29/01/2014

Border of Whimsicality 0.8

First of all: http://rpgmaker.net/games/5757/

I have been so clumsy that I forgot to update this blog. Well, now I have.
Border of Whimsicality, adding a bunch of stuff and Easter eggs, is now being uploaded there to rpgmakernet. Well, not directly uploaded, as the link goes to Google Drive, but it's there. Although, you can always track it that way. But I'll put info here and there as much as I can anyway.
So, certain bugs that still need fixing might be only in the areas of the game where the map display name is labelled '(Incomplete)' after the map name, so careful about those.
A bunch new improvements:
HP damage shown in the battle log (and healing) is colour-coded, enabling more awesome aesthetics. The 'SMAAAAASH' text (critical hit) is also enlarged, and later I'll make it so it's rainbow coloured. Awww yeah. Erm, so that's a bit of what's new. The rest you probably have to figure out yourself.
I still need a scripter to help out, I guess, for a certain bug that is caused by a skill with an .ogg (if I remember correctly) sound effect being played repeatedly and painfully when the skill attacks more than one enemy.

That's all. Enjoy the demo as much as you can play of it. Peace.

17/09/2013

Border of Whimsicality 0.07.15

Oops, little bug in the earlier version. This should be the fixed version, along with other minor adjustments:
https://docs.google.com/file/d/0ByGkK2IVpkFQYld5U0ZkMTh2RjQ/edit?usp=sharing&pli=1

15/09/2013

Border of Whimsicality 0.07.1

https://docs.google.com/file/d/0ByGkK2IVpkFQZE5LR0FEY2tGbEk/edit?usp=sharing
The next version of Border of Whimsicality that includes bug fixes that were not apparent in 0.07. The difficulty in some areas has also been decreased, among other slight changes.

10/09/2013

Border of Whimsicality 0.07 released!

As you might have seen, I posted a commentary on my RPG in its development processes, how it was just a speculation in my mind's eye and then suddenly to something that actually works.
Well, now I've made the seventh demo! Link is here:
https://docs.google.com/file/d/0ByGkK2IVpkFQcGlzMUpGTm9FeVk/edit?usp=sharing
This is a pretty big update from the last demo - spent quite a while making it and enhancing multiple aspects to make it like Earthbound/MOTHER.

Below is a Q&A I took from my profile on a particular forum called Fig Hunter that will help those who don't know how to play the game. There's a small tl;dr part there somewhere.


Q. I am trying to run your games but what do????/// DDDDD:


A. (NOTE: You must be able to run .exe files if you are to play the games!)
To play my games is simple. First - you require the RPG Maker VX Ace RTP (runtime package). This is only required to download once, and after installing, you can run any RPG Maker VX Ace game (which include all of mine).
Link to the runtime package is here: http://www.rpgmakerweb.com/download/run-time-package‎
Then, you open the file that you downloaded from the original game link, choose where to extract the game files on your computer, then run the .exe provided in the output folder. It is highly recommended you read the answer to the next question which is...


Q. Why the game text look so horrible????//// I cry because it is bad D:


or:


Q. Why it say it no find [file/font]? I cry because I can't play D:


A. The games have a file called 'cirno.ttf' located inside them. #Like the RTP installation, this is only needed to be done once on a computer.# Install that font onto your computer and it should be absolutely fine. For the time being, this is the only font required to play the games.
You will have to browse the internet on basic instructions to install fonts. It's not that difficult. At all. Nope. And it's definitely worth it, considering the overall quality of my... RPGs.


tl;dr: Download RTP (runtime package). Install. Open game .exe, extract, then install cirno.ttf.


Other questions:


Q. Why first persons??? It suck :(((

A. It would look possibly more generic if it were side-view (being able to see the character(s) in combat, visibly attacking and such), because with certain actions, skills and whatnot, the side-view would be unreliable to create the same enjoyment and possibilities the first-person style would have. An example - the MOTHER-inspired RPG includes game elements where imagination fuels what happens in each battle, and also with strange ailments, too. (Note: The lack of a proper side-view system may also be out of lethargy. We'll never know.)

