Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Arcanagirl on May 12, 2006, 08:32:50 AM

Title: Lands of Lunori's Home
Post by: Arcanagirl on May 12, 2006, 08:32:50 AM
I decided to post my game's home site rather then the game stuff like I used too. Everything you will ever need to know about my game will be on this site. Please note you must become a member and be validated by me in order to view anything relating to Lands of Lunori.

The links work, but a lot of stuff for Lands of Lunori is still being worked on, so please bare with that, while you wait you may sign up and get started in all sorts of things.

Edit: The link to the site SeaSide Palace is in my sig.
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Post by: Meiscool-2 on May 12, 2006, 11:45:59 PM
Why did you come back?
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Post by: Lighting Half Dozen on May 12, 2006, 11:48:27 PM
Lol.

Cool website.
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Post by: Kijuki_Magazaki on May 13, 2006, 12:21:22 AM
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Originally posted by Meiscool
Why did you come back?


Because I, like others, saw it would be better if so, besides she has a thread on that.  Stop harrassing. No one is asking how come you havent been almost banned.

Cool site like I'd said. I'd like to see it completely finished though. And thanks for removing the link, though I am not entirely sure if you should've made a new thread, but it's ok i do believe.
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Post by: Arcanagirl on May 13, 2006, 01:12:02 AM
I made a new thread cause my old thread was deleted when I left.

Glad to hear eveyong likes my site, and The theme is still under work, but atleast I am getting the main stuff in order.
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Post by: Kijuki_Magazaki on May 13, 2006, 01:32:49 AM
Oh. I see. Then it's fine then.
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Post by: DragonBlaze on May 13, 2006, 03:40:17 PM
Its a very cool site :)

The only thing I see is that if you really want to show people your game, you probably shouldn't require them to be a member to just see the info. I think some people won't even bother to sign up and wait to be approved to just see info on a game they know hardly anything about :/ So I suggest having the info avalible to guests (downloads can be fore members), and if not the info, maybe just a paragraph description of the game to catch the interest of the guest.
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Post by: Meiscool-2 on May 13, 2006, 06:01:48 PM
I agree. It turns me off to have to register as a member to look at something.
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Post by: Arcanagirl on May 13, 2006, 06:42:12 PM
you make interesting points, I shall open the menu to guests, and just make some stuff for members. Thanx Dragonblaze, Meiscool, Its a lot.
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Post by: Linkizcool on May 16, 2006, 12:25:27 AM
Quote
Originally posted by Kijuki_Magazaki
quote:
Originally posted by Meiscool
Why did you come back?


Because I, like others, saw it would be better if so, besides she has a thread on that.  Stop harrassing. No one is asking how come you havent been almost banned.

Cool site like I'd said. I'd like to see it completely finished though. And thanks for removing the link, though I am not entirely sure if you should've made a new thread, but it's ok i do believe.


lol, I just saw your post and I scroll down and see your sig that says "own'd".

And, yes I don't think you should have to sign up to see your game info.

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Post by: Tomi on May 16, 2006, 12:33:48 AM
I was just looking around for the first time.  It looks like a very cool site, and I can't wait for the game to come out.
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Post by: blackskullwarlock on May 16, 2006, 12:46:27 AM
Nice website; it has that holy and serene feel. Palace, yes, Seaside, improbable.

Still, I am glad to know that you decided to post here. I'd rather not lose contact with the Lands of Lunori and with the fair lady.
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Post by: Arcanagirl on July 17, 2006, 03:59:14 AM
Website is back up. Sadly until next month I wont have the right pc items to work on the game. PC somehow lost a lot of drivers and other things that wont let me use RPGmaker or hear midis.

Once I get the windows xp home cd for 80% I can continue with the game project.

I will update the news as soon as I get back to the project after cd installed.
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Post by: Tomi on July 17, 2006, 04:06:37 AM
I'm glad to see you back here.  And good luck with your computer.  :)
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Post by: drenrin2120 on July 17, 2006, 02:51:49 PM
Wow, it's Jenna. I'm glad to have you back too. :)
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Post by: Arcanagirl on July 19, 2006, 02:19:17 AM
Good to be back, I have way more energy since I have been in remission. So since the cancer is either gone or dormate, I dont need chemo, and I have more time to be all over the net agian. Of Course now I am busy busy Bee, and havent been posting on here as much as I used to back a year ago.

My husband finally got the money ready to buy the new CD so I may work on the game. So about August 1-5 I should have the system working right.

I will try my best to get all the info and screenshots I can, and maybe finish a demo too. Time will tell I guess.
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Post by: drenrin2120 on July 19, 2006, 02:48:52 AM
sweet deal. I'm excited. :)
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Post by: Arcanagirl on July 22, 2006, 06:54:41 PM
Proud to introduce a new system installed in my game, well it was installed before pc hit bottom, but the system is a redo of all spirits and powers.

Spirit Before Change:

Spirit - The inner power of the character that can be trained to be more powerful and or learn better spirits.

Spirit Now:

Spirit - The inner power of a character that can be tapped anytime in battle to preform unique abilities as well as learn others depending on the battle circemstances.

Example: Lilly has no spirits, battles many times and attack over 100 times plus got damaged 50 times and used Power 25 times.

Lilly might learn an ability based on those 3 key battle circemstances.

Screenshot!
This image was grabbed from a test battle, that isnt from the game at all.


Note: Yes that means my custom style has yet even more more graphics to do besides costums and normal battle.

Each member has around 8 spirit abilities they can learn or something around there. And rather then use normal battle animations with a normal battle frame set, I leave the set blank, and make the character do an entire freaking battle animation.

Thus this system could cost the game years of graphic work. *cries*
But it will be worth it!

The only change in Power is each character has their own Powers rather then sharing from 4 types. So there are 11 characters making 11 types of Power. Website shows the list, but missing some.
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Post by: Meiscool-2 on July 22, 2006, 07:13:58 PM
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Originally posted by Arcanagirl

This image was grabbed from a test battle, that isnt from the game at all.
The forum could NOT establish a connection to this image: http://seasidepalace.com/lol/images/Learned.pngThe forum could NOT establish a connection to this image:


It needs to look like (/IMG) at the end.

Example:
Title: Nice
Post by: aboutasoandthis on July 22, 2006, 07:30:08 PM
This looks very clean. The DBS is hard to make look good (I should know). Everything matches well. I like the System Set. Can't tell much your programming from that screenshot though.

Which reminds me...might I recommend my fail-safe aboutaso, font-fix method?
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Post by: Arcanagirl on July 22, 2006, 10:13:31 PM
I never seen font issues, the font might be slightly close together, but nothing like it used to be, I can read all texts just fine with what I did, I can also change the font if need be.

My sig shows Lilly using Double Strike and Cresent Wheel in one.

Maybe I should make a short demo so you can play around with the characters and learn some moves and fight all you like. Might show a lot more then pictures. I guess...?

Edit: Oh, ok I fixed the fonts so they are 100% normal. I forgot to add the font in my font folder.
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Post by: Prpl_Mage on July 22, 2006, 10:43:14 PM
Iīm glad that you are back... Again.

As long as you got a goal with this game things will work out, and so it seems.
I still canīt find anything negative about the game so I can only wish you good luck and be of service if you need any help.
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Post by: Kijuki_Magazaki on July 22, 2006, 10:48:27 PM
Wooo!

i see your sig and i want to play = XD

more screenies even if its just testing  :D
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Post by: Arcanagirl on July 23, 2006, 04:41:20 AM
EVERYONE!!!! THE TIME HAS COME!!!

The moment most has been waiting for, a demo of real live gameplay is now on the website.

You must be a registered member to download it, but you also get to see screenies and some other stuff.

Note the demo has issues and is not a full out demo, it was just set up to release out of no where so npcs might be glitched or what not, but not enough to ruin your gameplay. If you happen to get any issues that prohibite further gameplay besides it saying end of demo, please post on the forums on my site.

 Seaside Palace : Main Site (http://Http://seasidepalace.com)
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Post by: Archem on July 23, 2006, 04:57:27 AM
Absolutely love how this is coming along, and how it's gotten itself on my legitimate "must have" game list, which, by the way, includes professional games.


>.> <.< Why the hell hasn't Meiscool been Almost Banned yet?! :p
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Post by: drenrin2120 on July 23, 2006, 03:38:53 PM
downloading now. and I'm pretty psyched.  :D
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Post by: Prpl_Mage on July 23, 2006, 03:40:24 PM
The only thing I can say is that the demo was awsome.

I enjoyed it alot.
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Post by: Meiscool-2 on July 23, 2006, 03:45:00 PM
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Originally posted by Archem2
>.> <.< Why the hell hasn't Meiscool been Almost Banned yet?! :p


To many peope like meh :p
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Post by: drenrin2120 on July 23, 2006, 04:14:08 PM
eh... That music is from WAY too long ago. I SERIOUSLY need to redo a lot of that. The music in the beginning when all those soldiers were attacking was pretty horrendous to the ears as well. I don't remember if I made that one or not. Either way, this is proof that I've been slacking...

