Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Armageddon:Awakening

http://www.freewebs.com/armageddontrilogy/AWAKEN.PNG[/IMG]

Ishmael Tanaka, a 16 year old teen, is a child whose father is japanese-american, and whose mother is american. His father is currently on duty in Japan, where Ishmael has lived since before he could remember. While living here, he has become friends with a girl named Chiyoko. However, to each other, they are more than just friends. One spring day, Ishmael is told by his father that they will be returning to America. Ishmael must now find a way to break the news to Chiyoko. After avoiding her for 2 weeks after that, he finally gets the courage to call her, and tell the truth. That is where Armageddon:Awakening begins.



Hello, and this is a thread for my project Armageddon:Awakening. So far, I currently have a demo, which is about 1 hour long. From what I've been told, it isn't very difficult, something I wish to fix in the next demo. It is a big file (150 MB), because of the MP3s. So, I can understand if you do not wish to download. However, if you can find the time, please do so and give me your critique.


http://www.freewebs.com/armageddontrilogy/tori_gaku_07b.png[/IMG]
Ishmael Tanaka
Age: 16
Weight: 58 kg
Height: 1.8 m
Weapon: Sword
Element: Chaos

Ishmael Tanaka is a Japanese-American, and is about to move back to America (Although he was born there, he doesn't remember it, as he moved to Japan before he turned 1). After an encounter with a man in white armor, he is pulled into a mysterious place. After confronting a man who called himself Adam, he ran into some beings made of darkness. Somehow, a sword appeared before Ishmael. Using this blade, Ishmael destroyed the beings. Soon after, he encountered Samael, who called the beings 'Shadows'. After almost dying at the hands of that man, he was rescued by 2 Golden Knights. Hours later, he awoke and was told by the Knights where he is and that he must travel to 10 different worlds, where 10 sefirot reside, and obtain these Sefirot. So, Ishmael and his new partner, Ruth, set off to complete there task. But, there is more to Ishmael that meets the eye.


http://www.freewebs.com/armageddontrilo ... 01copy.png[/IMG]
Chiyoko Yamada
Age: 16
Weight: 41 kg
Height: 1.6 m
Weapon: N/A
Element: N/A



Chiyoko is Ishmael's best friend, and has been for years. After getting a call from Ishmael, she sensed something was wrong and agreed to meet him. They talked, and Chiyoko felt very sad that Ishmael had to leave. But, she told Ishmael it was alright, and that she'll see him again someday. But, as they sat there, Ishmael began to spoke of hearing voices. Chiyoko heard nothing and was worried about Ishmael. Than, all of a sudden, everything went black. It was if she was frozen in time. She couldn't hear Ishmael, nor feel him or see him. She couldn't feel anything. It was as if she was in a void, where nothing exsisted. She was in an eternal sleep.



http://www.freewebs.com/armageddontrilo ... oble06.png[/IMG]
Ruth
Age: 2 Hours
Weight: 22 kg
Height: 0.9 m
Weapon: Axe
Element: Fire, Water, Air, Earth, Light

A Homunculus created by The Alchemist.
Skilled in both physical combat and
the magic arts, she is a valuable ally.

http://www.freewebs.com/armageddontrilogy/Screen3.PNG[/IMG]
http://www.freewebs.com/armageddontrilogy/Screen11.PNG[/IMG]
http://www.freewebs.com/armageddontrilogy/screen12.PNG[/IMG]
http://www.freewebs.com/armageddontrilogy/screen13.PNG[/IMG]
http://www.freewebs.com/armageddontrilogy/Battle1.PNG[/IMG]
http://www.freewebs.com/armageddontrilogy/Battle4.PNG[/IMG]


I don't want to talk much about the story, since there's a plot twist (of sorts) right in the beginning of the game.

However, here are some reviews (These come from the RMXP3 contest on the GameFAQs RMXP board)

Throughout the game the presentation was excellent, though at times I found the text scroll a bit slow. The characters were believable in how they spoke and the mood was assisted by well placed music. At first I was beginning to think that the game was going to have slow battles, though by the time I acquired Ruth as a party member it really picked up. There was a large variety of skills keeping battles exciting, some of which were well integrated into the events of the story. I found that the main story took a back seat to the other events, though I'm sure you'd want to keep a few twists up your sleeve



Graphics: 9
There’s a lot of RTP here minced with a lot of custom things. The thing that gets such a high score is how well the custom graphics are blended with the RTP. (With the exception of Ishmael’s battler) It is very hard to tell the difference between what is RTP and what isn’t.

