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[RMXP]Wendia: Silentium Of Ventus

Luminier":17pxq9ii said:
Shingu":17pxq9ii said:
@Luminier
   (Sigh-luh-tee-um + of + vent-uh-sss)
Not that hard?

i didnt say it was unpronouncable i just said that its a cumbersomely long name. nice try tho, skippy :straightthumb:

o0o skippy :)!
I like being called that
 
This looks promising, i'll definitely be keeping my eye on this project.

your mapping is good, but you may want to double check the perspectives on that temple exterior one more time, i can see some errors in that department
 
What I like about this game is the visuals are different from most rmxp games. It sets a mood. All the characters have cool(cold) colors and you're using black text instead of white.

this is me being picky, but since your using black text I think you should up the opaqueness of the window skin. It looks like the windowskin has a paper texture which is neat since the font has a typewriter look. But you can barely make it out. Plus, seeing the objects behind the text distracts me from reading.
Also in the battle scene, it bugs me the way the numbers sit in the bars. If it was smaller and fit in or on top of the bars I'd be happy. But the way the top of the bars goes right through the center of the text looks ugly to me. But that's probably something you can't fix.

Story wise: I like it. Simple and easy to follow. No boring world history lessons needed.

Character wise: Out of all the character descriptions, Marche's is the best. Instead of telling how he was raised and unimportant stuff, you tell his situation and how he feels about it. "Force to come along if he wants to or not" That really gives him personality. I'm not feeling anything for the main character. I'm not saying she needs a Yuna complex (Her mission might kill her, but she's doing it anyways) but a little description on her feeling for all this would be nice. Like does she feel burdened at all?
Zabath is the loyal friend, I get that, and Marica just sounds like an excuse to have a mage in the party.

gameplay: It's a little early to tell. From the screenshots I can tell you'll be using a front view battle system. Course that can get boring so I'm betting there will be puzzle maps to solve. But since this game looks like it could stand out from the rest I'm hoping there's more then meets the eye.

I'm looking forward to this.

EDIT: btw, Wendia: Silentium Of Ventus sounds like a nice title (for a rmxp game). Ventus sorta personifies the wind, which I think would fit if the wind oracle's name was Ventus.
 

Anonymous

Guest

In that last screenshot, this is just a minor nitpick, the wooden stairs look a little out of place. I'm almost certain that there's a set of stone stairs in one of the RTP tilesets, it might look a little better if you switched those in.

The new title does sound good but I'm glad you changed it because you wanted to and not because you felt pressured.
 
Thanks for the replies everyone=)

If it was smaller and fit in or on top of the bars I'd be happy. But the way the top of the bars goes right through the center of the text looks ugly to me. But that's probably something you can't fix.

It's probably possible to fix, but my scripting skills is equeal to a gold fish memory. Which means, zero.

Character wise: Out of all the character descriptions, Marche's is the best. Instead of telling how he was raised and unimportant stuff, you tell his situation and how he feels about it. "Force to come along if he wants to or not" That really gives him personality. I'm not feeling anything for the main character. I'm not saying she needs a Yuna complex (Her mission might kill her, but she's doing it anyways) but a little description on her feeling for all this would be nice. Like does she feel burdened at all?
Zabath is the loyal friend, I get that, and Marica just sounds like an excuse to have a mage in the party.

Thanks for telling me that. Then I can work more on the bios for Tamina and Marica, especilly Marica, since I don't want her to sounds like an excuse to have a mage in the game.

gameplay: It's a little early to tell. From the screenshots I can tell you'll be using a front view battle system. Course that can get boring so I'm betting there will be puzzle maps to solve. But since this game looks like it could stand out from the rest I'm hoping there's more then meets the eye.

There are going to be puzzles for the game. Im weak for puzzle games, and I've been doing easy types of puzzles before, so Im going to try do the puzzles even better in this game.

Looks nice so far, I'm digging your mapping skills.

Name's Venetia, by the way :)

Im glad you are digging it^^

I've edited the graphics credits, so your name is spelled right =P

Here's a quick look of NPXs CMS IM using for the game:
http://i94.photobucket.com/albums/l104/ ... hot-22.png[/img]

From the beginning, I was thinking on having faces there instead of chara sets, but I sticked to the chara sets. Although, it would look alot better with faces.
 
About Marica:

In a way it's convenient to have a character that's an outsider to the cause. Tamina and Zabath always knew each other and are focused on the mission. Marche probably doesn't care about the others and is focused on revenge. So having Marica come along with no motivation she can do all the digging into the characters pasts and trying to get to know them. Like while stopped at an inn Marica starts asking questions about why Zabath ran away from home.
She would also be able to get Marche to agree to things since I'm betting he doesn't get along with Tamina or Zabath.

The whole witch thing is confusing. Is being a witch and knowing magic two different things? Cause to me owning a alchemist shop implies some magical knowledge. And the main character knows wind magic so would that make her a witch too?
Or is it like in the world of FF8, everyone can use magic but being the Sorceress made you a monster and everyone was afraid of you.
 
