Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: Rahl on August 20, 2008, 02:05:48 AM

Title: Path To Redemption (Gameplay Demo Avaliable)
Post by: Rahl on August 20, 2008, 02:05:48 AM
(http://i43.photobucket.com/albums/e354/hellroc/HeroFace.png)
Rayne

Demo Download

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  http://www.savefile.com/files/2130777
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[/b]

Rayne lives in a world controlled by the Church of the Creator, where the Holy Brothers and Father of light riens its oppressive religion over the land, putting the fear of an eternity of torment in thier hearts. Ruling with the fear of what lies beyond the viel of life.

One day Rayne comes home and stumbles upon a Brother on the brink of raping his wife, a privilage given to the hard working Brothers by the Creator. But his wife fights back and the Brother kills her. In his Rage Rayne kills the Brother, and with his dying breath swears the eternal torment of Rayne and his love. In desperation Rayne goes to the Father of the Church in search for his mercy on his wife's soul. The Holy Father denies hes pleas, but offers him a chance to redeam the soul of his wife bye doing the "work" of the Creator. Rayne swear his fealty to the Creator's will. HIS will be done.


Story Background

----------------------------------------------------------------------------------------------------------------------------------------------------
The History of the Realm of Seraph Vol. I

                 In the beginning there was nothing... The creator in his grace created the heavens, and it was beautiful. But there was only the creator, so in all of his wisdom he took a whisp of light from the heavens in hands breathed life into the first eternal. The eternals were his comapnions in this eternity. In his glory he wove the fabric of time and space opening his hands and releasing the essance of creation, the things that came together to make the universe, a place were these new beings could roam and be free.

                 But as he looked upon them he saw only what he had made and that it would only remain this way forever and that his friends could not be free as he wished them to be. So in all of his love he bestowed upon them free will. But some of the eternals with eyes of thier own looked upon the creator and saw everything he had given them. They gazed in wonder and envy at the power of thier master.

                 Those eternals that wished to take the power of thier creator banded together and tried to overthrow him. But in his devine power he smote them down. In his anger cursed them and took from them thier imortality and light as eternals. In his hate created the fires of hell were he would damn the evil of his creation of freedom and burn it from his sight.

                 But in his mercy he gave the fallen a second chance to regain the light of the eternals. A single lifetime to find the purity in thier hearts once more. A single lifetime to roam the land as humans, but able to give thier spark new life and a new chance with each new gneration, for the creator was merciful and so loved his creations.


----------------------------------------------------------------------------------------------------------------------------------------------------
The History of the Realm of Seraph Vol. II


                 And so there came to be humans in the world but for all the mercy the creator had shown them, thier new found freedom was more, it seemed, than they could bear. Thier thirst for blood and power was extraordinary. The ways of righteousness and morals were abandoned. This brought tears to eyes of the creator for he was forgotten by those he had for so long cherished.

                 Blood covered the earth in a nightmare of darkness that would last 1,000 years where evil ran rampant with the greed and hatred of humans. The fires of hell were quenched with the sparkless souls of the wretched. Wars spread across the land as evil kings fought with blood over gold and power. The hearts of men had fallen. The eternals in the heaven wept as the earth bled and fell further and further into darkness, emersed into the depths of hell.


----------------------------------------------------------------------------------------------------------------------------------------------------
The History of the Realm of Seraph Vol. III

                 The creator looked upon the world of men as a father would his dying child and wept. His decision to bring free will to his children had thrown them into chaos.

                 One of the eternals looked upon the creator in all of his sadness and vowed to make him happy once more. So the eternal gave up his eternal spark and ascended unto the world of men bringing with him the powers of the heavens and the grace of the creator.

                 The eternal called himself Serinen and traveled throughout the realm, from city to city spreading the word of the creator and dazzling the people with the devine powers he had brought with him. Showering them with promises of prosperity in the afterlife if they lived in the light of the creator, swearing to an eternity of torment to those who shrugged the creator's teachings.

                 Everwhere Serinen went the ranks of his followers grew, drawn to light of the creator. After just 5 years he had army greater and more powerful than any that came before. With it he set out to clense the earth of its evil and cast the remaining sinners into the depths of hell.

                 And so after many years the creeators light covered realm in its warmth. Serinen was joyous with the repentance of men and called the fellowship of followers: "The Order". And to ensure the teachings of the creator were remembered by all Serinen called on the most devout members of the Order and named them the "Brothers of the Light". They were the hands of the creator and he would guide them through the darkness to help those who had lost thier way.


Demo Screenshot

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(http://i43.photobucket.com/albums/e354/hellroc/PTR/scrn1.jpg)


Custom Menu Screenshots

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

Main Menu
(http://i43.photobucket.com/albums/e354/hellroc/PTR/mainmenu.jpg)
Spell Menu
(http://i43.photobucket.com/albums/e354/hellroc/PTR/spellmenu.jpg)
Penance Break Menu
(http://i43.photobucket.com/albums/e354/hellroc/PTR/penancemenu.jpg)
Weapon Agmentation Menu
(http://i43.photobucket.com/albums/e354/hellroc/PTR/augmenu.jpg)

Title: Re: The Path To Redemption
Post by: ZeroKirbyX on August 20, 2008, 02:11:19 AM
Hard to read the font.
Title: Re: The Path To Redemption
Post by: Rahl on August 20, 2008, 02:39:33 AM
Font and text boxes are gonna change. Still in the works.
Title: Re: The Path To Redemption
Post by: Rahl on August 20, 2008, 04:46:06 AM
I took at the blast system and added a new random teleportation system that basically teleports you to an event that keep moving around the room, for when you need to get out of tight spots.
Title: Re: Path To Redemption
Post by: A Forgotten Legend on August 21, 2008, 06:04:03 PM
Is that a vx faceset?