Sound: 8
Most of the music on this game is custom. What matter is that the music fits the mood quite well nearly everytime.

Story: 8
Ok, I loved this story. There’s a dark undertone to the game while at the same time the game manages to keep from becoming too dark and serious. Now, the game is serious, and rarely does it take any time to break this momentum, so don’t expect to be able to play through it all in one sitting without losing a bit of enthusiasm.

Originality: 9
It’s hard to explain how original this game is without giving away any of the story. Suffice it to say that I’ve never seen anything like this game before. Storywise there are a lot of small turns to keep it original instead of going into any given RPG stereotypes. However, the names will be quite familiar to anyone, expect to see a wizard named Merlin and expect the following line: “Call me Ishmael”.

Fun: 7
The battle system in this game is used very nicely and keeps boredom away very well. The story is fun to follow so that doesn’t get old too terribly fast. However, from the beginning this game takes itself way too seriously and never breaks this, even for a moment. Also, NO enemy ever stood a chance against my hero. At the beginning a simple cast of barrier and attacks hit 0 damage. By midway the barrier was no longer necessary for 0 damage. The difficulty could stand to be a bit higher on the final product.

Advice:
I can’t really give any good advice, I don’t know if I could make a story this well…
However, it wouldn’t hurt to get a new battler for Ishmael (his really stands out as being below the standard set by the others), and, of course, kick up the difficulty as the game progresses.

The Point: 8.1
This game is thus far off to a wonderful start and looks to be a major hit when it is released. However, don’t expect much of anything lighthearted out of it, the game is completely serious and seems intent on remaining so.


Thanks for looking. Also, please note, this is the first of a planned trilogy.
 

DDTY

Member

156 MEGAS, :OOOOOOOO. But i still gona make the download, hope very much for this game, good luck in the game, the story seams to be good, The Battle Mode is cool too... But say me one thing, how you can do that of Brilliant Letters on Title Screen, i wan't do do the same in my Project, :P.

As i said before,Good Luck, Soon i will say what i think of thte Demo (Problably it will have 5 hours for the 156 megabytes, :X)
 
5 hours? For me it's only taking like,30 minutes. Perpaps it's just my internet connection (DSL).

Also, the filesize is big because I am currently using MP3s. For the next demo, I might use MIDIs instead, as while MP3s are 3-5 MB per file, Midis are only like 20 KB.

Also, for the title, I used this script.

Code:
#==============================================================================
# ++ Title Picture Customization ver. 1.01 ++
#  Script by Paradog
#  http://rpg.para.s3p.net/
#------------------------------------------------------------------------------
# The picture is used for the title menu, or letter of the menu is modified.
#==============================================================================

module PARA_TITLE_CUSTOM

# The picture is used in menu command( true / false )
IMG_MENU = true

#↓---メニューコマンドに画像を使わない時の設定---

# メニューコマンドの文字列
MENU_NEWGAME = "ニューゲーム" # ニューゲーム
MENU_LOAD = "コンティニュー" # コンティニュー
MENU_END = "シャットダウン" # シャットダウン

# ウインドウ枠を非表示( true / false )
WINDOW_TRANS = false
# ウインドウの透明度(ウインドウ枠を表示している時に指定)
WINDOW_OPACITY = 160

# ウインドウの横サイズ
WINDOW_WIDTH = 192
# ウインドウの横位置( 0:座標指定 / 1:左端 / 2:中央 / 3:右端 )
WINDOW_ALIGN = 2
# 「座標指定」の時のウインドウの横座標
WINDOW_POS_X = 0
# ウインドウの縦位置( 0:座標指定 / 1:上端 / 2:中央 / 3:下端 )
WINDOW_VALIGN = 0
# 「座標指定」の時のウインドウの縦座標
WINDOW_POS_Y = 288

#↓---メニューコマンドに画像を使う時の設定---

# メニューコマンドに使う画像ファイル名(「Graphics/Titles」にインポート )
#( 書式は [ コマンド未選択時 , コマンドが選択されたとき ] )

# ニューゲーム
IMG_NEWGAME = ["newgame","newgame_active"]
IMG_NEWGAME_X = 0 # 横位置
IMG_NEWGAME_Y = 230 # 縦位置
# コンティニュー
IMG_LOAD = ["continue","continue_active"]
IMG_LOAD_X = 0 # 横位置
IMG_LOAD_Y = 290 # 縦位置
# シャットダウン
IMG_END = ["shutdown","shutdown_active"]
IMG_END_X = 0 # 横位置
IMG_END_Y = 350 # 縦位置