Other than that, it's pretty good. A little confusing with all the characters that come up. But still cool. I'm in love with those battle charas. They're so well done. Awesome job there.
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Post by: Arcanagirl on July 23, 2006, 05:45:30 PM
The story will be confusing for a good while before anything is revealed about anything.

Glad people are enjoying it. And Dren that was one of your midis :P

I still like the midis you did, but I wont ask you to redo them. Somce of these are 2 years old...
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Post by: drenrin2120 on July 23, 2006, 06:42:25 PM
Quote
Originally posted by Arcanagirl
The story will be confusing for a good while before anything is revealed about anything.

Glad people are enjoying it. And Dren that was one of your midis :P

I still like the midis you did, but I wont ask you to redo them. Somce of these are 2 years old...


Wow... kinda embarassing. lol. But yeah, 2 years is a long time. Can't believe it's been that long. I will definitely redo those MIDIs. The only one I heard that sounded alright was Liera Cave. Would you agree?
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Post by: Arcanagirl on July 23, 2006, 06:44:36 PM
You made Liera Cave for me this year. So yeah, did you forget what was made when?

Torrin Plains was also made sometime this year.
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Post by: drenrin2120 on July 23, 2006, 06:51:56 PM
I don't remember doing Rival of War. :|
Well, here's the ones I'll do over for you.

Special Boss
That Which Bound You
Spirit Revolation
Torrin Plains

I'll do any others you want me to. My style has changed drastically in the last few months even. The MIDIs I've made of late I like a lot better than MIDIs I made even in March or so.
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Post by: Arcanagirl on July 23, 2006, 07:06:12 PM
redo special boss?

I love that one though.Why redo it...Sounds fine as it is, if you redo it make it sound just as good, but no different in any way.  :flower:
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Post by: drenrin2120 on July 23, 2006, 10:41:59 PM
Quote
Originally posted by Arcanagirl
redo special boss?

I love that one though.Why redo it...Sounds fine as it is, if you redo it make it sound just as good, but no different in any way.  :flower:


That's the plan. lol  :)
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Post by: Arcanagirl on August 19, 2006, 11:44:06 PM
ok all, need some helpful advise on how to impliment this new style character sets into chipsets. With harmony and blending, but I am not so sure my eyes alone will help on this.

here is the new lilly on the same town set Padona. Does she blend or does she not blend.

If she doesnt blend, what might help her to blend, changing her or chipsets, any suggestions would be helpful in my game productions.

Lilly at Padona.

 
Title: Looks great already.
Post by: aboutasoandthis on August 20, 2006, 12:51:23 AM
They match enough for me. The only real difference between the two comes from the chipset being blurred and it having slightly unsaturated colors.

If you're still unsure about her, maybe you could try blurring her by as little as possible. I do it with my chipsets and my lighting effects to make them kind of surreal (and impossible to steal without me knowing it). I don't usually do it with my charasets though.

Even so, it looks fine. That is a nice charaset anyway. Did you make it yourself?
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Post by: Arcanagirl on August 20, 2006, 12:56:54 AM
yeah, I am not finished yet though, she still needs back and the sides, but just testing before I finish if you get what I mean.

Well i am thinking about redoing the chipsets as well, I noticed she blends a bit better with anime style chipsets like secret of mana and some star ocean, only thing is what I have is small, so I may have to edit and make what I can match. If not, I have to customize the entire chipsets to match any star ocean or secret of mana sets.

That is just some stuff I didnt really want to do, since changing the battle system to a CBS and the graphics of the charasets, chipsets too would place me at years behind...
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Post by: drenrin2120 on August 20, 2006, 05:10:12 PM
sweet deal.
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Post by: InsaneJP on August 23, 2006, 04:37:41 PM
Yea i like that style... it matches very well actually probably more then other styles that are out now
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Post by: Arcanagirl on August 23, 2006, 07:11:17 PM
Ok so far I have compelted the CBS battle bars and her first weapon swingings. Next I need to script in the monsters AI and their stats, with also the effects of the hero smacking them.

So far things are going well. I will post screenshots when I finish.

I also plan to change the chipsets to blend with the charasets. Which tend to run into the anime style.

On another note, the spirit will still be the same like it was in the previous system, just the graphics will be changed, and the animations of the Spirit Attacks may change.

Also instead of the Spirit attacks being learned by each attack or magic use, it will be each kill or magic use, etc...

The hero can not die now. There will be a system installed that will pull the hero upon LP = >1. It will be a shrine like area that is said to restore the lost souls to their former selves. So when ever you play and get smacked to 1 Lp or 0, you will be taken to the Shrine with a slight Lp recovery.



Screenshot: Lilly has Fainted!

 

Just to point out, that wont be what the chipsets look like when I am done. That is just my testing area for now.

Here is just a quick put together of one idea of chipsets I can use.

 

Well for now this is all I can update. I will post more on my progress later with hopfeully better screenshots.

Also the website wont be updated till I get more of the new graphics and system installed.

Oh! one last thing to post. The costum changing will still be installed, but there will only be costums for the selected 4 characters, Since this is now a new CBS, the once 11/12 characters will now be set to only 4 main playable characters and 4 temp characters that will be playable only when the storyline called for it.

There will be no catepillar either, just one character at a time, but you can freely switch them in the future CMS. I plan to mod that as well to match the changes in the game.

Stay tuned for more!  :corn:
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Post by: Tomi on August 23, 2006, 07:33:25 PM
That's a pretty cool system.  Good job, Jenna.
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Post by: Kijuki_Magazaki on August 23, 2006, 07:34:40 PM
You using RPGMXP's style? does the mean you are switching the whole game's look?
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Post by: Arcanagirl on August 23, 2006, 07:41:23 PM
actually the character set idea came from a diff game, not sure what it is called, but it is not from rpgmaker xp. But on the other hand I may use tilesets from the xp version since they match better, but I am still debating on that whole aspect. :firefox:
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Post by: Emerates on August 23, 2006, 07:47:36 PM
I like the main character's hair style and the chipset you're using.
Looka very good, ya.  

*Emeratesgives +3 kudos to Arcanagirl.
Let me know when you get the demo done, por favre.  I've got a feeling I'm going to enjoy this game.  ;)
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Post by: Meiscool-2 on August 23, 2006, 07:51:15 PM
ABS now?
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Post by: Kijuki_Magazaki on August 23, 2006, 07:51:55 PM
Quote
Originally posted by Arcanagirl
actually the character set idea came from a diff game, not sure what it is called, but it is not from rpgmaker xp. But on the other hand I may use tilesets from the xp version since they match better, but I am still debating on that whole aspect. :firefox:


Yeah i've seen the style of teh char somewhere else, but iwas referring to like the feel of the game, aminly the chipsets :P
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Post by: Arcanagirl on August 23, 2006, 08:02:00 PM
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Originally posted by Meiscool
ABS now?


Well I always wanted a battle system like secret of manas and other games like it, but my scripting abilities were not yet at that level. I didnt think I would get this far as it is, but the codes just seem to come to me as I go along.

I am hoping I can do this with ease and not end up stuck half way, cause then my efforts might get wasted.

The only reason this wasnt done at the start, was due to the fact that it was a challenge I may not have understood how to get through, so I ended up just using the normal rm2k3 battle system to avoid that challenge.

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Post by: Arcanagirl on August 24, 2006, 01:09:56 AM
Ok I just finished the Plains Chipset, and tried to mimic the Torrin Plains look that was already there. Umm let me know if it looks good or not. I mean if too many flowers and plants, I can always simier that down a bit...I also plan to add more life into the maps. Like birds flying above and what not.

Screenshot of finished map:

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Post by: I Have a Sandwich on August 24, 2006, 01:16:50 AM
Its a map thats good on the eyes, and its not over compacted with inexplicable cliffs everywhere. Looks good.
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Post by: EXO Muffin on August 24, 2006, 02:15:43 AM
Huh, I feel like it's missin' something...maybe involving stats or a mini-world map. Looks pretty good, though.
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Post by: Meiscool-2 on August 24, 2006, 04:08:04 AM
Let me tell you now: If you want to make an ABS, I'd suggest Game Maker or XP. 2003 doesn't work well with ABS games. Believe me, I've made around 4 of them, all with different coding and spells, and none of them were that great. The reason behind this is because RPG Maker has Tiled movement, where as most ABS game don't.

My most current game: Metal Tears, is half ABS have Tactical movements, so Tiles actually work well for it.

I'm not trying to discurage you from making your game, just warning you not to expect anything real atsounding from the limits of RPG Maker coding.
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Post by: Arcanagirl on August 24, 2006, 06:28:45 PM
Quote
Originally posted by Meiscool
Let me tell you now: If you want to make an ABS, I'd suggest Game Maker or XP. 2003 doesn't work well with ABS games. Believe me, I've made around 4 of them, all with different coding and spells, and none of them were that great. The reason behind this is because RPG Maker has Tiled movement, where as most ABS game don't.

My most current game: Metal Tears, is half ABS have Tactical movements, so Tiles actually work well for it.

