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Quintessence: The Blighted Venom

Quintessence - The Blighted Venom

@Quintessence:
What can I say, I'm your fanboi. :D

@Jirby:
Oo, thanks for the headsup on that bug! I'll try to take care of it.
This is not really a real novel, but based on a "novel" I started writing two years back. It's sitting on a bit over 100 pages right now, but I've gave up on it to make it into this game instead. :)
 
I must say, this is amazing! ^_^
It's one of the best Demos I've ever played.
The story is very interesting and the gameplay is awesome, it just makes me play until I see the ending. :)

Good luck with this! I'm looking forward to the full version. :)
 
Played this the other day and I must say, amazing job! Being one who plays game for character, I was very pleased that the characters had attractive personalities that made them seem a bit more real.
I love Vikon and Salory and the way the two of them act around each other. n.n It's amusingly adorable.

The story line so far is interesting too. Good luck with this project, can't wait to see more!
 

Queue

Sponsor

@Reives - Had ccoa change my name (Not due to this project) but because Lexy had me fall into it on IRC. I'll grab my story, but I can tell you this, it's nothing like yours.
 
Hey Reives, this game gives all the rtp doubters the proof that with an exciting storyline and brilliantly developed personalities, the graphical style of the rtp can still create a highly absorbing and original experience.

I must admit, the only reason I played it was because of the other hype people having being creating in this thread, but that hype is fully warranted. I encourage anyone else to play this at least as inspiration for creating fuller characters in their own games.

My only gripe as mentioned before is that your dark areas are too dark. The maps don't need to represent real night time as such, it simply needs to set the mood and scene of night.

Twists and cliffhangers are great, and the on screen battles told through move event commands must have taken an eternity to choreograph. Keep it up and your name willcontinue to grow around here and more and more people will flock to your game. I hope to play some more actual gameplay in the nect episodes but im sure you have all that covered.

Great Job Reives.
 
Thanks for playing and the comments, zealex, Makio and Calibre! I'm very flattered to say the least. :)

I'll keep that dark night problem in mind, Calibre, as it's mentioned twice now and must have some problem; will fix it in the next one.

However, Chapter 2 is rather largely composed of cut scenes (hence why it's been taking a while), especially the first half. But after the end of Chap 2, most foundations will be sorted out and hence a more 'playing' part of the game will come into play as the story begins to move. :)

I'm still going at it, it should be out sometimes before the end of this month at latest I believe.
 
Mezmerize, don't be so impatient! -_-
Rushing it brings you nowhere...
A good game takes alot of time, besides, I'm quite sure Reives has a life to live and doesn't spend the whole day in the PC, making RPG games.
 
Edit: Chapter 2 might be done sooner than expected! Aiming for a week from today (June 06) at the moment.

-------
Heheh, sorry about the slowness. To be honest, this is also probably my least favourite chapter to make, due to two reasons.

One, there's a lot of background stories (great focus on Kardian and Kaire and Quintessence itself); not saying that it's that boring (I hope not at least), but personally I find it a chore to make due to massive map-jumping.

And secondly, I have made a first version of the game before (3 hours demo of utter garbage, that's why I remade it :| ), which means I've already made the basic outlines of these and are just redoing everything again (though in better fashion).

But soon! This shall be gotten over with. :) Chapter 2 is sitting at ~20 min length atm. Will probably stop at 30-45.

I am also composing some new BGMs, so that is taking a while too. :|
 

Bogus

Member

Reives, I must say this is the best demo I've played in a long time. I can't wait until it's finished, at the demo's end I was sad to be done. I can't say that about too many RMXP games. = )

The story, the characters and the over-all feel is wonderful. Custom music is amazing, keep up the good work on that. I only noticed minor spelling errors and a few map issues, but I'm sure you'll catch those yourself before it's finished.

Just, amazing work here. I (im)patiently await it's completion.
 
Thanks, glad you liked it! Very happy that you liked the original music as well, as original music often seems to be underrated. James and I worked hard on them. :D And I'll try to fix up those spelling mistakes for sure.

~
http://img.photobucket.com/albums/v385/ ... stNews.jpg[/img]
In the past few days, I've slave laboured for quite a bit working on Chapter 2, which is expected to come out sooner than expected; in about a week from now.

Before the end of Chapter 2, I believe I will try to have a old school RPG puzzle/dungeon kind of thing (where actual game play is involved *gasp*). It will also implement the original custom battle system I made as a demo earlier.

While that is happening, Chapter 2 is still heavily focused in story; in fact the first 25-30 min is almost completely (sometimes walkable) cut scene (there will be things happening, however, so it won't be that boring :) ).

