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Rast

Eons ago, the tower spewed forth beasts and monsters of many kinds.

Adventurers set forth to end the invasions and find the legendary Paradise on the other side...

It has been said that the tower in the center of the world is connected to Paradise. Dreaming of a life in paradise, many have challenged the secret of the tower, but no one knows what became of them.

Now, there is another who will brave the adventure...


Characters:
Humans

Humans have the highest HP of all characters, and moderate attack and defense. They rely on equipment for stats, as well as some stat boosting items. Humans can equip styles, which represent their fighting style and further customize their stats.


Mutants

Mutants have the lowest HP of all characters, and cannot use most armors(though there are a few they can use). They instead use attack skills and spells, relying on their own abilities rather than equipment.

Monster(WIP)

Monsters have overall average stats and do not excel at anything by default. They are able to use special skills learned by devouring the corpses of enemies. Monsters cannot equip any standard equipment, and instead increase their own abilities by utilizing monster soul-gems. More features planned in the future. Monsters start with rather good natural defenses, sometimes able to avoid damage completely.

Screenshots









Features

Customizable party - Create your group of adventurers from 3 different races, each with their own strengths and weaknesses.

[][]-Humans: Utilize armor and weapons to fight. Can use different styles, which grant stat boosts and special Role skills
[][]-Mutants: Rely on their natural armor and claws(or light armor and weapons). Can learn a wide variety of spells.
[][]-Monsters: Unable to use standard equipment, they instead utilize souls devour corpses to increase their abilities.

Skill and equipment based combat

[][]- While you may go out grinding for money on occasion(there will be more entertaining ways eventually), there won't be any level grinding to worry about. All you need to worry about is how equipped your party is, what spells and skills you have and the like.

But wait, leveling -does- exist! Enter the Legacy system.

[][]- A true hero is measured by his deeds, so they say, and that's how it works around here. As you fight and aid others, you accumulate a Hero Rating. This eventually allows your humans to use their game-changing style skills more. On top of that, you'll gain experience, which can be used to level individual characters up, making them stronger. Fear not, though. While leveling certainly helps, you by no means need to grind for levels just to succeed.

CREDITS
:
Original story and concept by Square Co. I intend to flesh out and expand on the original story, while trying to keep true to the original feel of the game.

The OST was composed by Nobou Uematsu, and is from the Final Fantasy Legend/SaGa trilogy, as well as Final Fantasy Adventure. The music was then remixed and remastered by me. "Epic Dungeon" music composed by Hanstone.

Original uncolored sprites were downloaded from The Shyguy Kingdom. They were then edited, resized, and recolored by me.

The sound Effects come from the RM2K3 RTP. The chipsets were originally ripped by woundedgoat of Charas-project, and combined/edited to what they are now by me.

Demo:


Sendspace - 57.3MB


This game was created with RPG Maker 2003. I've included the RTP files as well, so there's no need to install anything extra. If it doesn't, post the error here and I'll upload any missing files. The demo covers the first two worlds, and the tower levels in between. Also includes three "Epic Dungeons" in the first world.

Installation

Simply unzip the .rar file to a location of your choice, then run Setup.exe to install. Afterwards, run RPG_RT.exe to begin the game. Don't like fullscreen mode? Hit alt+enter to switch between modes.

If you're having an issue with the fonts clumping together, download and install the RM2000 font: http://www.sendspace.com/file/fgboql


Update Log
I'll be noting updates here as they happen. Most won't be implemented in the current demo unless otherwise noted.
April 29th Update Log

*Removed many unused resources from the game folder.
*Condensed and combined many chipsets. Added new tiles to many of them.
*Updated music for towns, battle, the overworld and the introduction.
Milton Monday
A few things.

1) The reason Final Fantasy Legend doesn't feel like a Final Fantasy game is that it isn't a Final Fantasy game. It's the first game in the SaGa series. Sunsoft changed the name for US release to boost sales.
2) What about monsters? They're the most fun class. Not very useful, sure, but fun!
3) Instead of recolored GB sprites, maybe you could rip resources from the Wonderswan Color version instead?