# 画像の合成方法( 0:通常 / 1:加算 / 2:減算 )
BLEND_TYPE = 0

end

# ↑ 設定項目ここまで
#------------------------------------------------------------------------------

#==============================================================================
# â–  Scene_Title
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# 戦闘テストの場合
if $BTEST
battle_test
return
end
# データベースをロード
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# システムオブジェクトを作成
$game_system = Game_System.new
# タイトルグラフィックを作成
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# コマンドウィンドウを作成
s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
s2 = PARA_TITLE_CUSTOM::MENU_LOAD
s3 = PARA_TITLE_CUSTOM::MENU_END
w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
@command_window = Window_Command.new(w, [s1, s2, s3])
if PARA_TITLE_CUSTOM::WINDOW_TRANS
@command_window.opacity = 0
else
@command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
end
# ウインドウの位置を指定
case PARA_TITLE_CUSTOM::WINDOW_ALIGN
when 0
@command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
when 1
@command_window.x = 0
when 2
@command_window.x = ( 640 - @command_window.width ) / 2
when 3
@command_window.x = 640 - @command_window.width
end
case PARA_TITLE_CUSTOM::WINDOW_VALIGN
when 0
@command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
when 1
@command_window.y = 0
when 2
@command_window.y = ( 480 - @command_window.height ) / 2
when 3
@command_window.y = 480 - @command_window.height
end
# コンティニュー有効判定
# セーブファイルがひとつでも存在するかどうかを調べる
# 有効なら @continue_enabled を true、無効なら false にする
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# コンティニューが有効な場合、カーソルをコンティニューに合わせる
# 無効な場合、コンティニューの文字をグレー表示にする
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# コマンドに画像を使う
if PARA_TITLE_CUSTOM::IMG_MENU
@command_window.visible = false
@command_img1 = Sprite.new
@command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
@command_img1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
@command_img2 = Sprite.new
@command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img2.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
@command_img2.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
@command_img3 = Sprite.new
@command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
@command_img3.x = PARA_TITLE_CUSTOM::IMG_END_X
@command_img3.y = PARA_TITLE_CUSTOM::IMG_END_Y
# コンティニューが有効な場合、カーソルをコンティニューに合わせる
# 無効な場合、コンティニューの文字を半透明にする
if @continue_enabled
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
else
@command_img2.opacity = 160
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
end
end
# タイトル BGM を演奏
$game_system.bgm_play($data_system.title_bgm)
# ME、BGS の演奏を停止
Audio.me_stop
Audio.bgs_stop
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# コマンドウィンドウを解放
@command_window.dispose
if PARA_TITLE_CUSTOM::IMG_MENU
@command_img1.dispose
@command_img2.dispose
@command_img3.dispose
end
# タイトルグラフィックを解放
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_para_tcst update
def update
update_para_tcst
if PARA_TITLE_CUSTOM::IMG_MENU
if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
case @command_window.index
when 0 # ニューゲーム
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 1 # コンティニュー
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 2 # シャットダウン
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
end
end
end
end
end
 

DDTY

Member

kaze950 said:
5 hours? For me it's only taking like,30 minutes. Perpaps it's just my internet connection (DSL).

Also, the filesize is big because I am currently using MP3s. For the next demo, I might use MIDIs instead, as while MP3s are 3-5 MB per file, Midis are only like 20 KB.

Also, for the title, I used this script.

Code:
#==============================================================================
# ++ Title Picture Customization ver. 1.01 ++
#  Script by Paradog
#  http://rpg.para.s3p.net/
#------------------------------------------------------------------------------
# The picture is used for the title menu, or letter of the menu is modified.
#==============================================================================

module PARA_TITLE_CUSTOM

# The picture is used in menu command( true / false )
IMG_MENU = true

#↓---メニューコマンドに画像を使わない時の設定---

# メニューコマンドの文字列
MENU_NEWGAME = "ニューゲーム" # ニューゲーム
MENU_LOAD = "コンティニュー" # コンティニュー
MENU_END = "シャットダウン" # シャットダウン

# ウインドウ枠を非表示( true / false )
WINDOW_TRANS = false
# ウインドウの透明度(ウインドウ枠を表示している時に指定)
WINDOW_OPACITY = 160

# ウインドウの横サイズ
WINDOW_WIDTH = 192
# ウインドウの横位置( 0:座標指定 / 1:左端 / 2:中央 / 3:右端 )
WINDOW_ALIGN = 2
# 「座標指定」の時のウインドウの横座標
WINDOW_POS_X = 0
# ウインドウの縦位置( 0:座標指定 / 1:上端 / 2:中央 / 3:下端 )
WINDOW_VALIGN = 0
# 「座標指定」の時のウインドウの縦座標
WINDOW_POS_Y = 288

