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Vacant Sky: Contention

Vacant Sky Complete Edition: Act I+ Released!

I've recently played through the demo for the second time (I just can't get enough of the game) and I love it so far; sure, there can be improvements, but I believe everything I have to say has already been touched upon by someone else. Keep up the good work, I'm really looking forwards to Vol. I's release.
 
Ikariz":14wcxdzo said:
I've recently played through the demo for the second time (I just can't get enough of the game) and I love it so far; sure, there can be improvements, but I believe everything I have to say has already been touched upon by someone else. Keep up the good work, I'm really looking forwards to Vol. I's release.
Thanks so much for playing. Ganonfrog and I just finished a week-long cram session to get everything ready for the March 16 release. I'm hoping to meet everyone's expectations.
 
This looks very good from what I saw so far, but unfortunately the game crashed for me after about two minutes into the first in-game cutscene.

error.jpg
 
ImmuneEntity":3cp2m1vo said:
This looks very good from what I saw so far, but unfortunately the game crashed for me after about two minutes into the first in-game cutscene.

error.jpg
Damned error 58. To be honest, I'm really not sure what causes this problem. Only a few people are affected by it and I haven't figured out what it is. What kind of computer are you using? It might be solvable temporarily by hitting F1 and disabling sound effects.
 
I posted specs a couple hours ago but they were wrong...for a second I had forgotten which computer I played this on :P

I played it on a Toshiba M700, a laptop our school provides. The GPU is Mobile Intel 965. 4 GB RAM, 2 Ghz Core 2 Duo.

It might have something to do with the video or sound drivers.
 
After seeing how impressive this project looked in writing and stills, I decided to take a look at it for real. The opening cutscene is indeed impressive, making good use of Mode 7, shadowing, music, voicing and sound effects.

Unfortunately, like ImmuneEntity, I am also unable to progress further than than twenty seconds into the first scene. The first time I tried, it crashed when the examiner opened the door. The second time, I disabled the everything except BGM and got a few lines further - it crashed during the bit when the drunk was talking about the arch-captain. The third time, I left the BGM and everything else and just turned off Sound FX and it crashed when the building shook. The last time I tried, I disabled both BGM and SFX but left the performance enhancements. It crashed at the same spot as in the first. Conclusion?

The error seemingly appears at completely random times regardless of what you disable. I hope this gets fixed soon, as I am virtually unable to play the game at present (I can't even select Continue and Exit in the title screen if I don't have the game at full-screen). Maybe checking the fmodex.dll or the FmodEx script will solve the problem. After all, the game complains that there is something not working properly in "line 303" as visible in ImmuneEntity's screen capture.

IMPORTANT EDIT: I downloaded a new version of fmodex.dll (0.4.6.1) and replaced the stock copy in the game folder with the new fmodex. It seemed to solve the problem. I got through the cutscene without crashing, anyway.

EDIT 2: This is the site I got the new fmodex.dll from: http://www.dll-files-download.com/F/200 ... /5810.html
 
Traverse":wyz1aquk said:
After seeing how impressive this project looked in writing and stills, I decided to take a look at it for real. The opening cutscene is indeed impressive, making good use of Mode 7, shadowing, music, voicing and sound effects.

Unfortunately, like ImmuneEntity, I am also unable to progress further than than twenty seconds into the first scene. The first time I tried, it crashed when the examiner opened the door. The second time, I disabled the everything except BGM and got a few lines further - it crashed during the bit when the drunk was talking about the arch-captain. The third time, I left the BGM and everything else and just turned off Sound FX and it crashed when the building shook. The last time I tried, I disabled both BGM and SFX but left the performance enhancements. It crashed at the same spot as in the first. Conclusion?

The error seemingly appears at completely random times regardless of what you disable. I hope this gets fixed soon, as I am virtually unable to play the game at present (I can't even select Continue and Exit in the title screen if I don't have the game at full-screen). Maybe checking the fmodex.dll or the FmodEx script will solve the problem. After all, the game complains that there is something not working properly in "line 303" as visible in ImmuneEntity's screen capture.