Anyway, Final Fantasy Legend/SaGa is a cool game. Make sure to do it justice, and you'll have a fine project on your hands. I'll try it out.
HeavensLastHope
The game crashed when i finished deciding names for my people.....

is says

Error: ???? Object 1 ????

So ya.... ugh..

EDIT: I wonder if its me... has anyone else had a problem?
Rast
That means that a file is missing...Odd, I though I made sure every file was there. Just copy another charset(preferably one with doors, or it might look wierd), name it object1, and put it in the Charset folder. That should work for now, though some areas might be missing a few doors.

I'll reupload a new demo soon, and triple check to make sure everything works right. Sorry about that.

Oh, just noticed your post, Milton.

QUOTE
1) The reason Final Fantasy Legend doesn't feel like a Final Fantasy game is that it isn't a Final Fantasy game. It's the first game in the SaGa series. Sunsoft changed the name for US release to boost sales.


Yes, I'm aware of that. I mentioned above that it wasn't a part of Final Fantasy.

QUOTE
2) What about monsters? They're the most fun class. Not very useful, sure, but fun!


I haven't added them in yet, but they will be there.

QUOTE
3) Instead of recolored GB sprites, maybe you could rip resources from the Wonderswan Color version instead?


Well, I don't know where I'd get them. I've already done a ton of GB recolors anyways, so it's a bit far in to change.

Milton Monday
I didn't have any trouble with the file.

So, about the game. It's obviously in a very early stage of development. First the good...

-Great work on the music. The arrangements are fantastic and a definite improvement on the original.
-The recreations of the maps are very faithful. Nothing was out of place or felt wrong.

But there are (a lot of) problems with the demo as well.

-The monster class is missing. Aw...
-Why do I only get 3 members? FFL let you have four.
-The human male sprite's head keeps changing size when he walks right.
-Mutants can use Strong potions?
-I don't seem to need to have a weapon equipped to use it; I ended up equipping my humans with two rapiers each for the agility boost while they shared the King Sword for attacks.
-There's no townspeople in the Town of Hero, and only the inn has an interior. The town music is missing, too.
-I can walk through the trees in South Town.
-The battle music never resets to the default after killing King Sword. The boss music keeps playing during random battles.
-The King Shield is never added to the inventory. I could still return it to the statue, though.
-After fighting Genbu, I couldn't leave the square by the statue. All the exits were blocked off. This prevented me from finishing the demo.

There's a lot of issues that need to be hammered out (and I don't know that it was wise to release a demo this early), but this is a pretty good start, and your heart is clearly in the right place. Keep going, it would be a shame to waste those awesome arrangements!
Rast
It's been updated a bit. So I'll go over your list of bugs/problems and report what has been/will be done to fix them:

1)Monster class/3 members.
Well, at the moment, the Monster class isn't implemented yet. I still have to get the sprites working, and then work on the Meat system(amongst other things. As for three party members, I'll most likely change that later. At the very least, I'll update the Guild soon so you can recruit a 4th member.

2) The human male sprite's head keeps changing size when he walks right.
I'll go over that tonight and fix it. It's not top priority right now, but I'll see what I can do about it.

3)-Mutants can use Strong potions?
Problem in the database. I completely forgot to change the settings, but it's been fixed now.

4)-I don't seem to need to have a weapon equipped to use it; I ended up equipping my humans with two rapiers each for the agility boost while they shared the King Sword for attacks.

Yeah, big issue with the battle system. I hadn't noticed it for a while. I recently changed the battle system to a simple Attack command(attack with the equipped weapon). While it doesn't look like the classic battle system, and you can't have multiple weapons equipped, it removes this problem. It pained me to do it, but it was really the only way.