#↓---メニューコマンドに画像を使う時の設定---

# メニューコマンドに使う画像ファイル名(「Graphics/Titles」にインポート )
#( 書式は [ コマンド未選択時 , コマンドが選択されたとき ] )

# ニューゲーム
IMG_NEWGAME = ["newgame","newgame_active"]
IMG_NEWGAME_X = 0 # 横位置
IMG_NEWGAME_Y = 230 # 縦位置
# コンティニュー
IMG_LOAD = ["continue","continue_active"]
IMG_LOAD_X = 0 # 横位置
IMG_LOAD_Y = 290 # 縦位置
# シャットダウン
IMG_END = ["shutdown","shutdown_active"]
IMG_END_X = 0 # 横位置
IMG_END_Y = 350 # 縦位置

# 画像の合成方法( 0:通常 / 1:加算 / 2:減算 )
BLEND_TYPE = 0

end

# ↑ 設定項目ここまで
#------------------------------------------------------------------------------

#==============================================================================
# â–  Scene_Title
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# 戦闘テストの場合
if $BTEST
battle_test
return
end
# データベースをロード
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# システムオブジェクトを作成
$game_system = Game_System.new
# タイトルグラフィックを作成
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# コマンドウィンドウを作成
s1 = PARA_TITLE_CUSTOM::MENU_NEWGAME
s2 = PARA_TITLE_CUSTOM::MENU_LOAD
s3 = PARA_TITLE_CUSTOM::MENU_END
w = PARA_TITLE_CUSTOM::WINDOW_WIDTH
@command_window = Window_Command.new(w, [s1, s2, s3])
if PARA_TITLE_CUSTOM::WINDOW_TRANS
@command_window.opacity = 0
else
@command_window.back_opacity = PARA_TITLE_CUSTOM::WINDOW_OPACITY
end
# ウインドウの位置を指定
case PARA_TITLE_CUSTOM::WINDOW_ALIGN
when 0
@command_window.x = PARA_TITLE_CUSTOM::WINDOW_POS_X
when 1
@command_window.x = 0
when 2
@command_window.x = ( 640 - @command_window.width ) / 2
when 3
@command_window.x = 640 - @command_window.width
end
case PARA_TITLE_CUSTOM::WINDOW_VALIGN
when 0
@command_window.y = PARA_TITLE_CUSTOM::WINDOW_POS_Y
when 1
@command_window.y = 0
when 2
@command_window.y = ( 480 - @command_window.height ) / 2
when 3
@command_window.y = 480 - @command_window.height
end
# コンティニュー有効判定
# セーブファイルがひとつでも存在するかどうかを調べる
# 有効なら @continue_enabled を true、無効なら false にする
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# コンティニューが有効な場合、カーソルをコンティニューに合わせる
# 無効な場合、コンティニューの文字をグレー表示にする
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# コマンドに画像を使う
if PARA_TITLE_CUSTOM::IMG_MENU
@command_window.visible = false
@command_img1 = Sprite.new
@command_img1.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img1.x = PARA_TITLE_CUSTOM::IMG_NEWGAME_X
@command_img1.y = PARA_TITLE_CUSTOM::IMG_NEWGAME_Y
@command_img2 = Sprite.new
@command_img2.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img2.x = PARA_TITLE_CUSTOM::IMG_LOAD_X
@command_img2.y = PARA_TITLE_CUSTOM::IMG_LOAD_Y
@command_img3 = Sprite.new
@command_img3.blend_type = PARA_TITLE_CUSTOM::BLEND_TYPE
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
@command_img3.x = PARA_TITLE_CUSTOM::IMG_END_X
@command_img3.y = PARA_TITLE_CUSTOM::IMG_END_Y
# コンティニューが有効な場合、カーソルをコンティニューに合わせる
# 無効な場合、コンティニューの文字を半透明にする
if @continue_enabled
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
else
@command_img2.opacity = 160
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
end
end
# タイトル BGM を演奏
$game_system.bgm_play($data_system.title_bgm)
# ME、BGS の演奏を停止
Audio.me_stop
Audio.bgs_stop
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# コマンドウィンドウを解放
@command_window.dispose
if PARA_TITLE_CUSTOM::IMG_MENU
@command_img1.dispose
@command_img2.dispose
@command_img3.dispose
end
# タイトルグラフィックを解放
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias update_para_tcst update
def update
update_para_tcst
if PARA_TITLE_CUSTOM::IMG_MENU
if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
case @command_window.index
when 0 # ニューゲーム
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[1])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 1 # コンティニュー
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[1])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[0])
when 2 # シャットダウン
@command_img1.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_NEWGAME[0])
@command_img2.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_LOAD[0])
@command_img3.bitmap = RPG::Cache.title(PARA_TITLE_CUSTOM::IMG_END[1])
end
end
end
end
end