While reading through what you say, I understand that you have 100% right about Marica. The witch and magic thing dosen't make any sence at all, so I will take away that part. I've been working with Marica a bit, and I have a better plot for her right here:

Marica lives in a village called Mist south of Wendia. She owns an alchemist shop along with her father and brother. While searching the woods after new ingrediences for a new potion, she ends up being attacked by a gang of bandits. Extremly out-numbered, she's willing to give up against the bandits. Luckily, Tamina and Zabath spots this attack, and succesfully saves Marica from the bandits. In order to show her gratitude, Marica joins Tamina to follow every step Tamina takes, even if Tamina dosen't really want to drag around with a teenager on such a important mission as this.

And an updated Tamina Bio:

Tamina is the main character. She's the new generation of Wind Priests. She lost both her parents(Mother in illness, father suicide) and has been guarded by the rest of the priests in Wendia. She is specialiced in Wind Magic, and also knows how to heal people. The Oracle gave her the mission to return the arcs to Wendia, before the world turns into a desert. Skeptical to take such an important quest, Tamina decides to return the Arcs to Wendia. to prevent this disaster to occure. Together with Zabath, she heads out in the world to find the arcs, and return the arcs to were they belong.
 
That CMS looks pretty nice. The only thing I'd suggest you'd do is change the color of the text at the very top, or make the windowskin less opaque. I dunno why, it just seems like a kind of strain on the eyes.
 
Hi I was wondering if you want a Custom Menu thing becaus i have a menu that pops up on the map scree and when you choose the thing like save it goes to the regular save screen so if you want it PM me and if you need any help with something ask me and i'll ee what i can do because i love helping peopl out with there games.
 
I had a bit of trouble to understand what the custom menu thing is, but send me a file with a demo of that script, so I can take a look on that custom menu thing. Is it something you have done, or did someone else made it?
 
A small Update:

Im going to tell more about the purpose for Ongria, the wind spirit, that will follow you during the game.

You can't save directly from the menu in this game. There will be zero save crystals or something like that. In this game, you need to talk to Ongria to save.
http://i94.photobucket.com/albums/l104/ ... hot-32.png[/img]

Also, later in the game, you will also be able to change part members with her help. The maximum amount of players in the party is 2. 2 In main party, and 2 in reserve.
http://i94.photobucket.com/albums/l104/ ... hot-33.png[/img]

Is there any bugs with this so far?
Problems with this system right now:
-Basicly, Ongria is starting on the spot where i placed the event. If you are in the middle of them map, she will basicly start in the beginning of the map. Im currently working on that.
-There's a chance that she will doom your party, especilly in puzzles. Right nhow, if you go into a corner, she will basicly cut your path, and you are trapped -_-

So, How are you going to solve these problems?
- I haven't solved the first problem yet, since Im still working on it. Suggestions are welcome.
- Basicly, Im planning to make a "Stay" command for her. If you feel that she will be in the way, you can actully tell her to stay. If you want her to move again, talk to her, and pick move.

These are the updates right now. More updates later.
 
If you're having trouble with that, look up how to call a common event from script.  It's only one line of code.  Goto scene_load script and just before the end, add it with the number for event 1 or whatever.  Put a text message in the event and load a game.  If the message pops up, you did it right.  I use this system to check time and see how long the player was away, giving them recurring gold during out time.  But in your case, when you choose the save option, also call a common event that sets a couple variables for her X and Y position; on load, change your common event to move event to coordinate based on the X and Y variables.  Sounds really tough, but everything except the common event on load can be done with only events.  And we have faith in you.

Edit: Oh, and I forgot, for the move problem... that's a bulky and confusing solution.  It will annoy people, to be frank.  I'm not sure if you know how to alternate activation methods, but make it so if they are pressing against her for more than a second she calls a common event to "smart-move" in an available direction.  Also don't use the default follow script- it's looks and plays so much nicer if you set up a nice follow event, because it leaves you in full control and keeps her up with the player (you can always use offscreen teleports or offscreen "through" commands if she gets stuck.
 
If you're having trouble with that, look up how to call a common event from script.  It's only one line of code.  Goto scene_load script and just before the end, add it with the number for event 1 or whatever.  Put a text message in the event and load a game.  If the message pops up, you did it right.  I use this system to check time and see how long the player was away, giving them recurring gold during out time.  But in your case, when you choose the save option, also call a common event that sets a couple variables for her X and Y position; on load, change your common event to move event to coordinate based on the X and Y variables.  Sounds really tough, but everything except the common event on load can be done with only events.  And we have faith in you.

Okay, I will try that. Sounds like a good solution.

Oh, and I forgot, for the move problem... that's a bulky and confusing solution.  It will annoy people, to be frank.  I'm not sure if you know how to alternate activation methods, but make it so if they are pressing against her for more than a second she calls a common event to "smart-move" in an available direction.

alternate activation methods is nothing I've any skills of, Im afriad.

Also don't use the default follow script- it's looks and plays so much nicer if you set up a nice follow event, because it leaves you in full control and keeps her up with the player (you can always use offscreen teleports or offscreen "through" commands if she gets stuck.