IMPORTANT EDIT: I downloaded a new version of fmodex.dll (0.4.6.1) and replaced the stock copy in the game folder with the new fmodex. It seemed to solve the problem. I got through the cutscene without crashing, anyway.
I've been working on a few possibly fixes to resolve the problem--I'm really sorry for the bug. But awesome! I'm so glad to hear that you found a way to fix it; quite a few people were having this problem. Could you link me to the new .dll so I can distribute it to people having problems?
 
This sounds like an interesting game. I downloaded it and will try to play it later.

Sailerius":3ft0pgml said:
http://files.filefront.com/fmodexdll/;13493548;/fileinfo.html
Here you go. Sorry for the inconvenience.
Well, that's a very old version of the library, older than the one I used when I released the script. I wonder if the error isn't present in the newest version.

Could someone who encountered that error try the latest version of the DLL and tell me if it works? I apologize for being off topic Sailerius, but I'm just curious whether it's a problem with the script or with a specific version of fmod.
 
Well, that's a very old version of the library, older than the one I used when I released the script.

Whoops. Still, it fixes the problem, which is something (I tried going through the cutscene again with it and it went through perfectly).

Anyway, I downloaded Version 0.4.24.0 of the .dll through the FMOD main website as part of the programmers' API and tried using it - no dice. I got the same runtime error in the first cutscene at approximately the part when the building shook - twice, having tested it as many times with that version.

Retried it with Version 0.4.25.0 (the "unstable" developers' version). First time, it crashed on the "couple of shots and a pretty girl" line by Michael. Second time, it crashed quite appropriately on the "Sorry man, but you're screwed." line.

Ergo, I'm sticking with the older 0.4.6.1 until some other fix can be procured for the error 58. I don't know how much of a difference the newer .dlls make, but I can't imagine it would be that dramatic.

Oh, and something odd I noticed - the SFX for the keypad when pressed by the examiner sounds strangely chopped and static-like with all the .dlls which caused the crash, while they sound out in full with the Version 0.4.6.1.

Hope this helps.
 
So, I just got through the entire act, plus never encountered that bug!

Right away, it's obvious that this game is of a high quality. The music is wonderful and goes along with the game perfectly. None of the graphics seem out of place at all. The face portraits are beautiful. Although I didn't care for it at times, the voice acting was done in all the right places. The battle system was also pretty cool.

However, I can't love everything. One thing that I didn't care for is the middle of the act. "Auria enters town A, talks to everyone, saves her progress, tries to leave town A, and fights a battle. Somehow, she makes it to town B." It was cool at first, but after a thousand times it got a little annoying. Usually I love linear games, but the lack of freedom was killing me. The lack of information that was given was also annoying. I understand only revealing the tip of the iceberg to keep the audience interested, but it got me pretty confused. Also, I look forward to the characters developing more. They seem a little flat right now, but I'm going to assume that they will develop more over time. For instance, I'd like to see Seri get a fault or two. However, I did really enjoy Ray's contribution to the group as well as his interactions with Auria.

Those may seem like a lot of negatives, but I'm being extra picky since this is a great game. This is one of the best RPG maker games I've ever played, and your group is wonderful. I really hope to see the rest of the acts once they're done!
 
This game is great so far. Im about an hour in, and its great. I like the battle animations, and i like the level up system where you can choose what to increase. A lot of thought has gone into this game. Keep up the good work. :biggrin:
 
Bananananananana":32jbx7q0 said:
So, I just got through the entire act, plus never encountered that bug!

Right away, it's obvious that this game is of a high quality. The music is wonderful and goes along with the game perfectly. None of the graphics seem out of place at all. The face portraits are beautiful. Although I didn't care for it at times, the voice acting was done in all the right places. The battle system was also pretty cool.

