pass it along :)
-That's a good point about the Bogi's kids disappearing... I think I'm going to go back and try to make all these "join the party" sequences smoother since I'm not using a caterpillar script.  Do you have any suggestions for how the kids can walk to the player's location to disappear despite the player being at many different possible locations when the event starts?   
-I would like to write the item descriptions differently; but I found that using this Chrono Trigger template does not allow me to write very much (I'm always running out of space)... I can't be creative and informative at the same time >_<  But I guarantee that when I get the new menu system/UI in, that problem will be fixed.
-Just to clarify, the game is intended to be child-friendly, but the hand-holding is really only there to help players who aren't familiar with 16 bit rpgs as I mentioned above.  The story is about 150-200 pages all written out, and it's got lots of serious themes, secrets, plot twists, and character development... so far most of the folks who have played are friends and coworkers in their 20s and 30s (most of whom are gamers) and they seemed to enjoy it for the most part.  They weren't put off by the hand-holding because that same exact material can be found in many commercial games nowadays anyways (and in a lot of instances, there's more of it).  My mom on the other hand, still managed to bypass all the help and asked me, "what do I do here?" >_< Which was weird, because she plays Animal Crossing and World of Warcraft, haha...  So yeah, I think that stuff is definitely important, and it's in there because it's meant to be for all-ages and all experience levels.  I love stories that start off simple and become more complex, like Chrono Trigger or Suikoden :)
-Okay, hopefully I've covered everything!  Thanks again for your feedback, I'm taking note of all the bugs so I can fix them :)

@coyotecraft: Thank-you for your suggestions :)  You're totally right about the interface... I am definitely planning on implementing a customized UI.  In most of the companies I work for, the UI comes last... I think the reason for this is to make sure it fits the rest of the game and everything that might come up during the production process.  I think that's a good idea about looking around for help; there are probably people out there who have a real knack for those sorts of things :)  Hahaha, a faceset for the sign??  Awesome!  There's got to be some other ways I can work him in, haha :P 

@AdamationStudios: Aw, thanks :)  I'm glad you liked it!  It's nice to finally have some custom treehouses for the village!
 
About the Dominic glitch thing; I didn't really do anything like that. I hadn't left the village at all once I'd arrived, I just chatted up all the leebles and went up top and Aero went inside the hut, but I hadn't looked around in the east-most huts, so I went in and the event triggered. I'unno why that would've happened, but it did.

The dialogue certainly isn't bad by any stretch, and it actually pretty charming, but I guess I just feel like it could flow a lot more naturally. Maybe I've been spoiled by Master of the Wind's dialogue which is perfectly done by any standard. :\

If you're having trouble with the Bogi's kids thing, I have a suggestion: There are ways to track the players exact position on a map, but it involves variables and I'm bad at explaining, especially when I don't really remember the process myself. :x
You could try moving the kids so that they exit the house, so when you exit, they're standing on either side of you, and can then "walk into you". How's that?

I can definitely see your point about the hand-holding. I understand now. And it doesn't seem like it persists very far into the game at all, so it was really just a minor gripe.

I'm really happy to see how accepting of criticism, and how willing you are to correct things you are. I've seen a lot of people just shrug off things like this because they don't wanna go back and change things >_>

Oh, and I'm up to the part with the village where Cedar lives(I forgot the name), and I must say, it's looking really good. Even my notes are a lot more positive. I guess there's a lot less to nitpick once you go past the intro :P
I'll give you a whole bunch of other notes later, 'cause I'm sure you love reading tons of sloppily written out notes about how acorns are lol ;)
I'll probably spruce them up a bit before presenting them, this time, though. If only to reduce redundant things, etc.
 
Alright I'll give this a try

I don't really like the characters (typical young hero friendly guy who lost his parents and all other family for vague reasons) but in all honesty, the map design looks freaking amazing. Guess I'll post back after I played it.
 
@Lumi:
I'm really happy to see how accepting of criticism, and how willing you are to correct things you are. I've seen a lot of people just shrug off things like this because they don't wanna go back and change things >_>
*^_^*  I figure if someone takes the time out of their day to play my game, then I'm more than willing to consider their feedback.  I'm also a very thorough person, so I like to make sure I do a good job :)  Of course, being that I'm just one person and not a large company, I have to weigh things and determine what I can afford to spend time on, otherwise I'd have no hope of finishing!  But beyond that, I try to be as flexible as I can :)

-Uh oh, so you got the Dominic glitch without triggering the old-treehouses-bug... >_<  Sadly I haven't been able to find that bug, but maybe I can ask some of my friends to try and reproduce it.  I really don't want people prematurely getting Dominic like that.  Well, thank-you for pointing this out, it's a very significant bug. 
-Ooh, I like your suggestion about the Bogi kids, that's a great idea! 
-Oh nice, you got to Izaya!  Well, I hope you enjoy the rest of the demo, and thanks again for your feedback :)