I'm not trying to discurage you from making your game, just warning you not to expect anything real atsounding from the limits of RPG Maker coding.


Well yes, I figured that from the start, but I am trying something that I really hopes makes it some what improved from most attempts on abs.  

I already came across the lag issue based on having life and Spell bars on the screen and ever map screen you goto, but I fixed that by calling the events rather then having the common events para.

I am sure as I go I will run into these let downs, but I actually played a game that used a abs just like secret of mana almost 100%. And it looked excellent, just like the original snes game did.

I will try to look out for other issues that oyu may be talking about, but I really hope I can surpass that limit and find a way to make this work and not take away the quaility I want my game to have.

Thank you for reminding me though. I think at one point I forgot about the limits of RPG Maker 2003.

I think if, I treat this coding like a CBS rather then an ABS, I might pull it off lol.

only time will tell.

But what kind of let downs are you talking about?

I know so far I fit in diff attacks for diff weapons and working on Spirits and Spells. So what would be a good example of what wont work?
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Post by: Revolution911 on August 24, 2006, 06:49:43 PM
The map looks good but...the water just looks a bit weird to me. It just seems to pop out. Er...maybe a better land/water transition or something, I'm not really sure. Other than that your game looks promising.
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Post by: Arcanagirl on August 24, 2006, 07:22:54 PM
I will see what I can do with the water to land. Thank you for pointing that out. I will post a screeny later.
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Post by: Meiscool-2 on August 24, 2006, 07:30:31 PM
Quote
Originally posted by Arcanagirl
I know so far I fit in diff attacks for diff weapons and working on Spirits and Spells. So what would be a good example of what wont work?


Oh, almost anything will work if you put enough effort into it, but effort is the key word. I'm not saying your game will be bad, just won't flow like a normal ABS, that's all. Of course, you could put enough stuff into it to make that seem like nothing, it's all up to the ammount of effort you use.
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Post by: Arcanagirl on August 24, 2006, 08:08:44 PM
well so far enough effort to change the systems in the first place lol.
I have a huge amount of motivation right now for this change. I also am focusing 70% in the system and 30% into the graphics. So most my time now is making the system complete, once it is done I will redo the maps to the new graphics, then add a demo just like my old demo, same in story almost, but diff at the same time. Ends at Mt. Cadian.

That way I can see how much my effort paid off, or if it crashed and burned.

So yes I guess I am saying once i change the maps you saw in the demo, add the monsters, spell and spirit system, finish the battle system for damage and enemy stats. Then demo will be posted on my site.

I am quite suprised I manage to do the changes I have in less then 3 days now.

As for the music, it will be changed into mp3s only and only a few will be custom. That is since I no longer have midi devices, I can not hear the custom midis I have, so I cant tell what will work and wont.

Until I can get the midis I have into mp3s, it will be mostly other game music. Games like Final Fantasy: Crystal Chronicals, Star Ocean games, Mana games, and more of the ones I thought had good music.

Edit: note to all, when I finish the graphics for these images, the spell and spirit system will be equipable in slots that will show up on the screen. I not sure yet how many slots u will be able to have open for quick casts and quick use of the spirits, but I know they will be like slots that use a command. Example: Using spell slots 1-5 will use 1-5# keys to activate them. This is just an idea, and may or may not be changed depending on my ideas and how they may flow, or based on input from members here.
Title: Ability Channel
Post by: Arcanagirl on August 24, 2006, 10:49:40 PM
Well I decided on the system for spells and spirits.

Screen shot:

 

The bottom image is what I came up with, and my husband was helping me if it was too big or small, and if it looked good with the game.

The top notches are the slots for your spells/abilities, also known as powers.

The bottom 2 slots are for spirit moves.

It will be empty until you equip skills or spirits into the slots. By doing this you can use them freely until your out of Sp. You can change them around in the menu system that has not yet been made, but when it is made, the menu will allow you to equip to the slots as you like.

I will make a tutorial section for everything in the game when I get more done. This tutorial will pop up on new games asking you if you would like to view it. You can also view it anytime by clicking the Tutorial button in the menu system.

Ok back to work I go :P

You comments, suggestions and questions are appriated.

Edit: Here is a quick screenshot of what it may look like filled up.

Title: Update!
Post by: Arcanagirl on August 25, 2006, 10:00:10 PM
Well, I finall got the damage system full scripted out for monsters status and heros status algerithums. This is so any monster you fight will calculate the right damage based on def and att for hero and monsters.

It was tested and works lovely, just one thing left to fix is the damage show glitch. A glitch that even if 3 damage is dealt, it showa 1 or 0 for the images. It also wont show above the hero or monster, so that will be worked on when my scripting aid gets online later.

A leveling script was added so when you level up it tells you and you get some sounds and what not. How every the lvl message will be modded later on to be an image rather then the normal message code.

here is a quick screen shot of defeating a monster and lvling up.

 

The spell system is still under construction as it will be until the final menu system is created and its graphics are made.

Update: there is now voices to the attacks, damage, and death for each playable character. I got them from an online MMO game I downloaded, and they had all their sounds as wavs. Over 500 sfx for me to play with. Yippee!!!  :flower:

To Do List:

-Monsters and their battle anims of attack.
-Monster animation for death. This will be for all monsters in the type groups. The type groups are, categories of the monsters. Like flying types or ground types, etc. Each type will have a diff death anim.

-Menu system. Needs graphics and to be coded.
-Images for every item needs to be made and codes to match the items listed in the database. This is cause in the normal esc menu for all rpgmaker games, I removed items, skills, everything besides Equipment, status. This will also be in the future tutorial when you play.
-Character anims and graphics need to be made.
-Npc graphics need to be made.

-Maps need to be made to match the new graphics and then re do all the maps.

-Love meter is still not created and needs to be completed.
-Harvest and Garden system needs to be made. Besides being able to make a garden in the game for your house, you can also harvest certain plants that appear all over the map.

-Digging system not created yet, but is also an easy one. Also need to make the diggin anims for each hero you can play as.

-NPC request Logs need to be modded for the new menu system.
-NPCs need to be coded for respect points.
-Time system needs to be modded a bit..Days are too long, and only way to make an npc come back outside is to sleep, so the hours can make certain npcs you may need to finish a quest for, show back up.
-NPCs need to be rescripted for the Time system. That script was never workng right in the demo, so I need to fix those glitches.

-Spell system needs to be created.
-House customizing needs to be scripted, so you can make your house look how you want it too.

-Mod the storyline codes already inplace and change the beginning to match the new battle system. Cause it be fun to smack the guards around. ROFL

-Script a new intro, with pictures and a nice appeal for my game. The original one in demo is not to my liking.

-Script the tutorial system

-Mod the party changing system to match the new battle system. Cause only one member can be out at a time now.

-mod spell animations to match the battle system.

-Mod the attack system by adding in location vars for hero and monsters rather then just hitting enter to swing at anything. This also helps monster be able to target the current member in action.

-Mod the run graphics. Yep I made a running system, toggle it with the shift button.

-Camp system needs to be scripted, and make the graphics for the camps

-Crafting system needs to be scripted over, and finished. So you can craft your own weapons and armors.
-Compounding needs to be scripted, so you can enhance you items to be better or make whole new ones.

Much more to do also, but some of these wont take long, I plan to get the major ones out of the way and ones that wont get me confused. Some scripts need to be made before any others to prevent glitches and problems.

Comments, questions, and suggestions are welcomed.
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Post by: Meiscool-2 on August 26, 2006, 01:46:56 AM
I didn't read it all... as I've never been one to read big posts... not even my own.

First, I would suggest that you use different skill icons then the ones you have. Those are really over used. Second, I would suggest that you use a picture instead of text for your "Lvl up!" notice, because A, it looks better, and B, what if you're fighting a bunch of enemies, low on health, and suddenly, the text box comes up and you die.

If you'd like, I can try and find some good skill icons, like the ones I use in my game, for you.
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Post by: Arcanagirl on August 26, 2006, 03:01:42 AM
yeah it was a lot to read, but somewhere in there I did say I plan to make a picture to say lvl up and what is leraned etc... :P

I just posted all that to say what is added and changed and what is on the to do list.

But thanx for the spell icon idea, but not sure where to get better ones as I kinda dont have much graphic capibility to make better ones...so not sure, I downloaded over 80 spell icons from somewhere and a lot of them were from other games and some from I dont know where.
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Post by: Meiscool-2 on August 26, 2006, 03:24:40 AM
Well, I did say if you wanted to I would find some for you.



There's an example.
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Post by: Arcanagirl on August 26, 2006, 03:36:49 AM
Ah sweet. Your the best!

Thank you Meiscool. I will mod my skill graphic to fit these.  :flower:
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Post by: Meiscool-2 on August 26, 2006, 04:19:28 AM








There you go. Glad you like.
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Post by: Arcanagirl on August 26, 2006, 04:45:03 AM
wow so many...Good to have a bunch...