Also, I've composed several more pieces of original music to be used in the past few days, for some fresher mood-setter; such as Suspicion and Memento, and a new title theme that utilizes Q's main theme 'To Realize'.

At the end of Chapter 2, the game truly begins in my opinion. So look forward to it! I'm surely looking forward to releasing it.

Teaser Screenshots:

Edit: In fact, both chapter 2 and 3 are going to be released; however they are merely the old Chap 2 cut in half. I just suddenly saw it fit, so it'll be that way. Chap 2 will then be wholely story, while chap 3 will have game-play elements to it. And from chap 4 and onwards, more game-play will be evident. (Of course, a primary focus on story will not be lost.)

http://img.photobucket.com/albums/v385/ ... ter3-1.jpg[/IMG]

Chap 2 will have a total running time of about a bit over 30 minutes, and chapter 3 will vary depending on gameplay (but relatively short none the less).




Edit 2: HUGE DINOSAURIC GARGANTUAN UPDATE!!!!!!:

. . . Fixed typo on Chapter 1's title page. :D
http://img.photobucket.com/albums/v385/ ... apter1.jpg[/IMG]
(And changed the picture out of RTP.)

...Sorry. :)
 
I am proud to announce that Quintessence has now reached 100% original music, of over 20 pieces for soundtrack and still growing.

Ontop of that, Chapter 1-3 will be released tomorrow or the day after tomorrow [Edit: June 15th, rather. I'm out of the country at the moment].

It will include the Q original 'arena'-action battle system and some actual good ol' RPG game-play of quality. I have also recolored many tilesets, which will provide a more unique visual experience as I throw default RTP out of the window. It also has now literally over 210 custom face graphics.


P.S. I recommend starting over from the new somewhat improved Chap 1 when the package is released.

Random screenshot: Credit Scroll
http://img.photobucket.com/albums/v385/ ... redit2.png[/IMG]


Edit: I'm out of the country at the moment actually, the release might delay about two days.
 
*jumps in chair with excitement*...*chair breaks....* I am so glad to hear the new demo it coming out! You are doing a great job and I hope you keep going, cause I will keep playing! :D
 
I'll try not to disappoint you! :) Still on vacation but working on the final drafts at hotels at nights; just went to see the Whitehouse today.

Tonight I'll be beta testing the whole thing, if that goes well I'll try to release it within a few hours. However I'm supposed to wake up at 5 tomorrow with the tour group so I'll try my best. :|


EDIT: Ugh, I've ran into a script problem. This'll have to wait 'till tomorrow it seems. I'm lost though; if anyone could tell me how to fix this it would be much much appreciated:

"Script 'HUD' line 99: ArgumentError occured

wrong number of arguments(0 for 1)"

The script:
Code:
#==============================================================================
# ** Game_Actor
# Script by MeisMe
# Graphics added by Peaches
# Icons made by Joshie666 & Axerax
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end

#==============================================================================
# ** Window_HUD
#------------------------------------------------------------------------------
# This class is used to display HP, SP and Gold on the map.
#==============================================================================
class Window_HUD < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(-16, -16, 672, 150)
self.contents = Bitmap.new(width-32, height-32)
self.opacity = 0
self.contents.font.size = 14
self.contents.font.name = "Arial"
@actors = []
@old_hp = []
@old_sp = []
@old_exp = []
@old_level = []
for i in 0...$game_party.actors.size
@actors.push($game_party.actors[i])
@old_hp.push(@actors[i].hp)
@old_sp.push(@actors[i].sp)
@old_exp.push(@actors[i].now_exp)
@old_level.push(@actors[i].level)
end
@old_gold = $game_party.gold
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
#self.contents.draw_text(6, 0, 32, 14, $data_system.words.hp + "")
#self.contents.draw_text(6, 14, 32, 14, $data_system.words.sp + "")
self.contents.draw_text(6, 28, 32, 14, "")
#self.contents.draw_text(6, 42, 32, 14, $data_system.words.gold + "")
self.contents.font.color = normal_color
#Images

case @actors.size
when 1
bitmap = RPG::Cache.picture("HUD Graphic")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))
when 2
bitmap = RPG::Cache.picture("HUD Graphic2")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))
when 3
bitmap = RPG::Cache.picture("HUD Graphic2")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))
when 4
bitmap = RPG::Cache.picture("HUD Graphic3")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))
when 5
bitmap = RPG::Cache.picture("HUD Graphic3")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))
end

