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> Legends from Thyilos: Heroes of the Four Kingdoms, <Beta Demo Out> -- VERSION : 0.6.2 --
Helskyth
post Jun 9 2011, 02:26 AM
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--RELEASE DATE UPDATE--
WE ARE BACK FROM THE DEAD!! It'd have been impossible for most followers to know, unless you actually read the posts on LucidFlame.net or StudioWisp; but this games long absince has was for some tormentingly unforseen circumstances! Unfortuantly, I was never able to post the report here when the problem occured. You can read up on the prior issue on the dev website.
BUT for good news, follow this link here to the latest post. http://www.rpgrevolution.com/forums/index....st&p=563151


-- V6.2b - Fixed Antidote so it works against Poison. Game should run if you copy over a save from Version 6.0, 6.1 and 6.2 --
< Download Beta Release 6.2b here >

Current info in Beta Vr0.6.2b

6.2b
Quick fix - Antidote cures poison (and a couple other negative states) as it should've already been doing.

6.2
-The way skills calculate their effectiveness has been changed. Further testing still required though.
-Monsters have skills.
-Bruce now how his own skills which level as you use them.
-Carol has new skills, including two that level as you use them.
-Odd bug fixes have been fixed.
-The scene with the Pirate captain has been fixed!


6.1
-You can now go into the Inn at Chipadin, but it is not custom tailored yet, so it looks a little dodgy.
-You can visit Eric's parents homes
-The Hidden Cave is complete
-The last sequence at the end of the demo is functional, though the combat is not very balanced yet.
-More dialogue fixes.
-New character. Explore the capital to find them.
-New in game menu.
-Game now uses Game_Guy's inventory script, so you'll have to locate your weapons now if they are lost.

< to be added >
-Recruitment Guild quests are in development.
-The concept for how the games in the Gambling Den have been worked out and will be put together.
-Custom animations for the new unique character skills.
-Weapons will be reset like the Skills were and then tailored to fit in a way that it's good planning to acquire better weapons if possible, but not crucial.
-Three new quests. Two are located in Lyador. One will only be available if you acquire a certain item during a certain mission!

-info from earlier updates-
Vr0.5.2
-Fixed sciprt line error
-Game is undergoing experiments using the Tenkantai Battle System

Vr0.5.1
-Debugged Chipadin. Event wasn't working, but it is now.

Vr0.5.0
-More bug fixes (time to get new testers who actually do help when they say they will)
-Fixed one of the quest in Myradin
-If you manage to level up more before doing the Lizardman Quest, then you'll encounter slightly stronger enemies. More balancing to be done.
-Chipadin can be visited (finally, though the Inn isn't ready. Going to make that in Photoshop)
-You can no officially talk to characters in your party when visiting Inns and Taverns. More dialogue unlocks as the story progresses.
-Game Guide is an actual booklet, not a text document.
-Characters will reflect their unlocked costume. (when you discover them)



to learn about this symbols history, you can follow the link here and read the description -LINK-

~notice: this little icon " " is not a "broken image" icon. It's a custom hot link, and the image is a camera, not a " "~
___________________________
Hello everyone. I've started a remake of a short RPG series I once created in RM2K back in 2002 (previous title was Adventure Quest); recreating it in RMXP due to better quality and more accessible functions and scripts (which I know little towards custom scripting). The story basis is essentially the same as what the original was, but with all the extra details I left out due to limitations. This version will also be more custom tailored with tilesets and sprites since I'm collaborating with a couple of friends.

~Sorry, don't have an upload of the original game (which was fairly horrid in playability, fine in story though); and the adapted sprites and such for the characters have yet to be made.~


___________________________
So here's the run down of the introduction to the story, and the characters.

Opening (extracted right from the novel that I have yet to actually get onto since I am working on another novel and need to get out of the habit of writing more than one book at a time.
This opening chapter is going to be an animated piece.