These are awsome, what game are they from?
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Post by: Meiscool-2 on August 26, 2006, 05:06:58 AM
No clue XD

Probally some online game like Guildwars or something though.
Title: Screenshot and a mod!
Post by: Arcanagirl on August 26, 2006, 07:52:07 AM
How about this. The bottom 2 slots are spirit and the top 5 are spells.

I added some images in there to give you an idea how it will look now.

 

A reminder that there is a toggle button to toggle the quickslots on or off. meaning the image will not show or will depending on your likes and if you memorized your slots.

Comments/Questions/Suggestions welcome!  :flower:

Edit: I know the spirit being on the side may look odd, but I have no clue where else to put it and not make it take up too much room or look good.
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Post by: Arcanagirl on August 27, 2006, 07:11:44 AM
Ok I been working on this for a few days now, and I finally found a good style for it. Menu System redone...

Screenshot of the new improved Menu system. With text info too, well somewhat.

 

For B, well I have ideas, but if I go through with them by adding the heros brief stats like hp and xp, I would have no need for the rm2k3 menu which holds status and equipment, which would mean more coding for me I am not sure I can do yet.  I can try though  :flower:

If I fail then I have to come up with an idea to put in the B area.

For D, that is for messages, small infos. Like what an item may do or what the menu conents are for, etc.

C is the time for the game. Not how many hours you played, but what time it is in Lunori. Some of you know what that is if you played my last demo.
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Post by: Arcanagirl on August 27, 2006, 09:44:28 PM
Thanx to Dragonblaze teaching me digit splitting, I can now make my own status screen and remove the rpgmakers main menu. I am actually very excited about all this, since it is my first time actually doing things CBS/ABS related.


Yeah! I am making a fully customized game now, this is truely awsome and what I always wanted. Codes are slowly kicking rpgmakers built in stuff away, like text messages and menu screens stuff.

Ok I am done. back to work I go.
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Post by: Meiscool-2 on August 28, 2006, 06:39:39 PM
Is that a map CMS or a Picture? If you're using ABS, it HAS to be picture.
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Post by: DragonBlaze on August 28, 2006, 10:01:00 PM
Quote
Originally posted by Meiscool
Is that a map CMS or a Picture? If you're using ABS, it HAS to be picture.


You mean it has to be a picture cuz if it was a map that you teleported to the enemy locations would get messed up once you teleport back since the event locations go back to their original spot once teleporting back right?

I'm not sure if that is a map or picture CMS, but it can still work just fine by being a map. Since the location of all the enemies are recorded in variables, the enemies can be set back to the possition they were in when the hero re-enters the map from the cms. Theres other things that can be done in order to work out issues as well. Granted, it may be easier to make it a picture CMS, but if she has already started making it a map cms, it'll probably be better to just go through with it rather than starting over.
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Post by: Arcanagirl on August 28, 2006, 10:07:59 PM
Hehe, it is a Map actually, and I was already thinking of using that one code that memorizes events locations and heros location. Sure extra work, but all the pictures are driving me mad cause it lags if I wont do it the right way.

Well you know me, doing thigns the hard way lol.

I already finished the main map for the menu, and the equipment map... But now I am sure it will work out in time.
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Post by: Meiscool-2 on August 28, 2006, 11:19:17 PM
Quote
Originally posted by DragonBlaze
quote:
Originally posted by Meiscool
Is that a map CMS or a Picture? If you're using ABS, it HAS to be picture.


You mean it has to be a picture cuz if it was a map that you teleported to the enemy locations would get messed up once you teleport back since the event locations go back to their original spot once teleporting back right?

I'm not sure if that is a map or picture CMS, but it can still work just fine by being a map. Since the location of all the enemies are recorded in variables, the enemies can be set back to the possition they were in when the hero re-enters the map from the cms. Theres other things that can be done in order to work out issues as well. Granted, it may be easier to make it a picture CMS, but if she has already started making it a map cms, it'll probably be better to just go through with it rather than starting over.


It's still cheap. If I'm about to be hit by a fireball, alls I gotta do is go into the menu and bang, I'm NOT hit.

Not only will enemies move, but puzzle things like crates will move. Projectile attacks, magic, par and auto events will reset.

Also, Picture CMS cause less bugs, but I wouldn't say they are easier :|
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Post by: DragonBlaze on August 28, 2006, 11:29:52 PM
In the same sence, imagine if you have a fireball coming at you and you open up the picture menu system. You're gonna have to freeze that fireball, if not, it'll be kinda cheap that you can get hit while looking through the menu. Since the fireball or whatever will probably have its position in variables in order to tell if it hits a target, it won't be any harder to place the fireball in its previous position than freezing the fireball in place.

Puzzle blocks and such could cause a problem, but making a map based cms is entirely possible to do along with an ABS without any conflicts.
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Post by: Meiscool-2 on August 28, 2006, 11:32:59 PM
Yes, you have to freeze magic and projectiles as well as actions, but at least they don't reset.

With a Map CMS, a lot of labels and varibles will be needed just to return an event to where it was before the map opened.
Title: Save Points
Post by: Arcanagirl on August 31, 2006, 08:07:20 PM
A lot of RPGs have some sort of way to save your game, whether it is when ever you want, or save via a save point. Lands of Lunori will have a save point system.

Save point Anim:
http://seasidepalace.com/images/SavePoint.gif

Save Point Information:

When you reach a save point it will restore you to 100% Lp/Sp/Condition.

It will allow you to save your data or if you wish to go back to town, you can pick to teleport back to the closest towns you have been too.

So if your near 2 villages you have already been too, then it will allow you to pick which one you want to travel too.

That concludes the save point information.
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Post by: EXO Muffin on September 01, 2006, 12:19:00 AM
Sins grood! I still don't like the way the HP and MP bars are outlined, though. It just looks really tacky to me.
Title: Updates
Post by: Arcanagirl on September 01, 2006, 09:34:37 PM
Website updated based on all the information I can give...Membership to view game info is no longer needed, same with game downloads, so  feel free to just browse, become a member if you wish to post in forums about issues or comments or what not.

I will continue to post here as well.


Another note, Cora is now changed graphics wise and will soon be coded as a playable character.

 http://seasidepalace.com/images/Corawalk.gif
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Post by: Meiscool-2 on September 02, 2006, 04:21:03 AM
Looks a lot like Kite from .hack :p
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Post by: Arcanagirl on September 02, 2006, 05:26:08 PM
humm..? I never played .Hack so I guess I wouldnt know lol.
Title: Update! Clothing
Post by: Arcanagirl on September 03, 2006, 04:05:34 AM
Like on the website, I explain clothing that can be bought or tailored as you progress in the game.

Well I made the first clothing set for Lilly. I forgot to mention that clothing changes are just like waking up the next day. You get dressed, do your hair (if long enough), bathe, etc. Well with clothing change, its sorta has that concept, but you dont see them bathe or what not.

So when you change the characters clothes, sometimes their hair changes as well. This makes it seem like they are actually living real lives you control. A lot of games have same outfits, days and weeks can pass in the game even, but same clothes. It makes me think, do they ever bathe, or wash their clothes even?

Well here is Lilly clothes 1.

 http://seasidepalace.com/images/Lillyclothes1.gif
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Post by: Meiscool-2 on September 03, 2006, 04:39:02 AM
No one plays a game to bathe and change clothes.:p

Unless you're a pervert _veryangry_
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Post by: EXO Muffin on September 03, 2006, 05:01:24 AM
I agree. That would probably be boring if that took as long as it really does for daily tasks, too. But still,  .
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Post by: Arcanagirl on September 03, 2006, 05:08:34 AM
Well in the game all you do is change them, you wont see or anything, just insta change. :P
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Post by: Meiscool-2 on September 03, 2006, 05:10:23 AM
Quote
Originally posted by Arcanagirl
you wont see or anything,


Damn, now I... I mean the perverts, have no reason to play the game.
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Post by: Arcanagirl on September 03, 2006, 06:35:19 AM
Quote
Originally posted by Meiscool
quote:
Originally posted by Arcanagirl
you wont see or anything,


Damn, now I... I mean the perverts, have no reason to play the game.


LOL, well to bad for yo...I mean those Perverts. ROFL! :corn:
Title: Update! New Message Box
Post by: Arcanagirl on September 05, 2006, 09:15:08 AM
Well, I got tired of the same freakin message box for rpgmaker, so I decided to do a little extra coding, thanx to Meiscool, and I now have a new text box.

I just finished the graphics for it few minutes ago, so here it is, a full screenshot of the textbox at Padona Village.

Screenshot: Text Box

 

Note, the text was just a quick job, so I could get a snapshot. She is actually a respect npc. Which means she has a task for you.
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Post by: Arcanagirl on September 05, 2006, 10:02:08 AM
Some new additions were in works since yestarday. The Item menu and the new Attack Gauge. You cant attack unless the gauge is full, and you can now use items, the menu is still a beta, and may change, or just finished later on.

Screen shot: Battle Gauge : The center image is the attack Guage



Screen shot: Item Menu : The top menu is an organized menu that you can pick what item category your looking for. The bottom menu will show the items of the categories.