@Bridgeman: Hi Bridgeman, thank-you for playing!  Hm, to be honest, the characters are anything but typical... but I can see how you might've felt that about Achaius from his bio...  But I promise, there are a lot of really unique elements to all the characters.  I mean, the main character is a human who was practically raised in a tribe of little cat creatures; and you're trying examine the drastically different paths that these twin brothers took and the contrast between how they turned out.  I can't really think of any other rpgs off the top of my head that have anything specifically like that.  It's actually a very interesting story (which is about 150-200 pages long, and chock full of twists and secrets).  I can't wait until players are able to get into that core part of the game!  Anyways, I hope you enjoy the demo :)

And for everyone else... I thought I'd give you a preview of the town you'll head to after the end of the 2nd demo.  This isn't an official map or anything, I just made it to test out the new tileset I put together (that's why the top isn't blocked off, and why you don't see any doors, steam, lighting effects, etc.).  But anyways, this place is the "Orderian Engineer's Guild."  The folks who live and work here are talented engineers of the Ciro Order who mainly manufacture strange aerial devices, but they're also known to craft lamps, clocks, and other things of a mechanical nature.

<img src="http://supershigi.googlepages.com/OrderianEngineers.jpg">
 
Well it's pretty good so far, just two things off the top of my head I would recommend is perhaps change the text box, it isn't bad, but it's still that default blue thing. And second, I noticed you use the CT CMS script, but it looks a bit out of place with the CT style boxes and background. You may wanna consider changing to the windowskin version of the script.

I gotta say, I love the Leebles. It reminds me a bit of Moogles but I like how they look and talk. It's really nice.
 
Thanks for the tip, I totally forgot that your suppose to ask her.  :lol:

Also I have noticed that you cannot enter the new Leeble Village once you go to the world map, it automatically takes you to the older one.

Also a good number of the enemies will drop too many Tonics, there were times when I received a Tonic for every enemy I killed for 5 battles straight, not that I mind that though...  :lol:  Just thought I bring it to your attention.

Oh BTW, what software(s) do you use to make the music, I am having a really hard time trying to find a decent open source music generation program and I am hoping you can point me in the right direction, seeing that your music is freaking awesome. I listen to few of the tracks on repeat for background music.

:thumb:
 
Miss Matcha,
I sent you an email a few days ago, just to let you know since your inbox is full.
I hope to hear from you soon.
~Axerax
 
First let me say, wow, the soundtrack is absolutely stunning. I'm really impressed! You have a beautiful voice, too. :)

Second, I like what you're doing with the RTP. I usually hate it, but you've managed to put your own spin on it and added enough content that it definitely doesn't feel like a generic RM game. Parts of it look weird (the treehouse trunks come to mind, and you should also try editing the bridges so that the player walks down the middle more), but I can forgive that because the modifications you've made really add a lot to the feel of the game. You might've gone overboard with the fogs, but I didn't mind that much since it's very foresty and whatnot. Also, the Leebles are adorable; I love the faces even if the style's at odds with the RTP. That said, you really should do all the faces in one consistent style. There's a noticeable difference between the human portraits and the Leeble ones.

A couple comments, especially about cutscenes. Try to break up the talking with more action, because the long ones feel stiff. Even just turning around or walking a little bit adds a lot of dynamism to cutscenes, or you could do little emoticon things like Star Ocean 2 to make the characters more expressive without requiring a lot of pixeling (Rieves uses this well in Quintessence). You might also want to get someone to go over your grammar, as I noticed a few mistakes.

I'm not very far into the demo, so I might most more comments later.
 
Well I'm 01:34:36 in to your demo. There's not much to be said that hasn't already been said about the wonderful music and mapping (with a few odd bits and bobs here and there). I just wanted to express how much I'm enjoying the story/character depth and am excited for more.

Edit: Noooo the demo ended. :'(
 
just started playing the demo. love it so far! got me all worked up wanting to find out the mysteries!

I absolutely adore your mapping too. It looks awesome!

edit: finished the demo. why does it end so sooooon!? :'(

I suppose I could write a lengthy posts with critiques too but I'm sure everyone else has pretty much covered the details. I'm just here to plug happy thoughts! ^.^
 
Hello everyone, sorry it took me a while to respond, I've been really busy at work these past few weeks. But I've resumed work on the game; so far I've finished two tilesets for the next area of my game: The Orderian Engineer's Guild. The people living here are really intelligent engineers that Ciro has recruited to build all things mechanical for the Order: clocks, gadget lights, airships, even steam powered bath houses (you can tell my love for onsen and jjimjilbang comes out here). Here are a few maps from this area:

OEGjjimjilbang.jpg

When you go to onsen or jjimjilbang, you first store your shoes in a cubby, then get undressed in another room. Before going into the baths or sauna, you have to wash first. Some more modern places have showers where you can stand to get clean; but traditionally, you sit on a stool with your toiletries and rinse off with a bucket of water like that girl with the blonde hair. This place isn't really accurate... boys and girls normally have separate sections until they put on robes and go to the co-ed area. But I'm thinking this area is sort of like the Goran's domain in Twilight Princess... they aren't fully naked, haha. The two doors on the upper part of the map lead to a dry sauna and a steam sauna. Ahhh... I really want to go!

