I was going to do something similar (But less) than what supercow did but seeing your ingame character having a shiny blue colour I didn't think it would suit it much.
I only changed small things one being the hair was too bright into the train so I darken it a little, the lines on that chair were too visible for something probably used by many people so I edit it a little and tried to darken/make clear some of the character's outline to make it more fitting.
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There's only one thing wrong with the last picture you posted, Vex... The window lost its transparence... BTW, if you post something like that image, I'd be glad to take a look
Jens
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"Thorns are the rose's sweetest essence..." -Jens of Zanicuud
Yea your right I tried removing the transparency but it was not that easy as photoshop kept adding the character face with the window but here it is anyway:
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Demo v 1.2.1 released. It covers same events as previous demo, but has some new features I'd need feedback for. Who has just completed Demo V 1.2 could not download this new one, since contents are quite the same, except for:
>New menu concept; >Fogs on outside maps instead of that dark spot; >Slight revision of HUD ("pain" word is now visible); >Train cutscene revisited (thx Sakura Phoenix, Vexus, supercow); >Grammar correction; >Passability corrections; >No more font problems: this version uses an external installer; >RGSS104E.dll included (maximum compatibility with Windows OS);
V 1.2.1 Broken link, see next post
A new Demo updated to day 2 will be issued (hopefully) during the second week of March.
Jens
This post has been edited by Jens of Zanicuud: Feb 21 2012, 09:46 AM
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"Thorns are the rose's sweetest essence..." -Jens of Zanicuud
>WASD move system supported; >Some minor grammar issues fixed; >Revisited credits; >Difficulty reset for the second encounter (too hard for most beta-testers)
Jens
This post has been edited by Jens of Zanicuud: Feb 22 2012, 09:36 AM
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Pretty epic game you have going there so far. Since it's in GUC, I haven't invested much time in it, but so far I really like what I'm seeing. The visual novel cutscenes combined with an sort of survival horror action adventure will definitely make this game stand out over a lot of other current indie games.
I downloaded from the link on the main topic and got an error message before the first cut scene (something like "cut scene not found), then I downloaded the from the latest like and got the error "BGM fighting alone not found" and the game crashed :-(
This looks really cool. The description of the setting sounds a lot like Midgar from FF7, so much that I assumed you borrowed the idea -but that's not a bad thing because that game rocks.
"This looks really cool. The description of the setting sounds a lot like Midgar from FF7, so much that I assumed you borrowed the idea -but that's not a bad thing because that game rocks."
Thanks for your appreciations, but - believ it or not - I've never played FF7 (heresy!!!!). I've seen FF7 - Advent Children and FF7 - Last Order (major heresy!), and played part of Dirge of Cerberus (Triple heresy!!!) but, yes, Midgar was in part my inspiration, thugh the most of the settings setup was inspired by Tron Legacy (St. Patrick in Day 2) and by a short novel I was writing (and then gave up), in which the setting was that futuristic neonlight city, named St. Patrick.
Also, 999 was a fundamental part in Tryadine Effect creation.
Jens
This post has been edited by Jens of Zanicuud: Feb 27 2012, 09:30 AM
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"Thorns are the rose's sweetest essence..." -Jens of Zanicuud
I played through the demo until Blame joins the group. I talked to the elevator and Veck says that he's too weak to open it - I assume I have to switch to Blame? But I can't figure out how...I think the tutorial said press R or L, but that didn't work...but my keyboard is kind of busted, so it could be a problem on my end :-X Anyway, I had some thoughts so far:
- Cool intro. Very suspenseful! - Nice HUD and menu. I like how the image that flashes before the menu comes up is like a blackberry :-) - Noticed a spelling error: "approssimatevely" should be "approximately" - The beginning is a little slow, having to just walk around and talk to all of the blood splatters and townsfolk. - The dialogue is well-written, but I think you need something to indicate changes between speakers during dialogue other than the text color, like the speaking character flashes or something. The dialogue exchanges are a little confusing at first. - Nice music, although police sirens in music always scares me, but that might be because I'm paranoid. - The blood/pain system is a neat concept, but I don't quite get how it works (the tutorial didn't work for me because the R and L keys don't work :-(... During a battle with two enemies, I killed one while my pain meter was around 60-70%, then all my attacks missed the remaining enemy, so I died. In cases like that am I just screwed? Being able to see the enemies' gauges would be really helpful too, I think. - The set-up for the story is interesting, but I was hoping Tryadine would be immediately relevant, since it's in the title and it's what drew me to play it :-p - I don't know if you know about this or similar apps, but this is an awesome app that lets you use multiple tilesets in the same project
So hopefully I'll figure out how to change characters so I can keep playing - which is a sign that you're off to a good start, since I want to keep playing!