Prologue: The Spirit Wars

-----------------------------------------------

The sun blared ferociously above the land as the armies of man raged war against the demonic forces of the Spirit World. The Four Kingdoms of the Southern sea raged valiantly against the forces, their swords and shields clashing against waves of demons, never ending in numbers as they poured forth from the Hell Gate beneath the forgotten and dismal 'Fifth Kingdom'
Driven apart from each other by culture and ethnicity, the Four Kingdoms never stood aligned under one banned to fight off the threat. Only the two human lands of Yvon, the small desert community, interconnected to the snowy landmass from its southern shores, forged peace with the larger and lush forest laden kingdom of Verdok to fight off the threat.
Techwu, with its high mountains and roving plains fought under their own principality, choosing not to side with any other as they always had, their idealistic ways deeming themselves more powerful. Their false concept that the dragon spirits of their land could protect them led them to only fail.
Morthet, it's dark woods populating their forests to conceal their capital city, fell darker as the demonic army advanced upon them. The elves and dwarves of the land believed that the forests would keep them hidden, and poisonous swamps to delay the demons. But they too were near to falling against their might.
The dark demon lord, Ragnarok, consumed the mortals of each kingdom, feeding off their fear, their hatred, their souls, and using it to strengthen his own vast armies. With his never ending might and unlimited power, he held the Fifth Kingdom above the ocean, its clever placement as dead centre between each island, making it perfect for controlling each of the scattered and un-allied forces. Not even ships could make their way, except those from Yvon and Verdok, to provide support and aid to each other.
Within weeks of war and conflict, the Demonic army had consumed what little hope remained in the mortals of the southern sea, knowing his victory would bridge the way to conquering the entire world.
However, the Spirit Realm housed those who apposed the demon lord and his armies, and only by their hand had the world been spared and those upon it given a second chance at stopping the demons from ever returning to ravage the land.
The Dark Priestess of Chaos, Hythenia, rallied all the power she had summoned over the war and in her best efforts, sacrificed herself to banish the demonic lord for eternity. With Ragnarok overpowered and cast deep in the depths of the abyss, the Fifth Kingdom fell and with it the demonic armies powers failed and were banished along with the purifying burst let loose as the Priestess gave herself to save all others.
Relished for her sacrifice, the mortals of the land erected special and spiritual shrines to honour her sacrifice.
She left the world with a new hope for survival, so long as they did not make the mistake of giving new power to the demonic lord, and break the seal which locked him inside the dark abyss where his evil spirit lays dormant.
But before she died she left more than just new hope, but two children whom she banished before her sacrifice for their own safety, so that they would grow to live peaceful lives.
Or so she would have hoped.
---------------------------------------------


Character Run Down (or so at least a shortened list, with details wiped off to avoid spoilers)

Jaden
Age: 16 (ending age is 18; plays through entire story)
Dark brown hair, turquoise eyes, male
Class: Peasant (Upgrades to Soldier)
Weapon Preference: Sword and Shield (able to wield some spears/lances and short bows).

Jaden's Concept Art


Jaden is one of your typical adventurers. He's lived his life in a small coastal village working the farm with his grandfather dreaming of the day he'd be old enough to head out and explore on his own. He finally get the chance to achieve this after coming of age at 16, and he heads of to explore his homeland of Verdok, and beyond.
He will eventually find out that his adventure will be more than he ever expected.
He is an active and charismatic character, easily capable of making new friends, and always up to a challenge. He cares deeply for his village and his friends and family and will generally do anything to help. Though not quick to anger, when set in a bad mood he can become a deadly force.
His only known relative is his Grandfather. His closet friend is Linda.

Milamber
Age: 17 (ending age is 18, plays through 2/3 of story)
Dark brownish-black hair, turquoise eyes, male
Class: Prince/Knight
Weapon Preference: Two-handed swords (can use some short swords and small shields)

The "Dark" Prince of the Kingdom of Yvon, a kingdom north of Verdok that has yet to recover from a war 16 years earlier.
Milamber earned his nick-name of the Dark Prince because his gaining control of the throne came both at his birth, and at the death of the previous ruler.
He exhibits the makings to be a true ruler when the kingdom is finally handed over complete control from his guardians, Belzar and Milordo. But away from the scene of running his kingdom and continued studies, he is a deep and profound man. He'll keep to himself most of the time and speak only when he feels he needs to. Some things can provoke him to anger easily, but he is otherwise very-level headed in all situations.
His journey begins when he is confronted by strange dreams that see to call him away to find the answers to them.