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Post by: m a k o on September 05, 2006, 10:37:38 AM
this game seems like itll be great, any news on how the menu is gonna work, cuz I'm hoping that that wont f up the whole game :P
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Post by: I Have a Sandwich on September 05, 2006, 05:39:58 PM
Ah, item CNS. That bastard.
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Post by: Arcanagirl on September 05, 2006, 08:28:09 PM
The menu will work like any game menu. Replacing the old menu, just hit esc to open and close the menu. You can access just about everything needed in the menu, from equipment, items, to spirits and abilities, log menus and more.

Screenshots of the Menu System:

 


 


 


 

Everything but the Main Menu screen are still under construction, so bare with that part. The Weapons will carry only 1 type of each, but each weapon can be upgraded based on your blacksmith talents and what materials you have.

Title:
Post by: Meiscool-2 on September 05, 2006, 09:47:43 PM


Change the chinmey and the smoke. Set the smoke to transparent or something.
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Post by: Arcanagirl on September 05, 2006, 10:52:55 PM
ok I will test that out, I knew something wasnt right with that smoke lol.

Dense me..figures.
Title: Update! Ability System
Post by: Arcanagirl on September 08, 2006, 10:24:45 PM
Well here is the update on the game progress. So far the spell ability system is going ok, but the targeting system needs some work, but as far as I tested, there are very minor bugs to sort out.

The item system had some major issues to work out, and sadly the easiest way to fix them without maxing out the Picture IDs and maxing out chipsets and events, I decided to fix this by having all items placed in one picture, but showing 0 for items you dont have yet.

This may however be a downside as you can see all the items in the game without finding them, but the plus to this, is you can see what all items can be found, bought, or made. Plus if your missing items, atleast you know what exactly your missing. Heh, it beats having a messed up item system. Only event and quest items wont show.

Sadly the AI system is still on hold, due to lack of coding knowledge to finish it, I have been checking sites for tutorials to help me out, but until then the Enemies dont do anything but counter strike.
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Post by: I Have a Sandwich on September 08, 2006, 10:37:57 PM
Quote
Originally posted by Arcanagirl
Well here is the update on the game progress. So far the spell ability system is going ok, but the targeting system needs some work, but as far as I tested, there are very minor bugs to sort out.

The item system had some major issues to work out, and sadly the easiest way to fix them without maxing out the Picture IDs and maxing out chipsets and events, I decided to fix this by having all items placed in one picture, but showing 0 for items you dont have yet.

This may however be a downside as you can see all the items in the game without finding them, but the plus to this, is you can see what all items can be found, bought, or made. Plus if your missing items, atleast you know what exactly your missing. Heh, it beats having a messed up item system. Only event and quest items wont show.

Sadly the AI system is still on hold, due to lack of coding knowledge to finish it, I have been checking sites for tutorials to help me out, but until then the Enemies dont do anything but counter strike.


Make special items hidden too. Like uber rare weapons and stuff.
Title:
Post by: Arcanagirl on September 08, 2006, 11:03:01 PM
Oh for weapons and rares, will mostlikely end up at the end of the lists, and that would give me 48 pictures to hide different items, but the common and somewhat common items will be show, I am still thinking what I can and cant do with limited pictures per page. so if items show as one picture I can manage some hidden items, but only up to 48. I will get a snapshot when I finish most of the Recovery Items.
Title: Screenshot of Items
Post by: Arcanagirl on September 09, 2006, 12:22:54 AM
Here is a quick snap shot of the still in coding, Recovery Item Menu.
Each section will hold different items, but so far these are the items being worked on.

Recovery Items Menu:

 
^Yes there are still numbers missing by the other items, that is cause it is still in coding. This is just a picture to show you what it will look like mostly.
Title: Update! Battle System!
Post by: Arcanagirl on September 11, 2006, 11:04:55 PM
Well I finally finished the battle system. Fully functional indeed! All I have left is a few codes for diff characters and maps, ability system and Enemy AI, which will be simple now that I learned a few things about range and what not.

Here is a quick screen shot of the active battle system in effect. This is the old Liera Cave where the hero escapes from in the previous demo version. So a lot of things have changed.

 

The next screen shots dealing with battles will be with added AIs and skill abilities.
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Post by: Meiscool-2 on September 13, 2006, 05:58:32 PM
Neat-o. You go girl!
Title: Update! Camui front face done
Post by: Arcanagirl on September 14, 2006, 02:24:42 AM
Well I just finished Camui, I just hope he looks ok, some reason I feel he looks funny. lol. I suck at designing males.

Camui Image:

 http://seasidepalace.com/images/Camui.png
Title:
Post by: EXO Muffin on September 15, 2006, 11:12:49 PM
He looks okay, but, you know; under his head...I sure hope you intend that to be a collar.
Title:
Post by: Arcanagirl on September 16, 2006, 02:09:15 AM
actually I redid Camui using a better template. He isnt done, but he looks a lot better. lol
Title: Update! Systems
Post by: Arcanagirl on September 19, 2006, 03:47:29 AM
I been spending some odd days now creating the equipment system. Well I already had the layout, but I finally finished the system so you can equip weapons, armor, helmets, other, and style.

Style is used for equiping characters style sets. The style sets change the heros hair and clothing, giving you the chance to change the characters into style you may like over their original styles.

Here is some screenshots dealing with battle and item drops, and some menu shots of changes and additions.


 
 
 
 
 
 
Title:
Post by: EXO Muffin on September 22, 2006, 02:37:11 AM
Zyekt shyeu deux lienk kra-fansky-ka-smancy. Meui onlea preubleah eezkh zjat ze shyahdeng styehl deux newkt motch; toke ze EcchePyeauh Bauoh, eand ze Maaunuu Cunseur. Vun isk meuoh sooft-leukeng, vhile ze uggra vun isk haude-leukeng. Jeu neu vhat Aye mein?
Title: Salian Shrine
Post by: Arcanagirl on September 22, 2006, 11:39:19 PM
I might have mentioned the shrine in an earlier post, but for those of you who have missed it, here is some info on it.

The Salian Shrine are ancient relics built to prevent death to the mystics of Lunori. When a being is close to death, the Shrine brings them forth, and restores them to full health. There are times when the shrine is unable to do this. When a Mystical Barrier is arised and a being under the shrines protection is within this barrier, the shrine can not recover the being, thus they may die.

So basically if you talk to the shrine near your current mission or place of adventure, they can pull you back before death, so you dont have to have a game over and lose all your hard earned work, exp, money, skills, etc.

If you happen to cross a barrier, you will be informed and the shrine can not protect you from a game over.

A shrine in Liera Cave: Screeny

 

Edit: I changed the main Menu again, it will show the new status Barrier which is your magic defense, and it shows your Kai Locrei, which is your money. Screenshots will be released later on.

Added critical damage and evasion to the system.


EXO Muffin: No clue what your talking about, I only understood the you know what I mean part.
Title:
Post by: EXO Muffin on September 22, 2006, 11:55:00 PM
Quote
Originally posted by EXO Muffin
Zyekt shyeu deux lienk kra-fansky-ka-smancy. Meui onlea preubleah eezkh zjat ze shyahdeng styehl deux newkt motch; toke ze EcchePyeauh Bauoh, eand ze Maaunuu Cunseur. Vun isk meuoh sooft-leukeng, vhile ze uggra vun isk haude-leukeng. Jeu neu vhat Aye mein?


ENOUNCIATE it.

More understandablly spelled: This sure does look ka-fancy-ka-shmancy. My only problem is that the shading style does not match; take the HP Bar, and the Menu Cursor. One is more soft-looking, whilst the other one is more hard-looking. 'You know what I mean?
Title:
Post by: Arcanagirl on September 22, 2006, 11:56:49 PM
ah ok now I get what your saying. lol, I see what I can do to make them match more.
Title:
Post by: Robotam Plus on September 23, 2006, 05:43:35 AM
I can't say I'm very much into those XP chipsets. However your last screenshot with the goddess shrine and stuff, looks pretty neatoo'.
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Post by: Arcanagirl on September 23, 2006, 04:01:51 PM
Thank you :)
Title: Update! Changes in style!
Post by: Arcanagirl on October 02, 2006, 06:21:53 AM
Ok I been working on many things lately, one of them is a totaly redo of the message box, menu look, and the new shop menu.

I hate the programs template shop menu, so I made my own custom one. How this menu looks is how my messages and menu will look like, but different layouts.

Check out my Shop Menu!

 
Title: Update! System Style and Messages!
Post by: Arcanagirl on October 02, 2006, 07:12:36 PM
I finished the message graphics and system graphics so they all match the new shop system graphics. Here are the screen shots of the hero interacting with an NPC.

Narrative Message box:
 

Hero's Message Box:
 

NPCs Message Box:
 
Title:
Post by: Meiscool-2 on October 02, 2006, 07:22:30 PM
I kinda liked the old message system better, but the shop system is pretty spiffy.
Title: Update! Menu System remake
Post by: Arcanagirl on October 05, 2006, 02:03:10 AM
I have redone the menu system, and added in the talent system.