However, I can't love everything. One thing that I didn't care for is the middle of the act. "Auria enters town A, talks to everyone, saves her progress, tries to leave town A, and fights a battle. Somehow, she makes it to town B." It was cool at first, but after a thousand times it got a little annoying. Usually I love linear games, but the lack of freedom was killing me. The lack of information that was given was also annoying. I understand only revealing the tip of the iceberg to keep the audience interested, but it got me pretty confused. Also, I look forward to the characters developing more. They seem a little flat right now, but I'm going to assume that they will develop more over time. For instance, I'd like to see Seri get a fault or two. However, I did really enjoy Ray's contribution to the group as well as his interactions with Auria.

Those may seem like a lot of negatives, but I'm being extra picky since this is a great game. This is one of the best RPG maker games I've ever played, and your group is wonderful. I really hope to see the rest of the acts once they're done!
Thanks for playing and the commentary!

I realized a few months ago just how frustratingly linear Act I is. It had me stuck for a while, but in the end, I decided that I was so close to finishing that it was better to just finish the game and put it out there than delay it again. So, that's something I'm well aware of, and will be completely turned on its head in Act II. In Act II, it'll be structured similarly to the KOTOR games; you get your main objective then get tossed into a hub with four different areas to choose from, which you can then do in any order, but all of which must be completed to continue the plot.
 
Sailerius":qdswjvwr said:
Thanks for playing and the commentary!

I realized a few months ago just how frustratingly linear Act I is. It had me stuck for a while, but in the end, I decided that I was so close to finishing that it was better to just finish the game and put it out there than delay it again. So, that's something I'm well aware of, and will be completely turned on its head in Act II. In Act II, it'll be structured similarly to the KOTOR games; you get your main objective then get tossed into a hub with four different areas to choose from, which you can then do in any order, but all of which must be completed to continue the plot.

It's great when game-makers are already aware of a problem. The solution sounds pretty interesting! I'll look forward to seeing it in Act II. Keep up the great work.
 
(So, I'm rusty, and I've never reviewed an independent project, but here's a full review. Sorry if I was too mean.)

Pros: Great visual presentation - Outstanding original soundtrack - Extensive character customization - Engaging story - Rewarding sidequests

Cons: Graphical bugs cut into the visuals - Very linear progression - Menu can be cumbersome

You don't see many RPG Maker XP games that show a lot of effort. Most of them are the uninspired story of some brash, good-hearted teenager fighting an evil overlord "because it's the right thing to do." Vacant Sky is quick to throw that trend off, and that's a very good thing.

Numerous developmental setbacks delayed the game for about a year, and as a result a lot of visual and audio revisions have cropped up over the months. Despite the complications, Vacant Sky is an ambitious project that shows a lot of promise.

Story: 9
The story begins with a brief cutscene narrated by the game's main protagonist, Auria Edith, whose journey begins when she's killed.

Before you're introduced to her, though, you get the chance to play as three of the primary antagonists, who belong to the elusive terrorist organization known as the Virad. The Virad are "abducted" and shortly thereafter begin to wreak havoc in a high-security prison. That sequence ends, and the pace shifts to a town not unlike the American Midwest, in which Auria Edith's main concern is doing afternoon shopping and finishing her Chemistry paper. Auria learns that there are rumors of Virad activity in her town, and it's because of her suspected involvement in the Virad that she's killed and her quest begins.

The story isn't strikingly original, but it's a significant change of from the trite plots that sadly consume the majority of RMXP projects. While you're playing, it's entertaining and clever, and when you bother to talk to people in towns, you're sometimes rewarded with little bits about the characters from Auria's point of view.

Plot advancement comes largely from the fairly standard dialogue between characters, though you can occasionally ask them direct questions about themselves. Auria will also sometimes stop to narrate and offer some insight into her current situation or past experiences that tie in with it.

Gameplay: 7
Vacant Sky's gameplay is a bit of a mixed bag. It has all the components, but they haven't quite come together just so yet. As RPGs go, it's a fairly traditional setup, with a few interesting tweaks thrown in.