Eric
Age 20 (ending age 22, playable through most of story)
Blue dyed hair (originally blonde), Blue eyes, male
Class: Warrior
Weapon Pref: Clubs and Warhammers (can use some short swords and fists)

Eric's Concept Art

A character of strong will and bravery. Eric meets Jaden during his travels, and after recieving assistance from him to solve a certain issue, he decides to tag along and join Jaden on his adventure.
Eric is tough, but sometimes he lets his own bravado get ahead of him. Not much intimidates him, however, he hates spiders.

Milordo
Age 43
Where's a cloak which shadows most of his face. Speaks with a calm, authoritative tone
Class: Knight/Inquisition
Weapon Pref: Milordo is well professed in using weapons of a large variety, including newly emerging weapons such as hand cannons

Milordo has served his kingdom for as long as he an remember. He's seen Yvon when it was prosperous, when it was besieged, and now when it is in poverty.
Serves as a Guardian to Milamber, and in a way, a father figure. He will do anything to serve his home, and his Prince.

Linda
Age: 15 (ending age 17)
Brown hair, hazel eyes, female
Class: Peasant (speciality class)
Weapon Pref: Polearms (can use small blades such as daggers. Can use Short bows)

Linda's Concept Art


Linda grew up in the same town as Jayden, her house being adjacent to his. For as long as anyone can remember both of them have been Inseparable and were sometimes being caught pulling pranks with the other kids. Though the pair do act as close as siblings, Linda has deeper feelings for Jaden, but is too shy to show them.
She exhibits a bubbly and nurturing character which has a way of catching on to other people, even those in a bad mood. She's simply hard to stay mad at, which is possibly why she got off easier when caught than Jaden ever could.
Linda is a playable character in the 3rd chapter

Avery AKA "Gramps"
Age: 63
Grey hair (though is rumoured to have once had long, luscious brown hair in his youth), hazel eyes, male
Class: Peasant (speciality class)
Weapon Pref: Martial Arts (though just as deadly with a stick or rake, depending on if you're caught in big enough trouble)

Gramp's Concept Art


Gramps is the oldest surviving villager of Myradin. He served as a Captain in the war 16 years ago, but retired from duty to live a peaceful life and help care for Jaden as his only known relative.
He is an untapped well of wisdom and guidance; but he also knows far more than anyone would have expected.
In truth, he is also not Jaden's real grandfather, but as far as he, Jaden, or any of the other villagers are concerned, he's as close as it gets.
Despite his age, he is still a very fit and agile man.

Carol
Age: 29 (ending age 30)
Blue hair (magically so), dark blue eyes, female
Class: Magi
Weapon Pref: Despite being a spell caster, she's heavily adept at bows, and as such has skills adapted to it.


Carol is a traveller, and has been for the last eight years. She hails from a land further out than the Four Kingdoms in a land known as Alaban. Her travelling companion is Bruce, hailing from the same land as her, but with almost the opposite personality. She's generally a well mannered and organised woman, capable of keeping a level head in most situations and almost never getting mad at anything or anyone. Though she is known to yell at Bruce from time to time, but in a loving way.
She joins Jaden when they meet over in Verdok's capital.

Bruce
Age: 28 (ending age 29)
Orange hair, reddish-brown eyes, male
Class: Warrior
Weapon Pref: Fists


Bruce is an outrageous man. He'll find mischief anywhere and somehow manage to get away from serious trouble with his head attached. Probably because his travelling partner, Carol, isn't too far away. In Carol's own words, "Bruce is a thick-headed nitwit who'd have likely been gutted by pirates long ago if I wasn't around to drag his sorry arse out of it." But she wouldn't have him any other way.
When not busy, he likes to sit around and sleep, or relax at the tavern. During serious, personal confrontations, he can be surprisingly mature and pop out with some words of wisdom; which is sometimes quickly trumped by a bad joke.
------------------------------


Additional Concept Art and Screenshots

Overview of the Four Kingdoms, as they would be seen if all Kingdoms could be viewed all at once. I'm currently doing a mixed media creation of this map by drawing and painting it at first, then touching it up and adding markers digitally.