It turned out rather nice I say. Here is a snap shot for the game fans.

Main Menu improvement Screen Shot:

 
Title: Mercy Me
Post by: aboutasoandthis on October 05, 2006, 02:18:34 AM
I'm jealous. :happy:

Menus like this are the reason I'm redesigning my menus.

*Creates evil plot to get Lands of Lunori off the map...
Title:
Post by: Arcanagirl on October 05, 2006, 02:23:55 AM
lol, well judging how some did not like my previous menus, cause there were like 5 different menu layouts and designs over the last 2 years, this is by far my best work. Hell if I was able to do this 2 years ago, I would have many demos out.

It took me like 8 hours just to think of the layout of this menu. Then 3 days to turn it into graphics and code it all in. It is still a map menu, but the menu is all pictures, except the items that couldnt fit in the 50 pictures limit.
Title: Update! Graphics!
Post by: Arcanagirl on October 22, 2006, 06:06:24 AM
well, I was on break for a bit, didnt want to over stress the game only to dump it and come back to it years later. So I took about a week off and enjoyed some games, anime, etc.

My update is to me one of my greatest works dealing with animations and art for my game.

I have taken Lilly's Portrait face, and gave it a complete body to match, from head to toe. I am supirsed it only took me 4 hours to do.

My master piece, Lilly!

 http://img228.imageshack.us/img228/5650/00introideaau5.png
Title: Update! Title / Game Over
Post by: Arcanagirl on October 22, 2006, 09:10:42 AM
I decided to make my own title and game over screens, I loved Gamerman4's that he made me, but he made me those like 2 years ago, and I felt like updating them like I did everything else.

 Title Screen:

Game Over Screen:

http://img171.imageshack.us/img171/8158/gameover2jj6.png

Still working on the Equipment screens and codes! I gave myself deadlines now, to complete my tasks before the date I set.

Deadeline:

-Equipment Screen completely done for Lilly for all weapons, armors, acc, styles...
-Start or continue a new project when finished with the above.

Due by November 30, 2006 - Gave time for breaks, sleeping, doing other stuff to avoid over stressing and dropping project for months.
Title:
Post by: DragonBlaze on October 22, 2006, 01:47:44 PM
I think the title and GO screens look nice, though I think they could look a bit better if the background wasn't a solid black. Nothing too big, maybe just a little texture or something. Unless you wanted it to be a solid black, in which case, maybe a small faded white outline around the angels could look cool.

All in all, I think they look pretty good :)
Title:
Post by: Pixelmaster on October 22, 2006, 02:46:14 PM
Does the person in the GO screen have anything to do with the game?
Title:
Post by: Arcanagirl on October 22, 2006, 11:16:09 PM
The game over and title have angels in it for a reason, just like how Lunori has guardians to watch out for the planet, the guardians have angels to watch over them. Thus what the Shrines are, guardian angels who protect those connected to mystics and guardians.

The Angel in the Title symbolizes Light and hope, the game over angel is a symble of death and chaos. Each angel is in turn light and dark, so they due tie to the game, but may or may not appear in the game, that is still in thought whether to have them litterally appear to the characters or just be invisible to the masses.

The bg ar plain back because the angels take over 6000 colors, thus is I add a bg of any color, it could make them look less in color, which is horrid.  I plan to try later to fix that with some sort of bg balance...but still thinking of what would work that wouldnt go outside the 256 colors the angels take up.
Title:
Post by: Meiscool-2 on October 23, 2006, 12:01:29 AM
The lilly sprite is cool looking, but you need to fix it's ear. She looks like an elf... only wierder.
Title:
Post by: Arcanagirl on October 23, 2006, 12:34:11 AM
Quote
Originally posted by Meiscool
The lilly sprite is cool looking, but you need to fix it's ear. She looks like an elf... only wierder.

That is how she is meant to look, so there will be no changes. I made her look that way for reasons, and remember this is a planet unlike most planets in the world, and unlike many games in this world. So yeah, she isnt suppose to look like an elf, if she looks weird, well then she looks weird to you.


 :corn:
Title:
Post by: coreystranick on October 23, 2006, 12:42:00 AM
get rid of the balck outline on the body, it makes the head look out of place.
Title:
Post by: Arcanagirl on October 23, 2006, 01:18:38 AM
Quote
Originally posted by coreystranick
get rid of the balck outline on the body, it makes the head look out of place.


As I said above, no changes will be done.
Title:
Post by: coreystranick on October 23, 2006, 01:25:50 AM
You mean the head is supposed to look out of place? I'm jsut saying that the head does not have a black outline, where as the body does. It jsut makes it look out of place. But if your not gonna change no matter. It is still way better then what I could probably do.
Title:
Post by: drenrin2120 on October 23, 2006, 01:35:07 AM
I like the gameover screen. The black goes good with it. The title screen is really cool too. but maybe consider doing something with the  Title? I know you said you wouldn't, but maybe even just a gradient. Just my opinion. Still doesn't look bad at all.
Title:
Post by: DragonBlaze on October 23, 2006, 02:11:11 AM
 
Quote
and remember this is a planet unlike most planets in the world


Just thought I'd point that out, I think I had too much capachino...

6000 colors? Wow...
Title:
Post by: Arcanagirl on October 23, 2006, 02:21:55 AM
yeah I know, I did a color counter on the white angel's image with a no bg, and it said 6550 or something close to that. I was like, no wounder my png files go crappy when I hit 256 color change.

Dren, the title cant have a bg until I figure out what kind of bg to use that would blend with the 256 colors and not look like crap.

That is why it is black, I said I wouldnt change Lilly, took me abour 4 hours and a lot of hard work to make her as she is, didnt want to mod her for other peoples ideas and suggestions.

I only do that when it comes to my game, that pic of Lilly is just art work, might not even show in the game, if it was to show in my game, I might make the black go all around or some how make it blend well.

not everything is perfect, and trying to make everything perfect for my game, only takes time away from getting the demo out. :corn:
Title: For Your Title and Game Overs
Post by: aboutasoandthis on October 23, 2006, 09:26:27 PM
Did you try Ultimate Paint? That's the best working for me. Almost every screenshot I show uses every single color out of the 256. Maybe that could work.

If not, too bad.

Since we're both using map menus, can I ask you a couple of questions? How far are you into finishing yours, and what was the fastest thing for you to program? I know we program differently, but I'd still appreciate your inpute. :)
Title:
Post by: Arcanagirl on October 24, 2006, 10:36:17 AM
My menu system is coded all in common events now, the only thing the map menu is used for is to avoid monsters from casting and attacking when viewing the menu.

How ever everything is pictures for my menu system, and the easiest and fastest thing to code was the main part of the menu, the harder parts are the contents, like Items, Equipment, tutorials, abilities, etc.

Status menus would also be easy, as all you need is a picture of each members status and key inputs for exit.
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Post by: Meiscool-2 on October 24, 2006, 07:03:02 PM
Quote
Originally posted by aboutasoandthis
Did you try Ultimate Paint? That's the best working for me. Almost every screenshot I show uses every single color out of the 256. Maybe that could work.


Most my screenshots are more then 256 :|
Title: Simple Battle Demo
Post by: Arcanagirl on December 11, 2006, 06:18:30 PM
Update Information at bottom of this post!

The Ability system does not work, so dont use it or it will crash you!

I released a battle demo on Gaming World and it did ok, not anything bit.

This Battle Demo is only the basics in the ABS, no skills are installed or spirits. You can get a feel for the system and see how it is looking so far. However there are some minor glitches that have been spotted and will be fixed at a later time.

Note: Please keep in mine that this is still in beta and has yet to change in many ways. Stuff like combos and more intertwined. For now it is just basic so remember that.

The download has 2 links, one form the main website or from a back up source.

File Size: 30megs

Seaside Palace Inc:  Battle Demo (http://seasidepalace.net/Demo.rar) - New Updated! - Feb 25, 2007!


Controls:

Esc - Cancel / Menu
Enter, spacebar - Accept, Decission, Attack
Shift - toggle Run (this will be changed to activate spirits, but is set for run at the moment)
1 - Cast Arious, but only when you slot it. Due to skills not being installed I added Arious, the healing skill to the female NPC, she will ask you to slot it, then you can use it all you want with this key.

Arow keys - move cursors and hero.


This is only the battle view, there is no storyline involved!

Also the website has moved to domain http://seasidepalace.net  (http://seasidepalace.net )  and is currently under some major changes. Loads of information will be placed here about the game, and hold more indepth stuff then you would find on here or on any forums this game has been posted on.


Updated information: These updates will not show in the Battle demo.