5)There's no townspeople in the Town of Hero, and only the inn has an interior. The town music is missing, too.
Fixed that recently. The town music is now the original FFL town BGM(until I rewrite and remaster it), the town is populated, and there are shops.

6)-I can walk through the trees in South Town.
Fixed. Wrong passability settings for the tileset, obviously.

7)-The battle music never resets to the default after killing King Sword. The boss music keeps playing during random battles.
I've gone and checked that, and it's fixed now. I thought I had it set right, but RM2K3 crashed a while back and I lost some progress.

8)-The King Shield is never added to the inventory. I could still return it to the statue, though.
Are you sure? I checked the event, and it gives the shield right after you defeat him. Ran through it, too, and it gave it to me. The shield is listed as KING(like the armor), so you might have missed it. Not sure why it didn't add it.

9)-After fighting Genbu, I couldn't leave the square by the statue. All the exits were blocked off. This prevented me from finishing the demo.

I've fixed that one as well. You didn't miss much, really. The demo ends after unsealing the Tower door, so you didn't miss much. Maybe it was a bit early to release a demo, but I think I'm glad I did. I wouldn't have noticed a lot of these problems otherwise, and I'll be a bit more careful while I'm working now.

And I'm glad you liked the music I spent a lot of time trying to make it sound good. A new demo will be up soon(tomorrow, maybe)fixing most of the above bugs. It will probably be the same length(until you enter the tower), but with all the problems fixed.
Dark Gaia
Well well well... I remember playing the entire FFL trilogy way back. Despite the fact that everyone said it was crap and all my friends hated it, I somehow really enjoyed playing it. FFL 1 just happens to be my favorite one in the trilogy as well, so I'm happy to see a remake. Perhaps if you make it better, a whole new bunch of people can experience the game.

Keep it up Rast! This is one of the only RM fangames I would ever consider playing.
VerifyedRasta
I noticed in the intro you can press <Esc> and you bring up the menu ... I'm sure you did not want this to be possible or did you?
HeavensLastHope
QUOTE (Rast @ Oct 17 2008, 08:00 PM) *
That means that a file is missing...Odd, I though I made sure every file was there. Just copy another charset(preferably one with doors, or it might look wierd), name it object1, and put it in the Charset folder. That should work for now, though some areas might be missing a few doors.

It already had a Object1 file, but was named "FFLObject1"... So I just made a copy of that file and renamed it Object1. So now it works.

@ Milton: I don't know why you didn't have the same problem.... Lucky tongue.gif
Rast
@VerifyedRasta: Yeah, that's not supposed to happen. Thanks for letting me know. It's been fixed.

I guess I just forgot to change one of the event's sprites. Anyways, I've fixed a lot of these bugs. I'll try to upload an updated demo soon., after I get everything working in order. The combat's been changed around a bit and needs to be balanced out first.

EDIT: Maybe not so soon. It's near 3AM, so I'll be going to bed.
Rast
BUMP/UPDATE

Here's the new demo. A lot of bugs were fixed, problems solved, and now the demo is slighty longer. You can go through the first part of the tower, which is relatively short. There are a couple deathtraps to look out for.


[Link outdated and removed]
Dark Gaia
Rast, as a quick observation, in my opinion, the charsets and chipsets really don't fit together. You have NES quality chars on a SNES quality chipset. Might I suggest you use the NES chipsets included in Dragon Fantasy? It would look more consistent and would probably fit the feel of the game, if you are going to use GB rips.
DrakeOneil
I would definitly play this!?!?!?

I've never heard of Final Fantasy Legend though.
But good job so far!
Rast
Bump, for lack of wanting to create a new topic for this.

Massive updates:
==========================================

As of December 3rd, the game has been reworked quite a bit. The graphics were changed, made to work a bit better together. Combat was rebalanced, and has been made overall easier.

In addition, new "Epic Dungeons" have been added. These are dungeons with a time limit designed to present more of a challenge. Currently, only three have been added, all to the first world. Two of them have obvious entrances, one of them is hidden. One of them can only be opened after a certain point(made clear in game).