OEGclockshop.jpg

This is the clock shop. The man is working on a glow-in-the-dark clock powered only by a special rock you can find in this one mountain range.

OEGresidential.jpg

This is the residential area of the OEG. Dominic is standing in front of Sophie's house. Sophie is an old friend of Dominic who's younger brother has recently been recruited to fight in Ciro's army. She's part of the team that's assembling Ciro's largest airship to date, and her dream is to own her own transport service with her brother. That little boy standing there isn't her brother, he's just a random kid.

@Bridgeman: Thank-you for your comments, I'm glad you like the Leebles :) I definitely plan on customizing the windowskin and menu/UI... right now I'm just using the CT template as a placeholder, but rest assured it will be changed as soon as I can find a good one that matches the game. I'm actually in need of some help in this area, because I'm not the best when it comes to designing menus or skins.

@Anasoze: Ah yes, the Tonic thing! Someone sent me a screenshot where they had 99 Tonics within the first part of the game... I was like "oh no, I have to fix that!" Also, the Leeble Village bug has been fixed... that was a really bad one. Apparently you could trigger the events all over again if you returned to the village... I'm not really sure how I missed that! But I'm really glad some folks caught that one :)

@Axerax: Ah cool, thank-you! I'll be sure to respond to that. You know, despite working on the song, I never really knew much about your game. What is it like? And just out of curiosity, have you gotten a chance to play the demo yet? I'd love to hear what you thought of it if you get a chance :)

@Peri: Aw, thanks for saying that about my voice, I appreciate it :) And I'm glad that you liked the RTP spins. I do plan on editing the bridge; at first I wasn't sure what to do about it, but then Guardian suggested using the railing as an event that would appear in front of the player. That's a good suggestion about the cutscenes; I think it would be nice to create some custom animations (blinking, head shaking, etc.) for certain parts, so I might go back and try to do this when I get some time. I'm curious, which parts had grammatical errors? We combed the demo several times but didn't manage to catch any, so if you could remember where they were that would be really helpful. And thanks again for taking the time to play!

@Dyslogistic: Thank-you, I spent a lot of time on developing the characters, so I'm really happy to hear that!

@p-kitty: Well thank-you muchly for your happy thoughts! They definitely help get me through the tedious things like putting together long cutscenes or editing tilesets, hehe :) I'm probably going to release one more demo before the game is completed which will hopefully bring the player fully into the heart of the story... I'm not sure when, but I'll definitely post it when it's done!

@Xilef: Aww... that's awesome! Thank-you for playing Xilef, I'm really glad you enjoyed it.
 
Hi everyone, hope you all had a good weekend :) I'm updating this thread for a couple reasons... I guess the most important one being: I'm looking for someone who can design a nice, professional-looking window skin for my game. I'm not that great with those sorts of things, so if anyone out there is interested in helping I'd really appreciate it! You can either PM me, or email me at leebleforest@yahoo.com.

The other thing, is that I'm pretty much finished building the tileset for the exterior parts of Ciro, so I thought I'd share a couple screenshots:

Ciro-entrance.jpg

Ciro's castle is nestled inside of a bustling town, and around the town is a large castle-esque gate. Everything in the town is very regal looking, even though there's more variety in the residents' socio-economic status (unlike in Debonet where all but the servants are very wealthy).
Ciro-innandrestaurant.jpg

This is Ciro's inn, it's rather large and has a nice restaurant downstairs. This is the part of town surrounding the castle, where most of the people live and work.

I'm still trying to decide whether or not I should include a sunbeam fog in that central part of town... part of me likes the feel, but since the buildings are already so light in color (mostly pale beiges and greys), at times it makes them look washed out. This is an example of the main square *with* the sunbeams (I know there's no door... I took the screenshot before I added it).
Ciro-mainsquare.jpg

What do you guys think? Is it too bright?
 
Yeah I have been very busy lately, but checking my email and pm box for a reply, but no avail. I haven't had much time to play any games let alone work on my own game lately, due to a busy work schedule. I will try it when I get some weekend time.

Btw if you want me to try and design you one, you can shoot me that in an email as well and I can try to make something for you.

As for the light beams, I think they look good, not to bright, however I wouldn't go brighter.
~Axerax
 

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