I said 5 hours of duration of game, lol..
 
Oh. well, it's only one hour. It's all the MP3s.

However, I have found a program that reduces the filesize of MP3s almost by half :), so that will be good for Demo #2, which won't be released till' probably winter or something.

GOOD NEWS
I have reduced the filesize to 75 MB. I shall upload this soon.
 

DDTY

Member

UAU, I LOVE YOUR GAME, I played the demo, but i have one sugestion... kaze, please, do a thing with options of this type:

"Do you wanna see the cutscene" if i said yes i will see that scene again, if you said no i will be telentrasportated to the part where i have Ruth, if i loose the Saves, i can't play again, the cutscene is too big, lol
 
Well, I updated the download link. it's the same thing, but only 70 MB

Also, about the cutscene thing, I don't want to let players skip it, as there's no point in playing the game if you don't watch it. Just, don't lose the saves. If possible, there could be a script that let's you skip the cutscene if you've watched it already.
 
Its too big for me to d/l willynilly, plus if this is a lot of liscences commercial music I dont want to support piracey. I'll wait for a good review.
 

DDTY

Member

I played your demo, its very good the game, but its just 10%, It will be 10 hours of game, right? I loved, really, i can't wait for the Second Demo (if exists) and the Complete Game, :D
 
Thanks. It's about 10%, although, It's more like 7%.

I don't want this to be really long, so the complete game being around 10-12 hours is good, since I want this to be a trilogy. Thanks for the feedback.
 
Well, the next two sequals are still very FAR away, as I still have to complete this game. They will be very different though, compared to this game, but that's all I can reveal at the time.

Expect Demo #2 to be released in winter.

Also, are there any glitches/mistakes in the demo? Please tell me, so I can correct them.
 

Zoom

Member

•Blossoms, not blossems.
•All right, not alright.
•Ishmael gets interrupted by Chiyoko. Fine, but the interruption is faster than the really slow text so it looks like she's upset that he's a slow talker.
•The second flashed text went too fast.
•Vriel (or Uriel?) asking Ishmael, "Ishmael, who are you?" is a bit silly. I was surprised Ishmael didn't reply, "I'm Ishmael you idiot!"
•Congratulations! You have created the first demo I know of that uses shillings as currency. This isn't a gripe, just an observation. I hope that works within the context of the story. (Wasn't Ishmael in Japan going to move to America? I didn't think shillings entered into any of that.)
•After "I guess I should try to find the exit", the screen goes dark and segues to... the same place. Huh?
•Ishmael starts with the King's Blade, but is made to equip the Iron Sword, a much weaker weapon, right before the first battle.
•The second appearance of the voice, in the mansion this time, is partially obscured by the brightness of the room.
•The drunken man in the tavern burps instead of hiccups-- fascinating.

Demos of this nature are always excellent, although frustrating when there is very little one can do except read the text and watch the preset action. Even more frustrating too when the text drags slightly. However, some allowances must always be made for those who read slower than others.

You have a lot of maps so far, although they don't all look complete. You really seem to be coming along well with mapping (at least, with what you have for tilesets), and you are at the very least showing great ambition for your project.

My advice to you, should you wish to know it, is to keep the project compressed so people won't be running it through the editor to see the spoilers and tricks.

I will suspend giving a score at present and await your further progress before judging this game by its potential merits.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top