There are other changes that have/will be made. Recently, I've decided to stop making a clone of the original game, and branch it out into something a bit more original. Over time, I intend to rework the story and maps. The story will still be the same, but more fleshed out, more complete. NPCs will be clearer(and wandering around in greater numbers). The new demo is out, and can be found in the first post, or at the end of this post.

So far, the Monster race has not been re-added, and max party size is still 3.

The demo should be around 2 hours long, perhaps 3. I suppose it depends on how much time you spend looking around and exploring the new dungeons, on top of the original content.
Rast
Updated as of today.

As of today, the game has undergone another large update. A lot has been changed, updated, and ironed out. Enemies have new sprites, combat is more balanced and entertaining, and areas have been redone. See the end of the first post for more info on all recent updates.


Demo: Download (Sendspace) 35.97MB(compressed)

Simply unzip the .rar file and run RPG_RT.exe.
Rast
Updated yet again. Fixed a rather game-breaking CBAData error that occured in most of the first random encounters. All downloads fixed with the new version, and the first post has been reformatted for ease of reading, with new screenshots from the current updated game.


By the by, I'm toying with the idea of giving it a new name: Tower of the Spirit World. It's essentially a shortened version of the original translated name(Almost literally "Warrior in the Tower of the Spirit World"). The idea is to bring it closer to the original game concept, while driving away any negative criticism over the Final Fantasy title. The US name was changed to it solely to boost sales after the success of the original Final Fantasy. Thoughts?


Aaaand BAM, new name, new WIP story ideas and the like being implemented. I plan to release an updated demo with redone dialogue, the Monster race and rebalanced combat sometime during the first week of April.
Rast
Massive update

As of right now, the new demo is released. You can download it here(Sendspace, 57.3MB) or in the first post.

Update Notes

[][]- Graphics have been redone. All chipsets(save a special few) have been changed to colored versions from the original game
[][]- Monsters are here! That's right, they're available and ready to go. Read the first post for info on how they work.
[][]- You can now have 4 party members, instead of 3.
[][]- On top of that, the character creation system has been revamped and made easier to use.
[][]- Combat and all races have been rebalanced to match the new updates.
[][]- Many, many bugs have been fixed.
[][]- You now have a chance to find enemy corpses. Feed them to a Monster and it will learn a new skill.
[][]- The Monster Hunter is in town. She'll occasionally have a few corpses for sale.
[][]- The style shop is now in the Town of Hero. How do you want your Human to fight?


Detailed explanation of some features:

Styles
Styles can be equipped by Humans, and will give them small stat boosts as well as a skill or two while equipped. These skills are generally powerful attacks or boosts for the party or user. At the start, Humans have 1 Fatigue point, and each skill will cost 1 point to use. You gain more Fatigue points(to the maximum of 5) by raising your Hero Rating, which is done via fighting and assisting others.

Souls and corpses
Souls are found randomly on slaying a monster. They can be equipped to Monsters to provide unique statboosts, to balance out the lack of armor or weapons.


Corpses are found in a similar manner(or bought from the local Monster Hunter), and teach your Monster special skills.

Legacy System and leveling
As you fight and help others, your Hero Rating will go up, and experience points will be added. For 100 points, you can level up one party member. The current max level is 3. Leveling provides a moderate race-specific boost to HP, defense and attack. In future updates, new skills per level will be implemented.

Additionally, doing extra things, as well as Epic Dungeons will give you bonus exp, which is like an additional stockpile of exp. There will be other things aside from leveling to use it on soon, but if you're lacking normal exp, you can fork out 100 bonus exp in it's place.

================================================================================


And that's it! I'd love to hear some feedback or critique about it, I've been working quite a bit on it with very little actual feedback to go on. Almost 1300 views, only 16 replies(8 of which are mine) works out to less than 1% of viewers replying. This makes me sad.
Rast
Demo updated to 1.2. Fixed a few more bugs and changed a few things.