~Weather system finally installed in the maps that are created.
~Lighting effects finally established.
~Liera Cave is being changed. graphics wise, but this will take more time so until it is complete, there will be no screenshots or Demo updates.
~Made some modifications to the AI system
~Finally Created the first NPC...Took me awhile to finally make some villagers, well so far only made one.
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Post by: ImmortalDreamer on December 11, 2006, 07:20:49 PM
Your site looks very similar to my site...I take it we used the same template.
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Post by: Meiscool-2 on December 11, 2006, 08:18:59 PM
GAH! I checked the site out, and that music annoys me! It brings back bad memories of part of Illusion of Gaia that I endured rather than actually played.
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Post by: TjJackson on December 11, 2006, 10:29:40 PM
I played through the demo and looked at all the graphics and stuff. its all pretty good.
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Post by: ZeroKirbyX on December 12, 2006, 12:23:35 AM
Quote
Originally posted by Meiscool
GAH! I checked the site out, and that music annoys me! It brings back bad memories of part of Illusion of Gaia that I endured rather than actually played.


AH! GAH! NOOOO!!!!! VAMPIRES!
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Post by: Arcanagirl on February 25, 2007, 07:19:42 AM
Sorry to keep you all waiting on further updates and what not. Most of my updates are posted on the main website for the game, which recently had a huge update in last 3 months.

Updates Factors:

~Liera Cave 100% completed dealing with graphics and events, however 2 monsters have yet to be added yet.
~Skill System Menu is Completed! Woot, well the System for useage dealing with using skills on maps has a bit more to go before it is compelted, but the menu works 100% perfectly.
~Can learn Skills (yeah even if you cant use them yet, well atleast you can learn them lol)
~Some more Battle modifications, monsters are a bit slower, well since last update I made them faster, I slowed them a touched, hoping to balance time of attacks for hero and enemies..
~Intro is compeleted!!!!!! OMG thats right its 100% done. Events - story all finished woot! Thought I never get that one done hehe.
~Worked on Liera Castle, not complete but atleast its another map that is worked on.


Few other side things modded or added, but nothing you guys really care about. I think your more into me getting the next Battle Demo out. I call it Battle Demo Beta, but it isnt ready yet sadly. :(

The Battle Demo Beta will be released once the skill system is completed 100% for Lilly, the other characters can wait till they come into play lol. Also the Tutorial System needs to be installed, atleast enough to help you get started in the demos and future gameplays.


Just hold on a little longers guys, the battle demo beta will be out soon I hope.  :rite:

Here are some screenshots to the new systems, maps, and snipits from the Intro.

http://img91.imageshack.us/img91/3584/skillsjz3.th.png (http://img91.imageshack.us/my.php?image=skillsjz3.png)
http://img91.imageshack.us/img91/8467/skills2cj9.th.png (http://img91.imageshack.us/my.php?image=skills2cj9.png)
http://img478.imageshack.us/img478/7381/beginpz1.th.png (http://img478.imageshack.us/my.php?image=beginpz1.png)
http://img89.imageshack.us/img89/986/begin2nw6.th.png (http://img89.imageshack.us/my.php?image=begin2nw6.png)
http://img151.imageshack.us/img151/7864/begin3sj4.th.png (http://img151.imageshack.us/my.php?image=begin3sj4.png)
http://img264.imageshack.us/img264/3663/begin4qu0.th.png (http://img264.imageshack.us/my.php?image=begin4qu0.png)
http://img264.imageshack.us/img264/3228/begin5wd3.th.png (http://img264.imageshack.us/my.php?image=begin5wd3.png)




To answer a question before anyone asks. The intro will be included in the Battle Demo Beta!!!
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Post by: Prpl_Mage on February 25, 2007, 09:49:48 AM
Nice, looking even better now. I canīt wait for a new demo.
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Post by: Arcanagirl on February 25, 2007, 10:05:30 AM
The Battle Demo has been modified to be up to date now. meaning you can now see more that has progressed, but this is just an updated version, the SKill system is still not installed, just the Skill menu is.

This Update includes the intro, more of Liera cave to explore, and few fixes, mods, and what not.

changeds from previous demo:
~Do not need to talk to chick to get Arious active to Control key 1. it is now auto set to key 1.
~intro added
~battles modded a bit
~skill menu complete
~more maps opened
~monsters have more skills and different stats.
~One Harvestable item - based on time, and skill
~some other stuff

File Size: 30megs

Seaside Palace Inc:  Battle Demo (http://seasidepalace.net/Demo.rar) - New Updated! - Feb 25, 2007!
Title: Trailer Release
Post by: Arcanagirl on April 01, 2007, 06:55:57 AM
Its been a while since I updated here, well a lot has been changed, added, etc...

I am mostly posting about the new trailer I made, it isnt the best trailer as it is my first attempt. Atleast it shows most the gameplay/storyline that is done so far in game.


True Demo is schedualed for May 2007...

If you want more information on my game, there is loads of info on Gaming World.

Not much info on my site at the moment, plan to remodel it at another time.


Trailer:  Lands of Lunori Trailer (http://www.youtube.com/watch?v=EKND0QPXkv0)
Title:
Post by: MrMister on April 01, 2007, 07:14:01 AM
da tube.. is u...

o_O!

Looking good.
Although arbitrary Japanese names from a clearly non-Japanese game really grinds my gears.

also white people listening to chinky music
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Post by: Prpl_Mage on April 01, 2007, 07:50:26 AM
I love the new graphic and the cbs looks awsome and Il ike the way you made some parts a bit more dramatic like the beginning.

Well I still canīt wait for the actuall game nor a demo, this is going to be wonderfull.
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Post by: Moosetroop11 on April 01, 2007, 10:35:38 AM
Good to hear from you! :D

How's life?
Title: I watched the video.
Post by: aboutasoandthis on April 01, 2007, 02:40:51 PM
Looks cool.
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Post by: Meiscool-2 on April 01, 2007, 07:45:13 PM
Looks really nice Jenna. I especially like the poses.
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Post by: Arcanagirl on April 02, 2007, 08:58:55 PM
Thanx, my current project is redoing the menu system to something more unique, I will post a snapshot of it when I finish. (Note the entire CMS menus will match this new layout and style.)
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Post by: Dominicy on April 02, 2007, 09:27:19 PM
Very very impressive. O_O
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Post by: Arcanagirl on April 06, 2007, 04:49:43 AM
I would like to catch up on this forum, as its been some time since I released any updates about the game.

As of now I revoked all deadlines, and will now talk about my current progress into the game.


~Updates~

1. I have currnetly remodled the CMS again, yes I know again, but this time it should be final. This new graphical system may be unliked to many, or even admired, but no matter what most may think about it, this is a graphical feature I am proud of, and made it with the full aspect of something new. The purpose was to create something 100% original, with new layouts and menu positions. I would also like to thank Meiscool for helping me with some of the color aspects, and advise.  :flower:

2. I have completed the Equipment menu for the armor, however the system is not complete dealing with the weapons, as I have a lot of codes and graphics to make for each weapon type and upgrade checks. However it is complete enough to not need to worry about it when dealing with the Demo.

3. Intro to the game is almost 100% complete, just needs some finishing touches to the last transition to the main story event that begins gameplay.

4. Skill system is fully functional, however some graphics still need to be made, like icons and skill use, but for the most part the coding is completed.

5. Recently added a spirit move called Spiritual Shock Wave. This move is seen within the trailer. It is fully functional from learning it to using it once the spirit bar is filled.

Now for the project list, this will talk about what I will be working on.

~Projects~

1. Finishing the new CMS graphics style for all menu systems, so far it is complete for the main menu and the equipment menu.

2. Completing the Spirit Menu - which will allow you to change which spirit move is active to your weapon. Spirit moves selected to a weapon can be used in the ABS when the spirit bar is full, and by hitting the shift key.

3. Complete the Item System and sub system. the item system will be viewable within the menus, its purpose is to show you what items you have, and what they are used for. It will also be well organized to better help you find what your looking info for.

4. Aura Effect system, which will be attached to certain weapons. These will play out like combo moves. To use them, they will be set to open a timer between each strike. If you hit the attack key at certain times, an Aura Effect will unite. Some Aura moves wont work this way though, some may just work as you attack, leaving no combo move, but might open up more damage or double strikes.

5. Respect system and logs are vital, as they will help you remember what quests you have taken on, by who, location of requester, and what they are looking for. It will also show you how strongly you are respected by the public.

6. Tutorials will be installed to help you learn a few things, so might be handy to learn what keys to use, and about certain things within the game.

7. Crafting systems! All crafting systems will be installed, not fully, but enough to give you ideas for the True Demo.

*Crafting systems*

-Blacksmith: upgrade your weapons using certain ores/metals and other materials, each weapon has its own layout of combinations to grant you many possibilities in upgrading.

You can also make new items that are mostly built up of metals and ores, from armors to jewelry, and even misc items. Even craft new weapons, however there are only 10 weapons you can obtain in game, so that is the only limit to blacksmith.

-Tailoring: obtain patterns, fabrics, and other materials to create new styles for the main 4 heros to wear during gameplay. Be in control of what your hero wears. You can also tailor new armors and more.

-Compounding: mix herbs, chemicals, and materials to create to items to use for pratically anything. Who knows, maybe your next mixture will be a live saver.

-Cooking: Learn a nw recipe that might be a tasty treat for a special someone, or pratice up to compete in the "Iron Chef games" (Idea taken from the actual tv series Iron Chef, I couldnt resist not adding it with my cooking system. Might change the name though...)