Screenshots:
-I'll add more recent screenshots towards the end of the week when the final Beta release is uploaded-
Newer Screenshots (28/09/11)

Screenshots in Myradin, Jaden's home village. There's now NPC's, a working Inn, and there's more space taken up by details and object.
Sorry everyone, still using default tiles for now. I know the defaults are horrid.




In combat against Lizardmen inside the forest. This is a part of your first major quest. Still some balancing issues, but we're working on it as my XP Database knowledge gets better. I'm thinking once all skills and weapon concept are jotted down and thought out, that I might rest every monster and restart construction.


Older Screenshots (16/08/11)
(from left) Myradin, just outside the farmhouse where you speak to Gramps. (Myradin is 95% complete) ; Outside the three shops at Myradin ; Lyador Inn (45% complete) ; Fighting some Lizardmen


(all of these are still using the presets. The custom sprites for main characters is also not permanent.)


People involved
ShadowDragon - Pixel artist, design, Inker
Helskyth - Developer, Mapping and Eventing, Story, Script
Fubukio - Character and Monster design


Further Credits

In Game Menus:
(unreleased Beta) - Rune
(released Beta) - Ryex

Quest Log - Game_Guy

Achievement Tracking - Game_Guy

Item Storage - Game_Guy

Tankentai Battle System:
Original Script - Enu
XP Conversion - Atoa
Translations - Kylock and Mr. Bubble
XP Translation - cairn

Tile Graphic Scripting - Night_Runner

Additional Scripts - Forever Zer0, Rose Reveries, Yanfly Engine

Additional Testers - Fleta, Emil Lowell, Rose Reveries, Daniel (Ashura), Rosa Solice, Laxus Rees, Jason R


You may receive instant updates on this games progression by liking Studio Wisp or Lucid Flame on facebook, or subscribing to the RSS feeds, or by following Studio Wisp on twitter.

This post has been edited by Helskyth: Jul 12 2012, 09:25 AM


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Twin Matrix
post Jun 9 2011, 04:10 AM
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Hm, I don't have much to comment except that I keep reading the title's 'Iliyos' as 'Illinois', and I don't even live in America. I don't think that's a good thing. :')


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amerk
post Jun 9 2011, 07:27 AM
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The whole thing sounds interesting, and you seem pretty competent in your writing abilities, however like Twin Matrix, there's not much to comment on nor any indication that this is actually under construction right at the moment. Perhaps this may work better under "Theory and Design"?

In any case, writing a story is a little different for games than books, since the game is mainly about dialogue and showing your tale through background effects, but considering how well your writing mechanics are (little no spelling/grammar errors), I'll be looking forward to seeing something developed.


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Helskyth
post Jun 9 2011, 04:43 PM
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QUOTE (Twin Matrix @ Jun 9 2011, 10:10 PM) *
Hm, I don't have much to comment except that I keep reading the title's 'Iliyos' as 'Illinois', and I don't even live in America. I don't think that's a good thing. :')

Heheh. I never actually realised that similarity. Since Iliyos is supposed to be the world the locations are set, I suppose I should consider a different spelling that still has the same/similar punctuation. The story isn't something that' really widely known except by a few friends and now whoever follows this games progress on here; so it is possible to get away with title changes.
Thanks for the keen eye. wink.gif

-Edit on to this I've since found some of my old documentations from my original version of the game, and the World it's based on is actually called Thyilos.
Similar tot Iliyos; minus being potentially miss-read as Illinois. xD
... I hope

QUOTE (amerk @ Jun 10 2011, 01:27 AM) *
The whole thing sounds interesting, and you seem pretty competent in your writing abilities, however like Twin Matrix, there's not much to comment on nor any indication that this is actually under construction right at the moment. Perhaps this may work better under "Theory and Design"?

In any case, writing a story is a little different for games than books, since the game is mainly about dialogue and showing your tale through background effects, but considering how well your writing mechanics are (little no spelling/grammar errors), I'll be looking forward to seeing something developed.