Is there -any- interest at all in this?
Ignasis
QUOTE (Rast @ Apr 4 2012, 09:44 PM) *
Demo updated to 1.2. Fixed a few more bugs and changed a few things.

Is there -any- interest at all in this?


I'll check it out man it would be a waste to let something you've spent that much time on disappear.. keep up the work man, I know i have trouble finishing my projects but I really want to at least finish one.. you seem like your coming along.
Rast
Still absolutely no feedback? I've put three years of work into this. Without any critique I really don't know what direction to take this.
Freank
Please, replace the screens
Rast
Fixed. For reasons unknown to me, the IMG tag was mysteriously replaced with this:

CODE
[ImageResize=border="0" class="linked-image"](URL)[/ImageResize]
Rast
Updated. Rebalanced some of the enemies and equipment, and changed the dialogue on a few NPCs.
Rast
Really need some test players here. I can't get anything else done without feedback.
kayden997
I got nothing better to do. Hey, I know. I'll help you.
I'll try it out smile.gif

--Edit--
Could you possibly upload it to mediafire? (you don't need to signup or anything, just upload and link)
thx
Rast
Uploaded.

Mediafire (57MB)
Oceans Dream
I played your game for a little bit. You'll have to bare with me on this since I am sleepy:

Resolution clash abounds! The system set is blue and RM2k3 RTP looking, while the tower is a very blown up GB image, while the title name is modern looking with anti-aliasing and all.

I'm sure there's a way to event a race selection so it looks better than a show choice.

I don't think it goes 8 bit style enough or SNES style enough. Like, I think you could do with a one color font instead of a gradient one for example, then maybe grab a font from here:
http://www.wombatrpgs.net/viewtopic.php?t=...244d82c72b971f8
I think maybe a new system set could do as well, you could try this out and see if it fits!
http://i.imgur.com/3fJ0d.png

That and they are from different sources so I would see about trying to get them all from one source (like everything recolored FFLegends, or RTP or something

Why are potions and revives free?

I'd work on the mapping a bit actually. Take some refs from old school and SNES maps if you'd like. Not about the emptiness, but rather the design and stuff. Like the stores and all.
http://www.fantasyanime.com/saga/images/ff...uardianTown.png
Here's an example, like check out the ones on the left. Nice, simple and small, with some plants for decoration as well as signs and other decorations.

A new exfont would be neat. I can help you set it up if you need help on that.

"Door is locked by magic of black" shouldn't this be "This door is locked by some kind of black magic." or something to that extent

The music sounds mismatched in quality, especially since you mix midis and mp3s

I wonder why you don't use the enemy sprites of one of the FFLs instead of the map sprites? I particularly like the 2nd ones sprites.

I sort of expected the king to have a unique sprite. I talked to king armor first so maybe at least a golden armor for him?

Enemies drop very meager amounts. With what I got, I arrived at the south town and still couldn't afford the cheapest equipment.

Wow, the Human is very outclassed by the Mutant to begin with, other than agility. But other than that and HP, the Mutant has higher everything.

You can walk outside of the light circle in the cave. I would suggest you make the map size bigger but have the map part in the middle so you can always have the player in the middle of the screen rather than reach the end. Like say 9 tiles away from the map edges should be where the hero can't go any further.

The cave battle bg has a greenish tint to it but the cave seems brown

The random encounter rate seems fair so far, no battles after 2 steps or something

Save points? I didn't find any. How do I sell stuff?

That level up mirror is all the way back there. Couldn't there be a portable solution or one in each town?

You can walk underneath the bottom of the potted plants

I tried pulling a switch in the castle for King Shield, didn't seem like anything happened.

Hey how did I not get a single point of experience? I killed some enemies and the bandit leader and got the Kings Armor (which I can't use, I dunno why I'm even getting them)

Castle Sword and Shield have some stealth minigames which aren't too bad, though I didn't get through them yet, apparently I need to do some other event first before I could go to the Castle shield one.

