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Spinel's Core

Yeah, he really is something. Glad you liked the piece.

Last update before I release the demo (probably sometime early next month). Got a few screenshots to add.

http://img387.imageshack.us/img387/5646/boretid9.png[/img]

Another one of your classic "avoid the guards" minigame. However, I added some original twists to make it more interesting. For example, in the screenshot you can see the player using a "Gust" skill, which is necessary to advance. Also, you can use a lantern to read signs, but beware that guards can see you better in the light too!

http://img155.imageshack.us/img155/9674 ... tesiy0.png[/img]

A small minigame where you build up speed by pressing buttons to jump over a city gate.
 
I just played the demo and I was impressed. The graphic details like the knocked over book cases, and the puzzles are definitely this games strong point. 
 
Thanks for the comments. I've always enjoyed thinking up puzzles.

I've also just simplified the ABS, something I'd been planning to do for awhile (inspired by this thread). Now there are no more numbers, just a classic Zelda-type flash to tell you you've hurt the enemy.
 
I gotta say, first and foremost, I was a little disappointed with the length of the demo.  I wasn't expecting anything too big, but by the time the demo was over, I wanted to keep playing!  With that being said, I enjoyed what little there was very much.  The puzzles were clever (particularly the mirror had me stumped for a bit), the music was phenomenal, the cut scenes told a story, but were short enough to keep my interest. 

However, I did run into a few bugs.
When our heroes(?) first enter the building, and kill the guards, the guards die and turn into a different guard character set.  Also, when Jen starts attacking our character, during the dialog I believe she says "I'm sorry", but our character's face set still shows.  I'm not sure if that was me misinterpreting who was speaking, or if that was just an error.  Also, I managed to get a script error "undefined method 'sp_cost' for nil:NilClass" when I got the gust skill.

Overall, nice work.  I'll be keeping my eye on this one.
 
Thanks for the feedback. I understand about the length, I should have said it's more of a "teaser" really. Glad you enjoyed it anyway.

As for the bugs, I'll check the guard sprites again. During the scene when Jenness is attacking the General, it's actually the General who says "I'm sorry." Jen was still being controlled by the mage at that point, and the General had to stop her, so he apologized before casting a paralyzing spell on her.

The script error has been reported a few times already, I believe I've fixed it now. I'm very close to finishing the next pack, though, so I won't be posting a fixed version. In fact, I'm going to remove the demo link in a few days because I've made a bunch of minor changes to the prologue. If any new players want to try it, they can download it now, but I'd recommend to wait for the new (better) version. Hope you can wait a few more weeks!
 
EVERYONE! YOU HAVE TO DOWNLOAD THIS GAME!
^^Its great and it has some of the best puzzles I've ever seen in an
RM game, you have to try and beat it!
(I beat it btw ;), Took me forever)
 
The story certainly seems original, though it is more hints and teasers than solid info. We haven't met any of the main characters yet, and haven't got far into the story, so there isn't a lot to say. I do, though, think it sounds pretty good.
Me <3 Spinels.

I like:
- The Character's choreography, though simple, was very good (except for one bit), mainly the starting bit when they break in.
- I'm a huge fan of puzzles, which automatically makes your game awesome. They are very original, and well made. They really make you think, which is cool.
- I freaking LOVED the scene where everything goes on fire. And then the animated fires later on. Very neat.
- Music. 'Nuff said.
I don't like:
- The starting cutscene, where Jenness attacks him, is confusing, as it is hard to see which character is doing which attack (though this may be somwhat attributed to my eyesight). Perhaps you could scale down the attack animations?
- Pressing 'z' without moving still drains stamina. Also, it drains too fast and recharges too fast - I run for 2 seconds, walk for 2 seconds, then repeat.
- The shortness, duh. I can't wait to start playing the next release =]

With your emotions, the ..., ? and !, are they public? I like them a lot and would like to use them myself, if possible.
 
Thanks for your feedback. I hope you understand this is still somewhat early on for the game, I'll reveal a bit more info on story, characters and whatnot once I finish the next demo.

I have to thank a few others here for some of the graphics used. The burning animation was made by Mascarpone, and later the animated fires were from arev's New Particle Engine. Also, the [...], [?], and [!] emotions were made by Strawberry Quartz, you can search the stickied Resource Links thread if you want them.

I'll see if I can improve the cutscene. It would be difficult modifying the cutscene lengthwise since the music is synched with the cutscene, but I can try scaling the animations down (that's probably a good idea, since I'm only going to use charsets, not battlers). As for the dashing, I'll play with the drain/recharge speed values. I don't know about the "pressing Z without moving" part, as it's a script and I have limited RGSS knowledge. But I'll try looking through it and see if I can fix that.

Thanks for your suggestions, they really helped. Glad you liked the demo, I'll try my best to get the next one up ASAP.
 
I just played through the demo, and I have to say, it was very well done. How the clues were properly presented, and the challenge of the puzzles in general were perfect for my taste.

I also liked how you presented the intro. Though I did notice, when the soldiers in the entrance hall where knocked out of play, their down-sprite was soldier2 instead of 1 O_O. Other than that, well done, didn't find any other flaws. Keep up the awesome work!

I'm definitely having my eye on this.
 
After you learn how to use spells, open the curtain in the room west of the library, and use magic on the picture, it will unlock a door.
 
@FireRaven: Heh, thanks. Someone else already reported that down soldier glitch. I can't believe I missed that, assigned the wrong down sprite to the soldiers :P

Shingu, thanks for helping out. MukanshinBlack, are you referring to the storage room with the statues? You need to read a note with instructions on it, then do something to a light that went out. (Since a few people have been having trouble with that room, I added another clue in the next version.)

---
By the way, I've also updated the main post with a few extra details (mainly the features section). Nothing that important, just some information on what to expect of the battle system in later chapters.
 
Sorry this hasn't been updated for awhile. Just letting you know, the pack is pretty much completed. We only need a few more sprites and pieces done. Hope you can wait a bit longer!

In the meantime, I'll be updating the battle system to the newest XAS ABS v3.0. I'll need to do some heavy modifications to the script, but it will be a huge improvement for the battles.
 
Omg im so stuck. I read the note by the mirror and says Stroage Room: left... wtf does that mean everything is blocked off :/. One door I need a key, one is blocked. Examined everything
 
Have you tried reading the other notes scattered around the room? One of them contains a hint. When you're reading the sign by the mirror, try thinking about it from the character's point of view, not yours.

Also, Lorddarkfrog, sorry for the wait. My spriter has been having computer problems for awhile, and I'm missing a few major sprites before I can release it. I'll make some placeholders if he doesn't get on soon. Hope you don't mind waiting a few more days.
 
Ah nv, beat it :/

I appreciate the enthusiasm, but next time please use the Modify function rather than multiposting, mmkay?

Reply: k sry i was thinking about that after i posted all of these
 

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