I certainly did seem to skip on that detail. The game is in production since earlier this year, but real work as only taken off since I started collaborating with a friend (early last month). Progress is just a little slow due to busy lifestyles and workplaces. I'm hoping to post some of the post-production screen-shots in the Screenshot Thread later. Not much to look at yet in comparative to the other work I've seen, but hopefully all the patience and effort shall pay off


I've known dialogue and scene scripting to be different from a novel, and it's a challenge I've taken on for some school folio's a few years back, and though it's not entirely my forte, I still enjoy doing it, and it's great practice considering the field I'm working in as a designer. My thoughts here would be the real trick to script the dialogue to reflect the character, and to understand how each of their individual personalities and views would affect other characters. I've been having a little fun with this already with a side quest which you can undertake with or without Eric.
Fortunately for this revamp of an older version of my game, a lot of the dialogue is done. I simply need to fix it up and lift it to a more professional standard, which leaves a little more time to focus on scene design.
Part of joining this site was the helpful resources too. We have plans to use some animations to illustrate the important scenes. So long as the movie playing script I found works. smile.gif


I think the biggest challenge for this production will be making theme music to suit each character, but we'll keep practising, and where we fail at one thing, we'll see where we can find someone interested in being a part of the team. I know people personally, but they could just as likely be too busy, and since this is a "collaboration for fun, not profit", it's not something we want to produce big negatives in our wallets. But time will tell how our plans really fall through.

Hopefully there'll be a demo in a couple of months.

This post has been edited by Helskyth: Jun 10 2011, 01:39 AM


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Helskyth
post Jul 21 2011, 12:12 AM
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I think having it been so long, I'm allowed to post a bump??

I've posted the most recent note up top, links to BETA screenshots (which are way overdue) are located in the 3rd Spoiler drop-down along.
Link to screenshot thread where I posted the Title Screen and an Emblem up top too.

happy.gif


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Helskyth
post Aug 16 2011, 03:02 AM
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~One month later, I know updates are slow with this game due to work overloads with all of us getting caught up with client work and assignment. >_< But we have not forgotten the game. And thankfully, our character artist has been able to get around recently to designing the characters. So here they are. happy.gif

http://i139.photobucket.com/albums/q304/ug...ndasDesigns.png

http://i139.photobucket.com/albums/q304/ug...densDesigns.png

http://i139.photobucket.com/albums/q304/ug...erysDesigns.png

~all character art has been done by Fubukio

This post has been edited by Helskyth: Aug 16 2011, 03:05 AM


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Helskyth
post Nov 22 2011, 02:55 PM
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Reeeeaaallly late update...
If anyone was following this on here and though ToT was dead, I do appologise for having to disappoint you because it's been very much still alive. But now there's actually material worth noting in an update, primary of which, we have some new character art for Jaden and Linda, the first look at art for Eric, and coming soon, art for Carol and Bruce (and who knows who'll be next).

We also have a musician on our team now.

I've updated the items in the main post at the start, but here's some quick links to that art.

Jaden

Eric

Linda

Bonus: Colour variant of the original art for Linda


(coming soon, a complete world map, hand sketched, then painted in PS. Concept art for Bruce and Carol.)

ps: we do have a release date for a BETA Demo. This is scheduled sometime in January. wink.gif


Also, thanks for stopping by to check out how the games going. happy.gif


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supercow
post Nov 22 2011, 04:05 PM
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wow your character art is cute and good i like it happy.gif
title screen looks very well placed and made
on another note ,
is the sprite char your using a mutant or some kind? i suggest making it like any other sprite in your game, the difference is big sad.gif which makes it very weird and uncomfortable to look at (if thats what your aiming, it works).
another thing to add, your map need some more work , its too bland and too big sad.gif , try putting yourself as the person playing the game, would walking empty and long map fun? (its not , really)

im not good at reviewing story so i always skip it to screenshot laugh.gif sorry about that im just that kind of person,
so if story is your main point it better be damn good . thumbsup.gif
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Helskyth
post Nov 22 2011, 05:09 PM
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QUOTE (supercow @ Nov 23 2011, 11:05 AM) *
wow your character art is cute and good i like it happy.gif
title screen looks very well placed and made
on another note ,
is the sprite char your using a mutant or some kind? i suggest making it like any other sprite in your game, the difference is big sad.gif which makes it very weird and uncomfortable to look at (if thats what your aiming, it works).
another thing to add, your map need some more work , its too bland and too big sad.gif , try putting yourself as the person playing the game, would walking empty and long map fun? (its not , really)

im not good at reviewing story so i always skip it to screenshot laugh.gif sorry about that im just that kind of person,
so if story is your main point it better be damn good . thumbsup.gif

It's not my art, Fubukio's does the character art, and yes, I love his work too. :3 I'm excited to see what else he comes up with from the concepts. It'll hopefully be up by this weekend.