QUOTE (Jens of Zanicuud @ Feb 27 2012, 12:19 PM)
This is a file you should paste into Tryadine Effect Audio folder. I completely forgot to insert it in the right folder, I'm sorry.
"This looks really cool. The description of the setting sounds a lot like Midgar from FF7, so much that I assumed you borrowed the idea -but that's not a bad thing because that game rocks."
Thanks for your appreciations, but - believ it or not - I've never played FF7 (heresy!!!!). I've seen FF7 - Advent Children and FF7 - Last Order (major heresy!), and played part of Dirge of Cerberus (Triple heresy!!!) but, yes, Midgar was in part my inspiration, thugh the most of the settings setup was inspired by Tron Legacy (St. Patrick in Day 2) and by a short novel I was writing (and then gave up), in which the setting was that futuristic neonlight city, named St. Patrick.
Also, 999 was a fundamental part in Tryadine Effect creation.
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In the readme file is specified that L = V key and R = B key:) Try and let me know
QUOTE
- Nice HUD and menu. I like how the image that flashes before the menu comes up is like a blackberry :-)
Neither had nor seen a blackberry, but I've got the idea
QUOTE
During a battle with two enemies, I killed one while my pain meter was around 60-70%, then all my attacks missed the remaining enemy, so I died. In cases like that am I just screwed? Being able to see the enemies' gauges would be really helpful too, I think.
I've decided not to show their gauges because I wanted the player to feel the atmosphere the game is meant to give. So I won't introduce them. Yes in cases like that you should be screwed. The tactic is hit both enemies (not only one) and make their Pain rise before killing one of them. Later you'll be provided with better protections and painkillers, which will save you from death.
With 70% pain against a full-health enemy you have no chance. This battle system was meant to be difficult to deal with, I wanted to make the player feel in danger like the characters they are using. I hope to have reached this aim, though I know is quite difficult.
QUOTE
The beginning is a little slow, having to just walk around and talk to all of the blood splatters and townsfolk.
I've decided for a slow beginning because I wanted to introduce the main character they way they act, and a sudden Haemophages attack would have been too much in my opinion. BTW, if you have any suggestion, I'm truly interested in hearing from you.
Anyway, thanks for the feedback, it will be very precious.
And as regards Tryadine... it will become central during day 3.
Wait faithfully, everything is connected to that and everything will revolve around that
QUESTION: What do you think Lyonell was working on?
Jens
This post has been edited by Jens of Zanicuud: Mar 1 2012, 12:01 PM
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Hey I finished finally lol! I had a lot of stuff to do, but I was able to get through the demo regardless. First of all the demo quite well put together. I’ll give a brief review of what I thought about it:
Game Play: 8/10 The battle system is ingenious, really. It’s unique and different and it actually makes sense. The only thing I would change around here is that you show some indicaction of whether new skills are learned or if levels are gained.
Story: 7/10 The plot seems to be going in the right direction with questions rising about who murdered Lyonell, etc. One problem though is that you leave things a bit too vague. Like it took me a while to understand what Hameophages were and that they were even dangerous. And what are VORS exactly?
Music: 9/10 Great music here, matching exactly how the scenes played out.
Graphics: 6/10 The graphics were custom and I liked them but the menu and message system as well as the battle interface were a bit bland. Maybe you could try spicing them up?