-Crafting: use crafting to design with gems, clay, anf other materials. Make new accessories or gifts for special people you might want to befriend or maybe more.

-Fishing: Go out and catch some fish, or even items. Fishing can be a fun sport, and if your at a certain lake or river, even ocean, maybe you can catch the rare fish or just sell them for profits. Maybe even barter them for rare items.

-Harvesting: Ever just feel like picking plants off the ground? Or pick fruit from trees? With the Harvest system all plants higlighted with a glow can be harvested to obtain herbs, flowers, fruits, even crops you might be growing in your garden.


-Writting: A system that might sound odd, but has a key use in the game. With this system you can craft up songs to sing or dance to in bars, write up plays for your heros to interact in, even write up some useful items that might help you along your way. Once you create new writtings, take them in and see if they cant be published by professionals. Once published, why not have your heros use them to entertain the public, but be warned, not evenone may be talented to get you good ratings. ROFL


8. Systems that compliment these systems, like bars, theaters, workshops, etc. These systems will allow for the crafting systems to be used to their fullest potential.

9. Shop system, even though a main shop system has been tested, the sell system is far from coded. So I need to create the shops to open up the ability to sell items. Not all shops will buy back all your items, only certain shops will take certain items from you, so keep in mind what shops sell what to better know what they will buy from you.

10. Create more maps to explore with, with their own monsters to match.

11. Code up more monster AIs and status, and even code up the boss fights more.

12. Create NPCs, from graphics to personalities. Also need event NPCs that will allow requests.

13. Storyline = Gameplay, so need to add much storyline to ensure a nice lengthy demo. I am hoping a demo of atleast a few hours tops. Since this may be the only demo you will ever play before the full version is released.

These are most of my projects needing work. Many more features will be added, but most may not be seen within the True Demo. More will be posted once systems complete.

Sorry for the lengthy post, but wanted to let you know whats been going on and what to expect in future posts for updates.


"Huge Note"

Once I am closer to releasing the True Demo, I will be selecting a few testers from 2 different forums, here and Gaming World. I may select 4 or more from each site. Once it gets closer I will have a new topic opened where everyone who wants to become a tester will post. After a few weeks of posters, I will select random testers based on how much time they can be on to test the game, and how dedicated they are to truely testing for all glitches and errors possible.

Also once you see this topic, this is a sign I will be posting the True Demo shortly. So keep an eye out.


Thank you for your time, sorry again for the lengthy post.  :flower:
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Post by: Vidian on April 06, 2007, 04:53:04 AM
This looks really good, I can't wait till' It comes out.
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Post by: Arcanagirl on April 06, 2007, 09:06:08 PM
Ok here is a screenshot of the new graphic style to the CMS.




I better make this my last CMS update, so far I have changed the CMS graphics 4 times in the last 3 years.  :dry: I think I need to stick with this one, or my game will never be released anytime soon.


*bad me bad!* Slap me if I try to change it again!
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Post by: Prpl_Mage on April 06, 2007, 09:09:55 PM
Wow, I like it, I wouldnīt have choosed a green one but thatīs just me.
Iīm sure this will suit the game just perfectly, Iīm amazed that you was able to fit so much in it though, everytime I try it I always lack the space...
Well never the less, Iīt looks awsome!
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Post by: Arcanagirl on April 17, 2007, 08:49:41 AM
I once again redid the site, the last one was all html cause I got lazy, but finally placed it back to php, and I made my games theme finally...Took me long enough to make it. I will be updating content on the game there, and everywhere else.

I also installed the trailer on the site, plus an arcade system for fans who get bored waiting. I may also pick demo testers off my site too, if anyone even joins.

So far no updates about the game, still working on the item menus.
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Post by: Arcanagirl on September 13, 2007, 03:48:40 AM
OMG guys please dont kill me for vanishing for 5months. It's a long story and complicated dealing with the main website for Lands of Lunori. My web host vanished and my site did with him. However I became involved with well Game Testing and other stuff for "Nostale", and I dont have money to host seasidepalace.net and noshaven.com.

When I get closer to a demo I plan to place it all on noshaven.com. For now there is a temp site the old demo is located at, however I perfer no one play that since I made many updates recently.

Anyhow sorry I just got hit hard with the whole Nostale testing and working for GameForge and Entwell at the same time, I trying to fit more time for Lands of Lunori now.

Well now to the good stuff...

~Updates~

~Well I finally updated my battle system, it is faster, smoother (then it was anyhow), many bugs were fixed(I hope new ones dont pop up), and finally updated more of the CMS parts to match the new look I posted in April.

Nothing really changed as far as story and maps, however in Liera Cave I removed the Lumlamps and added a scrolling light around the hero. Now the dark cave can be better visible during gameplay.

~Attacking an enemy is faster, and I removed the battle guage. Thats right no more waiting to attack, however I am still working on the whole some hits dont hit the enemy, its normally when your button mashing to quickly kill an enemy, kinda minor, but bugs the hell out of me.

~I finally finished the HUD. The old one was a tempary one till I thought up the games real display. With the attack guage gone, the HUD mostly displays HP, SP, your status, and the spirit gauge.

~Fixed a bug within the menu timer as well as in the money codes.

~Fixed a few bugs with the monsters attacks and skills that made the heros look switch based on running and walking.


~Current Project~

~Finish Skill placements in the new Menu look (almost 95% finished)

~Revamp Intro, make it more realistic, like when Seto gets shot with an arrow, the angles are way off and it looks kinda dull. It was better compared to the old intro back in 2006, but hell I want it awsome and intense, not sloppy, I dont care what my talents are, I refuse to leave it that way.

~Combo Chaining must be added soon. Yeah I mentioned it few times, but I have already thought up ways to arrange this. I think I will set it to a max of 3 combos normally, and certain weapons unlock a hidden 4th combo that varies per weapon that has it.

~First Boss Fight with Gareth, I cant believe I still havent fixed him, not sure what the hell is wrong with him but since he attacks diff then most the monsters he attacks funny and doesnt even try to hit you like normal mobs..What a pain, so I need to fix him so the story can actually progress past Liera Cave. (wouldnt that be nice eh?)


Those are the most pressing matters in changes and stuff.

I plan to make a gameplay video little late for game content done so far.

Once again, sorry for the long delay  :(

I post the link to the new video once I record it and upload it.
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Post by: ZeroKirbyX on September 13, 2007, 03:54:41 AM
W00t!
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Post by: Arcanagirl on September 13, 2007, 07:03:13 AM
 Lands of Lunori Gameplay (http://www.youtube.com/watch?v=j9iS6pdl2LY)

Here is a video of gameplay for the new changes. However due to still lacking high RAM it lagged during combat animations like swinging the weapons and monsters attacking/casting skills.

Also due to having crap recorders the video looks darker and hard to see the Saibat monsters, however in game you can see just fine with the light effect, and it isnt really that dark either.

Even with my crappy PC I never experiance lag while playing the game. Just seems to lag when I try to record while playing.

Enjoy, I will post more updates as I continue to work on finishing this game. :firefox:
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Post by: Prpl_Mage on September 13, 2007, 07:46:05 PM
I looks like you did work this out, just as I thought. I kinda figured that the ABS would be quite hard to make and that I'd miss the old game but this looks just as good.

I hope that everything will work out as you want it to as well.
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Post by: HackersTotalMassLaser on September 13, 2007, 09:13:10 PM
Outrageous! Ina  good way.
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Post by: ZeroKirbyX on September 13, 2007, 09:45:53 PM
Ooooooh. Very nice. Although I would really like to see an exterior level. I'd imagine you'd have a lot of really neat effects.
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Post by: Arcanagirl on September 14, 2007, 02:16:25 AM
you mean like plains and villages?

So far only effects for outside stuff is weather conditions (that need some work done on them)

But other then that, what do you mean by effects? There are many effects for all things, is there something in particular your talking about?

Cause I havent really thought much on effects till I get there, then again I am so dense i could miss important factors in my game...
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Post by: ZeroKirbyX on September 14, 2007, 02:28:44 AM
I just mean like neat stuf, moving flowers, etc.
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Post by: Arcanagirl on September 14, 2007, 02:40:39 AM
ah those effects, yeah I plan to have a feature I call object interactions. This is were 75% of all objects are interactable, for example one already installed is sitting on chairs, benches, lay in beds, etc.

Future ideas I have are like playing with toy type objects, opening drawers and containers in houses, digging in stuff like trash cans (maybe even fall in due to being clumbsy or something.)

I want this feature to stand out a lot since most games make objects for looks. I kinda like the idea of letting people mess around with objects based on how they should be used or could be.

Maybe stuff with trees, like climb them, kick them, or shake them..

The idea is somewhat planned out, but many objects are not fully thought up to their potential, but I know each object will involve a huge amount of graphical work to give the full effect of it.

Code be the easiest part lol

Anyhow that better answer that question? Oh I just noticed you didnt ask a question, but wanted to see it....Hehe, my bad, leave it to me to miss read.

I try to get some objects installed to give you a look at it.