Default follow script? Ongrian is made by pure eventing. Im having a follow event on her, so she's following the leader^^

Im going to take in what you said, and I will see what I can do.

And a small screenshot aswell =)
http://i94.photobucket.com/albums/l104/ ... hot-39.png[/img]
 
Sorry- by default follow script, what I actually meant was the built-in "Approach" movement; it tends to get events (or even worse: the player) stuck sometimes.  I would recommend recording players X and Y, and Ongrian's X and Y.  Run a check every like 2 seconds to compare Ongrian's X and Y to it's previous value (with an allowance of 1 increment or decrement, because when they get stuck they'll walk back and forth) and if it matches 3 or 4 times in a row, then run an "unstuck" command.
When I referred to offscreen events, add or subtract (based on X/Y greater or less than) from the X/Y of the player- if there's 10 tiles visible on any side of the player (based on if you're using the new resolution script or not) then if this value is greater than 10, you can run a simple "move event" (a.k.a. teleport the event for Ongrian) to, say, the nearest defined waypoint.  Setting up waypoints is a bit trickier, but it's basically an event that is conditional by wether the player is in the area.  You could determine this by terrain types, or tile triggers...  If you hide a waypoint behind a tree or something (out of view of the player) you could potentially "spawn" (teleport) Ongrian to this location and have him step out and continue following.

Okay, after reading that, it is a bit complex.  Apologies if it doesn't make any sense.

Edit: About your screenshot...  Very nice but I'm hoping the top of the waterfall shows the depth perception accordingly- from this angle the bridge doesn't look right with the water.  Also, why is there only one visible support beam?
The other problem is that the visible "Assumed" point of the post (as in one tile below visible, accounting for the underwater portion) is only two tiles from the rock, while the bridge is three tiles down.  To be honest, this area might be better suited to a passable "ledge" on which you could use 'always on top' steam/mist events to camoflauge if the tileset doesn't support it (or edit the tileset itself or the waterfall autotile to make a ledge version.  To make a ledge take a straight waterfall tile, double it vertically, and transform (stretch) it to 1/2 it's original size, making it vertically compressed, therefore showing depth.  Use that with some steam and you've got a walkable ledge.  Just make sure the top and bottom of the cliff account for this.
Just an idea.  Another quick note: the roots of the tree in the bottom right corner look a little funny over the grass.  You might try an adjustment of sorts, but it's really a minor detail.
Don't take offense, I really like it, or I wouldn't have even replied.

Edit 2: About the alternate activation (alternating activation would be more accurate) basically in this case, to make her "pushable" you would have her activatable on touch by default (the player wouldn't know this.) this touch first adds 1 to a variable (push_counter or something) then switches a switch that is a prerequisite of a common event.  This common event switches switch2 on- which activates Ongria's second event page.  This page is also touch activated- and runs a conditional branch if a button is held (the activate "talk" button.)  If not, it turns off Switch1 and Switch2, bringing Ongria back to page one, where it adds one more then repeats.  Basically, when the player is "touching" Ongria, it adds to a counter; but this setup alternates quick enough that they can still talk to her with the action key freely.  Once the counter reaches, say, 30 (adjust this experimentally) have her "Move Away from Player".  Make sure to check the ignore if can't move.  To avoid getting stuck in an L switch, have page one check her position, too, and she was supposed to move, but didn't, pick random directions every pass until she moves successfully- then reset the counters and it won't activate again until the player walks up to her.
 
Edit: About your screenshot...  Very nice but I'm hoping the top of the waterfall shows the depth perception accordingly- from this angle the bridge doesn't look right with the water.  Also, why is there only one visible support beam?
The other problem is that the visible "Assumed" point of the post (as in one tile below visible, accounting for the underwater portion) is only two tiles from the rock, while the bridge is three tiles down.  To be honest, this area might be better suited to a passable "ledge" on which you could use 'always on top' steam/mist events to camoflauge if the tileset doesn't support it (or edit the tileset itself or the waterfall autotile to make a ledge version.   To make a ledge take a straight waterfall tile, double it vertically, and transform (stretch) it to 1/2 it's original size, making it vertically compressed, therefore showing depth.  Use that with some steam and you've got a walkable ledge.  Just make sure the top and bottom of the cliff account for this.
Just an idea.  Another quick note: the roots of the tree in the bottom right corner look a little funny over the grass.  You might try an adjustment of sorts, but it's really a minor detail.
Don't take offense, I really like it, or I wouldn't have even replied.

No worries, I don't take any offense here:) . I've fixed the small errors you have seen on the map.

Also, new screenshot(I posted it in the screenshot topic, but Im posting it here aswell)
http://i94.photobucket.com/albums/l104/ ... hot-41.png[/img]

This is the first village you visit in the game. Im sorry for 1 visible mapping error in the screen. I messed up the prioritys on that spot.

I've also updated the credit list on both scripts and graphics. I was forced to change CMS, because the CMS I used bugged with another script, so Im currently using Silent Steps CMS, which I edited to fit with just two characters.
 

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