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QUOTE (The Law G14 @ Mar 4 2012, 04:00 PM)
Hey I finished finally lol! I had a lot of stuff to do, but I was able to get through the demo regardless. First of all the demo quite well put together. I’ll give a brief review of what I thought about it:
Game Play: 8/10 The battle system is ingenious, really. It’s unique and different and it actually makes sense. The only thing I would change around here is that you show some indicaction of whether new skills are learned or if levels are gained.
Story: 7/10 The plot seems to be going in the right direction with questions rising about who murdered Lyonell, etc. One problem though is that you leave things a bit too vague. Like it took me a while to understand what Hameophages were and that they were even dangerous. And what are VORS exactly?
Music: 9/10 Great music here, matching exactly how the scenes played out.
Graphics: 6/10 The graphics were custom and I liked them but the menu and message system as well as the battle interface were a bit bland. Maybe you could try spicing them up?
Overall : 7.5/10
Nice job man, I await the next demo!
First review of my work Thanks, Law, let me answer some of your questions.
1. I'm currently working on Battle System graphics, Menu graphics, and message system. I'm not such good in designing Battle HUDs and Menus, so I'm trying to gather some new idea. 2. There are no levels ATM. New skills are learnt via weapon equip, as a result no exp or gold is gained from battles. I'm actually trying to figure out how to implement this feature. 3.VORS stands for Versatile Operating Robotic System. Blame is actually an android of this kind. I've forgot to say it during the first Demo, because Veckert and everyone else know what a Vors is and needn't to explain it to NPCs, unfortunatley... Haemophages will be introduced gradually. The plot is something complicated and I've decided not to provide a clear explanation before a certain event.
Anyway, thanks again I'm working on Day 2 but due to university my project will be subject to some delay.
<<NOTE:>> If anyone has any suggestions about Menu Layout and Battle Layout, I'd be glad to know.
Thanks in advance,
Jens
This post has been edited by Jens of Zanicuud: Mar 4 2012, 09:00 AM
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"Thorns are the rose's sweetest essence..." -Jens of Zanicuud
I get what you're going for with the battle system, and I like that the strategy is the opposite of most rpgs (where it makes most sense to focus on one character), but getting stuck in a situation where you can't win is frustrating...an option to restart battle might could help this?
QUOTE (Jens of Zanicuud @ Mar 4 2012, 11:58 AM)
QUOTE (The Law G14 @ Mar 4 2012, 04:00 PM)
Hey I finished finally lol! I had a lot of stuff to do, but I was able to get through the demo regardless. First of all the demo quite well put together. I�€™ll give a brief review of what I thought about it:
Game Play: 8/10 The battle system is ingenious, really. It�€™s unique and different and it actually makes sense. The only thing I would change around here is that you show some indicaction of whether new skills are learned or if levels are gained.
Story: 7/10 The plot seems to be going in the right direction with questions rising about who murdered Lyonell, etc. One problem though is that you leave things a bit too vague. Like it took me a while to understand what Hameophages were and that they were even dangerous. And what are VORS exactly?
Music: 9/10 Great music here, matching exactly how the scenes played out.
Graphics: 6/10 The graphics were custom and I liked them but the menu and message system as well as the battle interface were a bit bland. Maybe you could try spicing them up?
Overall : 7.5/10
Nice job man, I await the next demo!
First review of my work Thanks, Law, let me answer some of your questions.
1. I'm currently working on Battle System graphics, Menu graphics, and message system. I'm not such good in designing Battle HUDs and Menus, so I'm trying to gather some new idea. 2. There are no levels ATM. New skills are learnt via weapon equip, as a result no exp or gold is gained from battles. I'm actually trying to figure out how to implement this feature. 3.VORS stands for Versatile Operating Robotic System. Blame is actually an android of this kind. I've forgot to say it during the first Demo, because Veckert and everyone else know what a Vors is and needn't to explain it to NPCs, unfortunatley... Haemophages will be introduced gradually. The plot is something complicated and I've decided not to provide a clear explanation before a certain event.
Anyway, thanks again I'm working on Day 2 but due to university my project will be subject to some delay.
<<NOTE:>> If anyone has any suggestions about Menu Layout and Battle Layout, I'd be glad to know.