There are no random battles in Vacant Sky; apart from pre-scripted battles that are mandatory (though you don't always need to win). It might sound as if this makes battles very scarce, but there are several battles against both bosses and regular enemies throughout the two or three hours of gameplay. These battles also give a significantly higher amount of experience than most other methods of finding

In and out of battle, you can change each character's method of reacting to attacks: dodge, guard, and counter. Each setting has its own set of advantages, depending on the stat build you choose for Auria early on. That aspect of battle adds an extra layer of complexity. Is it better to take less damage indefinitely or to take a gamble on dodging an attack and sometimes taking none?

As you level up, you're allowed to divide up points amongst your stats as you like, giving you full customization of your character. Early on, you'll also gain access to a unique area in which you can purchase increases to your stats or new techniques and passive abilities for battle.

Outside of battles, there's a lot of exploring to do, despite Act I's very linear format. It's never forced upon you, but there are usually items and money in it for you if you look around enough. These sidequests aren't necessary, although skipping them will keep you from getting all the story and all the items you could otherwise use.

A lot of the sidequests are dependent upon skills, special stats like Strength, Charisma and Awareness. At any given point, you might need to perform a skill check to see if you're able to do something like move an object or convince someone to tell you something. These are never necessary, but when successful, you'll get a small reward. Not all these sidequests depend on skills, though, and some are independent of all skills. Still, it seems like most of the sidequests are in the very first town rather than increasing in volume as you progress, which seems a little strange.

Another complaint is that the menu system, particularly in Equipment, Techniques and the Journal, seems a bit clumsy. The Journal section looks very cluttered at times, and it could do with some form of categorization. Equipment and Techniques are odd in that, instead of letting you change multiple characters' techniques and items around, they always send you back to the main menu once you've changed one character's reaction mode or equipment. This results in a lot of needless back-and-forth that can become tiresome.

Graphics: 7
Apart from some occasional blips like being able to talk through counters and fences, and not being able to walk into certain open areas, the graphics are great, although there is one particularly glaring bug in which Auria's sprite is invisible in battles until she's attacked. You also run into the occasional clipping when walking under trees and there are some brief hitches you'll occasionally see as you're walking around the areas.

The characters all have custom artwork and battle sprites, which really adds a lot of life to them, and the sprites look especially nice. The few powerful attacks you do see also have their own custom animations, and despite some of them looking a little overdone, they're nice-looking and non-intrusive.

There are also a lot of really nice effects like sunset and fog that make it more convincing when someone says "It's almost nightfall" or something to that effect. You're not just standing there in broad daylight, wondering what the characters are talking about, and this is a surprisingly powerful thing.

A lot of effort was put into making Vacant Sky look unique, and the effort paid off. The game might not be the prettiest out there, but it has more than just superficial beauty going for it, and its distinct style is sure to make it easily discernible from the crowd.

Sound: 10
Vacant Sky's sound is basically flawless. The voice acting is essentially the only example out there that isn't frustratingly bad or indistinct, and it's used infrequently enough that the sections in which it does appear are quite welcome and serve to nicely break up the otherwise tense, dark story.

Beyond the voice acting, Vacant Sky has an outstanding soundtrack, with two full vocal tracks featured. The style of the soundtrack has a wide range, with styles similar to those of the Silent Hill and Tales series. Similarities aside, Vacant Sky's soundtrack is distinct and beautiful, loaded with memorable tracks.

Overall: 8.5/10
Vacant Sky is more than the sum of its parts (except its amazing sound, obviously). Overlooking the linearity of the first act and the graphical bugs, you'll find a great first attempt that shows a lot of potential. It's only a few hours long, but it's a worthwhile investment of your time that bucks a few long-standing RPG cliches and offers you a lot of options with building your character. Give Vacant Sky a chance, and you almost definitely won't be disappointed.
 

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