Well I'll get more playtime done one of these days so I'll see if I can find anything else that comes to mind. I'll go over some more positives too but right now I need to sleeeep.
Jonnie19
Okay, quick run down on error's I have found after the first 30mins of play:

The revive's aren't working for some reason, one of my character's have died and I cannot revive them.
Mapping is slightly confusing in some stages, including in the first town we arrive in there is a "hovering" ceiling piece

The guard is facing the wrong way on the first floor of the castle.

Ocean's has already mentioned this but what is with the free revives and potions it seems abit easy to say the least biggrin.gif

I will continue the game either way, and will edit this post with more details once got progressively further smile.gif
Rast
QUOTE
"Door is locked by magic of black" shouldn't this be "This door is locked by some kind of black magic." or something to that extent


It's a callback to the original Final Fantasy Legends. Sort of how all the Final Fantasy remakes have Garland exclaiming he will "knock you all down!".

QUOTE
The music sounds mismatched in quality, especially since you mix midis and mp3s


Actually, they're all MP3s. The majority of them were rearranged specifically for the game when I first started the project. I've been slowly rearranging new music to try smooth things out, though, as a lot of the arrangements are just lacking.

QUOTE
I wonder why you don't use the enemy sprites of one of the FFLs instead of the map sprites? I particularly like the 2nd ones sprites.


Well, I was trying to avoid using FFL's Final Fantasy-ish monster sprites. I wanted to give the battle system a different look by actually showing the player characters and monsters about the same size, rather than using huge monster sprites. Definitely something to consider changing, though.

QUOTE
I'd work on the mapping a bit actually.


My biggest issue is lacking chipsets to work with. I've got tons of them, but they're all SNES style with moderate amounts of detail, while I'm trying to go more towards 8-bit. I have a lot of the FFL chipsets, but they have barely any extra details. But yes, mapping is something that's being worked on.

QUOTE
You can walk outside of the light circle in the cave.


Somewhat intentional. There's a secret or two hidden just out of view. Nothing amazing or needed, though.


Potions aren't supposed to be free, I noticed that the other day and fixed it up. I'd redone the database and forgot to set the price on them. As for saving, it's done via the menu in most areas.

For information on experience and the like, read the first post. Humans have to buy better equipment to get stronger, and can equip Styles(can be found randomly, some can be bough in the Town of Hero). Mutants can equip light armor and weapons, while monsters equip monster souls(found randomly) and eat corpses to gain abilities. There's a merchant in the starting town that sells them on occasion.

As for leveling, it's done at the leveling sphere in the main town. I've added in(but forgot to put it in game) an item that shows your current experience, and in the future there will be a leveling sphere in each town.

Oh, and the enemies dropping small amounts was somewhat on purpose. It's leftover from when I was remaking FFL to the pixel, though I'd meant to ease up on that a bit and make getting money easier, so I'll fix that up. The King items aren't able to be equipped. I'm still getting the story smoothed out and probably didn't make it obvious, but they need to be placed on the statue in the Town of Hero.


EDIT: Oh, and the ceiling will be fixed. The guard is facing the way I originally intended him to, but down may look better. Revives should be fixed in the next demo update, though I don't know why they weren't working.
Oceans Dream
QUOTE
My biggest issue is lacking chipsets to work with. I've got tons of them, but they're all SNES style with moderate amounts of detail, while I'm trying to go more towards 8-bit. I have a lot of the FFL chipsets, but they have barely any extra details. But yes, mapping is something that's being worked on.

This isn't mine but something like this could work:
http://rpgmaker.net/media/content/users/65...er/FFcdesat.png
That's more FF Adventure rather than Legend but you can try that with the Legend pieces and see how it goes.