Coincidently, the story is the main plot. And as I've mentioned all sprites are not permanent, they're just place holders. All monster art and tiles sets are also just the default RTP from the RMXP system.

As for the map, I've been told a fair bit about it being too big, but it's actually not quite as large as it seems when playing in the game and travel is quick. The map itself shown is actually just a showcase for the Four Kingdoms. I want to immerse the players in the background and culture of each kingdom, and knowing just where you are on a fictional world, I feel, helps with that. smile.gif
Please note: That map is a bunch of screenshots from the Game Making engine zoomed out by x8 times.

Thank you for the thoughts. happy.gif

This post has been edited by Helskyth: Nov 24 2011, 02:37 AM


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Zackwell
post Nov 24 2011, 11:03 AM
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Hahah the concept arts are simply adorable.

I do like it when a project gets character concept art, it adds so much substance to a project.
And I can tell that yours will be a decent project indeed.


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He stands grievously still in the dark.
A shiver like blood runs through the air.
"No tears will fall for this one."
Another foe hits the ground.

Llyven. A small project by Legacy and Zackwell.

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Helskyth
post Dec 10 2011, 01:09 AM
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QUOTE (Zackwell @ Nov 25 2011, 06:03 AM) *
Hahah the concept arts are simply adorable.

I do like it when a project gets character concept art, it adds so much substance to a project.
And I can tell that yours will be a decent project indeed.

Hehe, I'll pass on the regards to our artist. And I'd have to agree, concept art does help to show off a project, and I've been hoping that by showing pieces of the original unedited art that it can draw more attention in, not just for the game, but hopefully for our artists as well.


Alright, now it's about 3 weeks late than I mentioned it would be, but here's the new art! We have Bruce, Carol, and also our first monster art. The Giant Rat. biggrin.gif

It's easy enough to tell in Carol's art that there's a relationship between Carol and Bruce, but as to how far that goes, well, you'd have to wait for the games release tongue.gif



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Helskyth
post Jan 19 2012, 02:50 AM
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It's been over a month since the last time I posted an update, partially due to the holidays, the other part due to distractions. But in the past few weeks its been full on go for getting the game together, and its now time for me to follow my promise and get a BETA Demo out for the game!

The Demo will feature around two hours worth of game play allowing the public to finally get a look at what there is to come and perhaps even discover some secrets to what will later be hidden in the game.

Please note though, this is just a Beta, so there's bound to be possible bugs and issues that our team alone and two on/off semi-reliable testers could get for us. But all will be amended in time as the game gets its next big push.

In addition to the demo, I also promised not long ago in a blog post that I'd release a Beta version of the Thyilosian Lore, a full scale book which will contain every piece of information about Thyilos of the course of its history, which includes every other (unofficial) project in the series or related tot he same universe. The completed book will be released online for free as an E-Book. But we also hope to get a copy or more of it published and signed by the team, and then auction those off for charity.

At the moment I'm working on a painting which is going to be a current graphical representation of the Four Kingdoms that you can view in game as you obtain maps. I could have done it digitally, but I've always preferred a brush in hand than my tablet pen when it comes to these kinds of illustrations. I'll be sure to get a photo of the entire painting and upload it as a preview around the time of the Beta Demo's release.

There's not much else for me to pop on, but I do have a random piece of artwork; that is a theoretical concept for what the games converart may look like if it were released in a box.
http://hell-scyth.deviantart.com/#/d4juubf

There's also some other new concept art which I'll put up next week in a update.