30/08/2013

Oh my! (Border of Whimsicality Commentary)

Oh my! No posting for two centuries! Years! Same thing >:[
I changed the blog name to The Blog of Magi! Might be more fitting, and maybe more people know me by that anyway.

Um, I mentioned in my last post that I was making an RPG (role-playing game, not rocket-propelled grenade). Thing is, back then, I could never make RPGs because I was stoopid ;_;
Well, now I can! I will be using this blog to track progress. That is, if I'm making any at all during this time. I've been really clumsy lately, so I possibly won't do much at all. Or maybe I will! Allow me to provide some info on the games!!!

The first I'm developing is made with RPG Maker VX Ace. I will make the rest with RPG Maker VX Ace too. Logic. (maybe I'll make one with a toaster too, who knows)
This one is currently named Border of Whimsicality. I thought about the name once, thought it was silly, decided I was going to think of something else later. Then I thought about it again. I realised it was fitting. Kept it. Suggest better ideas, someone?

First and foremost, this RPG is thoroughly driven by MOTHER/Earthbound-- no, it does not contain any spoilers - it's an original plot, but however! The humour is existent (maybe not as strong as in MOTHER) and the music, sound effects and enemy graphics are the same as in MOTHER 2 (or just 'Earthbound'), with perhaps some variety! Music has some arrangements of MOTHER rather than completely all from the original soundtrack. Nice, maybe? Yes.

All right, so! Images, you ask? Here they are!
Actually, I'll make this a commentary on the images that I've recorded until now. Then you will be able to grasp my RPG! Yay!



This is an old image of the 'personality test' I used in the earliest version of the game, Border of Whimsicality 0.01. The first thing you'll be able to tell is the fancy selection thing! Now, once I mention 'pre-made script', you won't run away, right? Scripts are very difficult to make as a whole - and I credit every script I use. Basically, I work hard on the games I make - I don't use the scripts to spoon feed progress, okay? Now that I've got that out of the way, let's begin.
The font here is very nice. If you're wondering, it's called cirno.ttf - the font used in a game I won't mention that you can go find out yourself. I've been using this font in pretty much all of my major and minor game projects - very flexible for styling up a game like mine.
Okay, let's commentate!
You can faintly see in the background behind the selection choices thingies (visual novel-style choices, they are) an old version of the sprite I used for the main character. He had red hair, now he has black. He looks better now, in my opinion. You might see his new sprite in the later screenshots.
I removed the 'personality test' because I particularly did not want this game to move along slowly. Allow the character to jump into the whimsical world right away - not hindering them at the first opportunity. That might be different for the other games, but I'll not go onto that now.
The personality test, which also used the music from Pokémon Mystery Dungeon: Red Rescue Team's personality test was a series of questions that influenced on what the character would result as. Here are a few pointers - the changes were massively minor and only affected low statistic changes and perhaps less maximum hit points or something. Dull. (although, it did have its own sense of humour, so that's okay... sort of) However, certain choices like you could select a class that influenced what skills and statistics your character would have were included. The classes were assailant, ambiguous and sentinel. That's attacker, both attacker and defender and defender. Pretty unique, but then I realised how it would be advancing through the game as a defender. Sure, it would remain unique, but I supposed it would spoil the game experience. Another time.
An amusing thing about this image, to wrap this subject up - selecting the second choice would give your character the Cold ailment, which the anonymous person asking the question and responding to your answer would give you a Tissue consumable item out of pure, angelic kindness. ^^

Next up are a flurry of images before I started changing more things!