Also, I haven't played FF Legend 1 so that phrase reference was lost on me! I did play 2 and 3 though.
shinyjiggly
Okay, so I've played through pretty much all that I could and here's some stuff that I found:

-Can we get a little bit of explanation about the icy area speedrun thing? It's a little confusing why there's even a timer in the first place.
-
just mess with some chipset stuff and this should hopefully be avoidable.
-When the lady walked away towards the castle, you used the increase transparency to make her "disappear". Since that action doesn't enact full transparency, I could still see her at the edge of the path, barely visible. It would work better if you used "change graphic" and changed her to a completely blank char
-At the very very beginning, one of the heroes flashes on-screen. You can set this guy to have the same blank char by default to avoid this.
-Next to the very first inn guy, there is a 2nd layer tile with nothing on it but still doesn't let you pass. I would suggest putting something there instead of nothing to block the player.
-Even though the sword and shield should just be keys to the statue, maybe you should at least allow them to be equipped? Maybe even with the added stipulation of lowering all stats horribly in an attempt to get the player to want to do something else with them?

For musings on where this game could go from here, let's look at the facts given by the game:

The door to the tower is locked with black magic: This could imply that the party has to find a way to break the spell on the door somehow. This would likely involve working with a powerful mage of some sort somewhere down the line.

There are four items visible in the corners of the title screen, surrounding a blown-up picture of the tower:
I wasn't sure exactly what sort of items they were, or if they were actually supposed to be important, but it appears that these four objects are needed somehow to gain access to the tower.

Keep in mind that I have not been ale to complete the icy area speedrun thing as of yet so I do not know what is supposed to be at the end of it.
Rast
QUOTE
Keep in mind that I have not been ale to complete the icy area speedrun thing as of yet so I do not know what is supposed to be at the end of it.


Occasionally a minor reward and bonus experience, which can be used for leveling(and more further on). That's one of three bonus speedrun dungeons currently in the game, which have no bearing on the story whatsoever. I intend(and should've in the first place) to reference them in-game instead of just in this topic so players know about them. As for an explanation, that was my mistake. I did post some info about them, but never updated the first post with it. That'll be updated soon enough.

QUOTE
When the lady walked away towards the castle, you used the increase transparency to make her "disappear". Since that action doesn't enact full transparency, I could still see her at the edge of the path, barely visible. It would work better if you used "change graphic" and changed her to a completely blank char


Yeah, more remnants of my poor eventing from years ago. Fixed it.

QUOTE
Even though the sword and shield should just be keys to the statue, maybe you should at least allow them to be equipped? Maybe even with the added stipulation of lowering all stats horribly in an attempt to get the player to want to do something else with them?


Probably something I'll do. I forget why I made them unusable in the first place, really.


QUOTE
For musings on where this game could go from here, let's look at the facts given by the game:

The door to the tower is locked with black magic: This could imply that the party has to find a way to break the spell on the door somehow. This would likely involve working with a powerful mage of some sort somewhere down the line.

There are four items visible in the corners of the title screen, surrounding a blown-up picture of the tower:
I wasn't sure exactly what sort of items they were, or if they were actually supposed to be important, but it appears that these four objects are needed somehow to gain access to the tower.


I don't think you've actually gone as far as you could in this case. I'm fixing up NPC dialogue and trying to give the player a clear idea where to go to solve this, but essentially you follow the rumors regarding each of the kings and collect their armor, sword and shield. You then place it on the statue in the Town of Hero, which gives you the black sphere needed to get into the tower at first. That's all I'll say in the open, so click the spoiler below if you don't mind more details.

Spilers!

The four items around the tower are the four spheres(minus color). Each portion of the tower is sealed by one of them, which is usually guarded by one of the Fiends. After placing the items on the statue, you fight Gen-Bu, the first fiend. You then venture through the Tower until you find two more doors: One is sealed by blue magic, and the other leads to the second "World", hence the name of the game. I plan to change this a bit in a revision of the story, and this demo is more or less a showcase of how the game will look and play. I'll more than likely keep it to one or two worlds at most, rather than the 4 that were in the original.