There is still the older Alpha Vr5 sitting about and if I'm asked nicely, I may share the download link for that with you so you can get a little peak at the game before the Beta Demo... or, you can wait a week! The game WILL NOT be released any later than the 31st. happy.gif (if I have it my way)


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Helskyth
post Jan 31 2012, 05:58 AM
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The Beta Demo for ToT has arrived. This public Beta is to allow, well, the Public to take a look at the game, outside of the testing group. Of course there's still the possible error and odd finish that is clearly unfinished, but, the other part is there and that's hopefully over an hours worth, which is pretty good for a Beta Demo I think. In the next month, a FULL Demo will be released, but between here and now, the public may play this and have the chance to take part in a rather critical part of the games development! Which as the head developer of the game, I think that's pretty important since in the end this game isn't just for me to get a story, or for our artists to get their work more open, but so that the public can enjoy a game and get somewhat immersed in a world other than their own.

So, without further rambling on, here is the Beta Demo!!
http://www.mediafire.com/?j5qyxsdkrjjf7kz
(-edit- 26/2 : Current BETA is at Vr5. Details on bug fixes in main topic page. This version is Standalone, no RTP required)


Unfortunately, the Thyilosian Lore Book is currently unavailable. Story is a priority, so a document that is relevant as such is VERY important. So the Beta version of the book that I promise will become available within two weeks, which will include original concept art, and a painted version of the Four Kingdoms; as well as information about the world of Thyilos you would not have otherwise discovered.

NOTICE!! To ensure a safe download ONLY download via the link I provided, or, via a link on LucidFlame.wordpress, or Studiowisp.com, or blacknekosstudios/planetindie

Seriously, if you see it anywhere else, report it, because it IS a fake.

This post has been edited by Helskyth: Feb 27 2012, 05:39 PM


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Fleta
post Feb 4 2012, 01:13 PM
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QUOTE (Helskyth @ Jan 31 2012, 08:58 AM) *
The Beta Demo for ToT has arrived. This public Beta is to allow, well, the Public to take a look at the game, outside of the testing group. Of course there's still the possible error and odd finish that is clearly unfinished, but, the other part is there and that's hopefully over an hours worth, which is pretty good for a Beta Demo I think. In the next month, a FULL Demo will be released, but between here and now, the public may play this and have the chance to take part in a rather critical part of the games development! Which as the head developer of the game, I think that's pretty important since in the end this game isn't just for me to get a story, or for our artists to get their work more open, but so that the public can enjoy a game and get somewhat immersed in a world other than their own.

So, without further rambling on, here is the Beta Demo!!
http://www.mediafire.com/?w9d4f6v53fcvdl5

I downloaded it from your site and went to play and it came up with the message RGSS102E.dll not found. What's up with that?
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Nufuz
post Feb 4 2012, 02:13 PM
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QUOTE
I downloaded it from your site and went to play and it came up with the message RGSS102E.dll not found. What's up with that?

I think that because you not install the RTP of Rpg Maker XP smile.gif


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Helskyth
post Feb 4 2012, 06:16 PM
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QUOTE (Fleta @ Feb 5 2012, 08:13 AM) *
I downloaded it from your site and went to play and it came up with the message RGSS102E.dll not found. What's up with that?



QUOTE (Nufuz @ Feb 5 2012, 09:13 AM) *
QUOTE
I downloaded it from your site and went to play and it came up with the message RGSS102E.dll not found. What's up with that?

I think that because you not install the RTP of Rpg Maker XP smile.gif


Yes, the games too early in development to bother with making a Standalone RTP, so it requires the XP RTP to run it.

Last time I uploaded work, I put everything in a self contained Zip, but fatigue got the better of me this time, and I didn't. A beta version Thyilosian Lore will be up in the coming week, and this'll be included with the game. I'll be sure to add the XP RTP into that again to make downloads and installation smoother for people. smile.gif


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Fleta
post Feb 4 2012, 07:30 PM
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QUOTE (Helskyth @ Feb 4 2012, 09:16 PM) *
QUOTE (Fleta @ Feb 5 2012, 08:13 AM) *
I downloaded it from your site and went to play and it came up with the message RGSS102E.dll not found. What's up with that?



QUOTE (Nufuz @ Feb 5 2012, 09:13 AM) *
QUOTE
I downloaded it from your site and went to play and it came up with the message RGSS102E.dll not found. What's up with that?

I think that because you not install the RTP of Rpg Maker XP smile.gif


Yes, the games too early in development to bother with making a Standalone RTP, so it requires the XP RTP to run it.