The first image in this bunch is from the older version, again - the tilesets are the default VX Ace ones, the maps are also default (which I actually intended on making final, until I started on designing my own instead), and the character sprites shown are default (the main character's also being an older draft). The way I did this at first I quite liked - at the start, you would wake up, and your character's mother wouldn't be around. A storm outside - and you would hurry out and have to encounter an enemy there. After that, your character's mother would head inside, not giving a word to you. The story progresses. However, I thought this wasn't... the best way to start. After all, I felt it was still too serious to start off the game. Sure, MOTHER 3 was very serious indeed during some points, but that wasn't executed right off the bat, and my game isn't based entirely on that. More like something derived from MOTHER 2, like I already mentioned. Moving on.
And no, I won't mention how the game starts in the new demo and although it's nothing to write home about, it's probably not good to mention at the moment. Definitely moving on.
You may have noticed the character is named 'Myouren'. Yes, it's a strange name, but it's certainly a name I liked to use to accompany the character's silent personality. Its origin... well, you'll have to find out yourself. Yes, you can choose your own name for every character you obtain.
'Myouren is busy sneezing constantly!' This is the text that appears when your character is inflicted with the Cold ailment and when it is still in existence! How neat.
The last two screenshots are the observance of the command list - the Earthbound games used the 'PSI' command then a window where you could switch to each type of PSI and select a skill. Here, because due to lack of resource, I've had to fit the types into the command list - which I find efficient regardless.
Also, PSI is an abbreviation for psionics. Later, you might see PK. That stands for psychokinesis and punctuates most offensive PSI.
Is that sufficient commentary? Okay! Next screenshots - the newer version!


This is idle tactic in motion. Sometimes, the enemy will perform a useless skill that skips their turn. This is also evident in the Earthbound game(s).


But wait! Sadly, animating the HP/PP (PP is Psychic Points!) caused unreasonable lag to the battles as a whole when using multiple allies. Because of this, I had to remove it. More compensation had followed, so don't fret!


Overall commentary time! So, you noticed the 'grin' skill, which is one of the things I consider to give this game personality. Secondly was the animated HP thing, which I removed. However! I did place this feature in the other project I am making, named Alchemy's Arcana, which I will commentate about later. (yes, I put it there because it didn't lag when using it. yippee)
And thirdly! Earthbound had used a particular system that when encountering an enemy on-map, if you were a high enough level (that is, stronger than the enemy you were encountering), you would instantly win the battle and receive whatever experience points and money you would normally get.
Here, I used a 'seppuku' skill. Points to whoever knows what it does!
... Okay, fine. Your enemies (usually) commit suicide when you are a high enough level, and that is, in battle. In the final screenshot you see there, the enemy failed to kill themselves. Give that a nice, good think through.
Oh, and note that there is a motion camera function that occurs when you select an enemy and/or when you are attacked by an enemy. See the example in the penultimate (second to last) screenshot!
Moving on!


State ailments! You can see the abundance of ailments I plan to be making in this game - they may not all be available, but they're there for now! Pretty nice, ja?


Now for... humorous item infos! Yaaay!


More of those!


And even overly exaggerated ones! Fantastic.

So, now you've seen the extent of my first RPG. Next time, I'll write about the second one I mentioned - Alchemy's Arcana! Thank you for reading and viewing! It has been a pleasure writing this. Toodles!

05/10/2011

RPG!

I'm making an RPG, yays! Stay tuned here for some reason for more info concerning this!
(Note: The RPG I am making is somewhat connected to Live A Live, but not gameplay-related.)

16/09/2011

Hello!


I deserted my old blog, and decided to make another one so I could put it on Facebook.
Well, here I am, I shall post the story thingies I had on my old blog.


So, here's the links to the first part of The Arcanic Origins and the second, which I haven't started on yet, but you can just admire the blank page.

The Arcanic Origins - Chapter 1: https://docs.google.com/document/d/1Rsm9VFN8T2NohMb0dHUMwWHHNQ_vLo8Yr4ldcAdn12U/edit?hl=en_GB

The Arcanic Origins - Chapter 2: https://docs.google.com/document/d/1bdUjYTVfIk7rOTIcAEhHagGeK2-0nhOo4ADOS-XSeOo/edit?hl=en_GB

Track my stories or something, they might be updated!