Really, the only reason the Fiend plot is there(and the reason the game this is based off was named The Final Fantasy Legend in the US) was to ride on the success of Final Fantasy.




Oh, and thanks for the suggestion, Ocean. I've already been working on some Final Fantasy Adventure musical arrangements, as both it and FFL's music were composed by Nobou, so it gives me a larger amount of music to work with while still sounding like it's from the same game. I'll definitely look into FFA, and possibly FF1 tilesets and hopefully put together a few good chipsets. I think what I'm really missing are small details in the chipsets. Chairs, lights and candles, bushes, flowers and the like. Small details that make a a map look more complete.

Oh, and those odd tile issues are because of the way I set up the character sets. Each sprite can be a max of 24x32 without going into another frame. RTP sprites will be around 24 pixels tall. The sprites I'm using are roughly 16x16, so they're positioned a few pixels up to compensate and allow the sprite to overlap certain tiles, like walls(for increased depth). But because the actual "base" of the sprite is the lower 16x16 or so(which is hardcoded into the engine), they'll sometimes seem to be a bit too far and overlap with some objects. Like those pots. So I'll just need to go fix the chipsets and/or character sets up to work better.
amerk
No matter which I download from (Sendspace or Mediafire), I keep getting the CBAData crash when encountering a battle. Unfortunately as a result, I can't play enough to offer much feedback, aside to say I do like the little bit I was able to see.
Rast
That's odd. That usually happens if it can't find the battle backgrounds or monster sprites, or the like. When you install it, does it ask you to overwrite anything? I had this happen to me once a while back, and saying no fixed the issue, though I'm not sure why it even does that.

At any rate, I'll be releasing a new demo soon(in a week or so, most likely) featuring new graphics and updated maps, new story-related things(mostly small details for now), and most importantly a rework of Humans.

They'll have 4 classes: Slasher(Damage-oriented), Medic(Healing), Scout(Status effects that -will- be moderately useful, or I'll rework it to something else) and Protector(defense-oriented). With these come new epic sprites, courtesy of Heaven Miracle. All humans will still be able to use all armor, and many weapons. Medics probably won't be running around with battle axes, but hammers(A cleric's favorite) and pretty much any one handed weapon.

Additionally, when picking a mutant you'll be able to assign them an element. Mutants attack power will be lowered a bit, but each one will now start with a spell and naturally learn more spells of the same element.

Monsters have no current changes. Once I'm done with Humans and Mutants they'll get a makeover and either become useful, or fun and very much a novelty like they were in Final Fantasy Legend.

Demo should be up in a week or so. I'll be removing any unneeded resources I find and testing most areas for errors. I'll likely try and make the game not need the 2K3 RTP to reduce the file size slightly.
amerk
Yes, it does ask about replacing things, so I'll say no next time. The only things I might suggest, from the little I've seen:

1. Use a more retro Window Skins since the current one clashes with the theme of the game.
2. Include information on the differences between the races and genders to help the player determine who they want in a party. You could add a yes/no option if the player wants this info, and if no dive right into the party creation, or if yes display the info before diving into the party creation.

I'll wait for the new demo before giving this another go.
Rast
Just an update on things. I'm holding back on releasing the new demo for now, I have a lot I want to touch up on and fix before I release it, so instead I'll just leave some notes about what's being done and the like.


1) Music
I've rearranged quite a few new pieces, and as of now there's new music for just about everything(except the Fanfare music).

2) Story
The story is being reworked, as I've mentioned before. When the new demo is finished and released, the World of Continent will be reworked a bit and expanded. In fact, you'll spend a lot more time there in the full game, and there will be plenty of new areas and things to do.

3) Battle and Misc
As mentioned before, Humans have classes and mutants have elements. New skills will be implemented, leveling will provide additional benefits, and combat will be reworked to make use of all these new things. It probably won't change too much, but I definitely need to touch it up a bit.
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