#bitmap = RPG::Cache.picture("HUD Graphic")
#self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))
bitmap = RPG::Cache.icon("HP Symbol")
self.contents.blt(3, 10, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon("SP Symbol")
self.contents.blt(3, 30, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon("EXP Symbol")
self.contents.blt(3, 50, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon("Hero")
self.contents.blt(25, 67, bitmap, Rect.new(0, 0, 24, 24))

if $game_switches[99] == true
if $game_variables[99] == 0
self.contents.draw_text(x, y, 210, 14, $game_party.item_number[1])
elsif $game_variables[8] == 1
  self.contents.draw_text(x, y, 210, 14, $game_party.item_number(2))
elsif $game_variables[8] ==2
  self.contents.draw_text(x, y, 110, 14, @actors[i].name)
end
end
x = 32
for i in 0...@actors.size
y = 6
self.contents.draw_text(x, y, 110, 14, @actors[i].name)
self.contents.draw_text(x, y, 110, 14, "Lv: #{@actors[i].level}", 2)
y += 16
draw_hp_bar(@actors[i], x, y, 112, 5)
y += 19
draw_sp_bar(@actors[i], x, y, 104, 5)
y += 19
draw_exp_bar(@actors[i], x, y, 88, 5)
y += 19
x += 130
end
x = 32
self.contents.draw_text(45, 73, 110, 14, $game_party.gold.to_s)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if @actors.size != $game_party.actors.size
@actors = []
for i in 0...$game_party.actors.size
@actors.push($game_party.actors[i])
end
refresh
return
end
for i in 0...@actors.size
if @old_hp[i] != @actors[i].hp or
@old_sp[i] != @actors[i].sp or
@old_exp[i] != @actors[i].now_exp or
@old_level[i] != @actors[i].level or
@old_gold != $game_party.gold
refresh
@old_hp[i] = @actors[i].hp
@old_sp[i] = @actors[i].sp
@old_exp[i] = @actors[i].now_exp
@old_level[i] = @actors[i].level
@old_gold = $game_party.gold
end
end
end
#--------------------------------------------------------------------------
# * Draw HP Bar
#--------------------------------------------------------------------------
def draw_hp_bar(actor, x, y, length, thick)
width = length
height = thick
c1 = Color.new(255, 0, 0)
c2 = Color.new(155, 0, 0)
e1 = actor.hp
e2 = actor.maxhp
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# * Draw SP Bar
#--------------------------------------------------------------------------
def draw_sp_bar(actor, x, y, length, thick)
width = length
height = thick
c1 = Color.new(0, 0, 255)
c2 = Color.new(0, 0, 155)
e1 = actor.sp
e2 = actor.maxsp
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# * Draw EXP Bar
#--------------------------------------------------------------------------
def draw_exp_bar(actor, x, y, length, thick)
width = length
height = thick
c1 = Color.new(158, 208, 9)
c2 = Color.new(58, 108, 0)
e1 = actor.now_exp
e2 = actor.next_exp
if actor.next_exp == 0
e1 = 1
e2 = 1
end
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
end
end

  
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Object Aliasing
#--------------------------------------------------------------------------
alias hud_scene_map_main main
alias hud_scene_map_update update
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def main
@HUD = Window_HUD.new
hud_scene_map_main
@HUD.dispose
end


#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@HUD.update
hud_scene_map_update
end
end
class Scene_Map

  alias upd_disable_hud_later update
  def update
    @HUD.visible = $game_switches[25]
    upd_disable_hud_later
  end

end

The error happened when I added a player party member at one point; but it was fine when I added player members before that. :|

Seeking help with the problem:
http://www.rmxp.org/forums/showthread.php?t=22849
 
Heh, screw that script. I just gave up and made an event-generated gradient bar HUD instead:
http://img.photobucket.com/albums/v385/Reivier/QCBS.png[/img]

Well, guess what. After months, then days, then another few days, then another week or so of delaying, Quintessence Chapter 2 and 3, as well as enhanced 1, is now complete. Rejoice! :D

Please read the first post for info and DL. To all ya dear Quintessence Chap 1 players, I recommend starting from it again to get the story set in for Chap 2; as well as experience some visual and audio enhancement from the past Chap 1 version. :)

The total game-play time is about 1 hours and 30 minutes for the whole thing. But I guess it can vary depending on game-play.

Again, thanks for waiting, and sorry for the delay! I hope that it'll all be worth it.

And if Chap 2 ever seems a little slow (It's one of those things where you just have to get in there to make things run), I promise Chap 3 (also in this DL) is 3 times better. :)

It's 4 AM in the morning now, so I'm going to collapse on me bed now. Night all~


P.S. SAVE WHENEVER YOU CAN! Though I successfully beta-played through it, there can always be bugs I didn't catc. Feel free to report them! :)
 

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