Last time I uploaded work, I put everything in a self contained Zip, but fatigue got the better of me this time, and I didn't. A beta version Thyilosian Lore will be up in the coming week, and this'll be included with the game. I'll be sure to add the XP RTP into that again to make downloads and installation smoother for people. smile.gif

That did it. I had already installed that from a game on here a long time ago, so I guess I figured that would have done it. Apparently there are new files included on there that weren't there before. Thanks.
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amerk
post Feb 5 2012, 06:37 PM
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Downloaded the game, but when you start up the game, a black screen comes up and nothing else.


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Helskyth
post Feb 6 2012, 09:56 PM
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It seems a drastic mistake has been transferred into the current Beta Demo. We sincerely apologise for this issue, and regret any trouble it may have caused. Please,if you still wish, I made a new post just down below this one where you can download the game which is now also a stand alone version; so no RTP required. And will function without the issue we have encountered. An Alpha Version of the Tyilosian Lore Book has been provided, along with the latest version of the XP RTP.

We also note that the Beta Demo with XP RTP will NOT function on a Vista system, based upon reports from people with Windows Vista. We are going to construct a version that has is a Standalone Download of the Beta, and will hopefully function without needing the XP RTP, and thusly, operate on the Vista system. This is Enterbrains issue, but we are sorry for this inconvenience anyway.

We thank you all for your support thus far, and hope that you can continue to enjoy the game, and games to come.

Sincerely,
Shea, Game Dev Manager.

(-edit- 16/2 : Current Beta does not need control re-mapping like the previous version. It's been reworked to function comfortably, with a trade off of one function : This version does not need an XP RTP)



-- if you have any questions or queries, please do not hesitate to contact Shea directly on smeadth.studiowisp@gmail.com --

Notice: Some extra fixups have been done. This version now also has extra files in it (Alpha version of Thyilosian Lore, The Controls Remap, and the XP RTP needed to run the game. Please, don't forget to hit F1 and reconfig the controls based on the image provided, in order for this game to work. Eventually, these controls will be mapped to the default, which may sacrifice a function as a result.)

This post has been edited by Helskyth: Feb 15 2012, 01:24 PM


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Helskyth
post Feb 14 2012, 07:39 PM
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Stand-alone version of the Beta Demo is ready

It took longer than expected due to other dilemmas, but I still managed to find the time to do a little bit of extra work and compile it. Surprisingly, the file size is nearly 10mb smaller than the previous version, despite everything else saying this method would make for something larger. So with that in mind, it's pointless to upload the stand-alone, and a version with the RTP.

http://www.mediafire.com/?j5qyxsdkrjjf7kz
(note: This is a new link above for Vr5, not 4. Details on bug fixes on main topic page)

So hopefully this will amend any issues regarding it not working on some computers. If anyone does encounter issues, please let me know as soon as you can with a clear enough description, and a screen-shot if possible.

Also, I've reset the default controls. I may have forgotten to change some dialogue in the game that explains what button does what; so its easier to follow the instructions in the game guide provided. At this time, sprinting isn't available because some buttons wont do anything (which is precisely why I spent ages remapping), but we can't win'em all I'm afraid. Hopefully I can find a way to get the system to work.

Thank you all for your patience and we look forward to your responses.

As a final heads up, we are thinking of scheduling the full completed Demo within 3 months. By then, there should be enough material and as little bugs as possible; enough so to give people a look into the game while the full thing is being created. smile.gif

Current Fixes for Release Vr 4

-Game no longer requires an XP RTP installed
-Characters will regenerate MP at the end of their turn during combat. This is explained more in game, and in the game guide provided.
-More dialogue fixes
-Added a new, quick to do quest in Myradin
-Controls remapped to work with Default set-up. Explained more in game guide.

~To be resolved~
-Find a new way to make sprinting possible without changing the default controls
-Random encounters in the world map

~Coming soon~
-Characters in party appear in Inns and new dialogue unlocks as game progresses, eventually leading to a unique quest.
-A gambling den for gambling
-A Guild House for taking on extra missions for extra coin
-More unique skills for characters that level up after a certain amount of uses



This post has been edited by Helskyth: Feb 27 2012, 09:02 AM


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