...i think it is.  only...  a black cloth on his face.
Title: Re: Path To Redemption
Post by: Rahl on August 21, 2008, 06:20:45 PM
Yeah its VX, closest one I could find to the chara I made. So I modded it to fit and changed the hair color.
Title: Re: Path To Redemption
Post by: Fisherson on August 21, 2008, 06:37:04 PM
Interesting..I like it. Needs a little better graphics, though.
The face set needs shading. other than that, sounds prety good, keep it up.
Title: Re: Path To Redemption
Post by: Rahl on August 21, 2008, 06:41:06 PM
Well like I said its nowhere near the final product yet. The room with the 3 baddies is juat a testing ground for the battle system. I just thought I'd put it up to give an idea of what the battles will be like.
Title: Re: Path To Redemption
Post by: Moosetroop11 on August 21, 2008, 07:57:26 PM
I like the plot idea. I agree with the others that the graphics will need to be good to suit the serious nature of the game, but you'll get better at mapping as you go so that's no biggie. I think the biggest bit of mapping advice I can give you is to get some good 'object' charsets, enough to go with any area, so that you can liven up chipsets like that one which looks pretty limited.
Title: Re: Path To Redemption
Post by: Rahl on August 22, 2008, 12:16:57 AM
Well like I said this is just the beginning. I just posted screenies because it usually satisfies people like Mies. I've got a bun of objectsarleady downloaded already. It's hard to find objects that exactly fit with the chipsets though. But you guys will see how it'll actually look once I release an actual Demo. And thanks I really want this plot to go over as serious like you said.
Title: Re: Path To Redemption
Post by: Moosetroop11 on August 22, 2008, 12:23:02 AM
I understand what you're saying, but it doesn't really make much sense. If you post screenshots, you should make them how you expect them to look in the finished game, because they're supposed to be indicative of the 'look' of the game. If you're posting screenshots that are worse than they'll eventually look then you're selling yourself short. :p
Title: Re: Path To Redemption
Post by: Rahl on August 22, 2008, 01:22:47 AM
Evidentally our new "guidlines" would rather have a premature screen and demo. But don't worry new ones will be up soon.
Title: Re: Path To Redemption
Post by: RockJohnAxe on August 22, 2008, 01:52:45 AM
Secondly you already have a thread showing just older VErsions of the same room without health bars :P

But i still love you :D
Title: Re: Path To Redemption
Post by: Rahl on September 02, 2008, 06:45:20 AM
Just an update to let everyone know I'm still working on this.
Title: Re: Path To Redemption
Post by: Rahl on December 02, 2008, 05:52:44 PM
Hey guys I know its been a while but Im still here and still working on this game, the last few days I have been working really hard on my menue system. You'll have to parden the graphics because I made them myself, I'll post some screen shots later on and give a demo where you can run around and kill a bunch of monsters and gain EXP and stress test my battle and lvling systems. I have to say I made these battle systems and level up systems myself and Im quite pround of them.

The regular CBS battling system look kinda wierd when you use a sword to activate somthing so Iv made it where the "SHIFT" button is the attack button, "0" brings up the custom menus, "1-9" casts spells, the "Cancle" button charges your Spirit Energy, and the "Confirm" button still confirms.

In this battling system every battling action you do consumes SE (IE Spirit Energy). You can charge your spirit energy back up and when you dotn have enough left you can no longer attack.

There isnt really a leveling sytem in this game, more of a Fable-like leveling system. The first time you level a spell up you learn it and the higher the lvl the more effective it becomes, though some only require learning and doesn't level any further.

When you kill someone your sword obsorbs soul point which can be spent on either leveling you spells or your sword. When you level your sword you can add damage, accuracy, and defence.

There will also be a limit break system in the game. After your hit or deal damage your limit meter will rise and when its full it will invoke your limit break. I havent decided on how I'll invoke it yet but I may just have it happen as soon as it happens let me know what you think about it.
Title: Re: Path To Redemption
Post by: Prpl_Mage on December 02, 2008, 06:00:34 PM
Hey, you're back!

Keep working on this.
Title: Re: Path To Redemption
Post by: Rahl on December 03, 2008, 10:35:10 PM
Well I took today to kick the limit breaks' *** and got it done. It was a biatch but I finally got everything coded. Still some work to do on the menu with how you spend Experience but that'll be the easier part. Been working hard on it lately and should have a run around and cut 'em up demo in a few days.
Title: Re: Path To Redemption
Post by: Fisherson on December 04, 2008, 02:08:25 AM
It's good to see that you are still working on this. Can't wait for a demo!
Title: Re: Path To Redemption
Post by: Rahl on December 04, 2008, 03:46:12 AM
You know its pretty sad when your almost out of variables and you havent really even started a storyline yet... lol
Title: Re: Path To Redemption
Post by: Rahl on December 05, 2008, 05:51:53 PM
Alright guys Im nearing the completion of the demo, and Idont really want to release any monsters Im going to be actually using in the game, so I thought I would ask anyone wants to be hacked up to post a chara of themselves here so I can put you in as a monster. And if Mies dosnt post one of himself I'm gonna make one of him anyway. So start posting guys.
Title: Re: Path To Redemption
Post by: Prpl_Mage on December 05, 2008, 08:43:37 PM
I was shot to death in Epic Adventures so I might just be stabbed to death as well now.

(http://i35.tinypic.com/vos710.png)
Title: Re: Path To Redemption
Post by: Rahl on December 05, 2008, 10:35:46 PM
I have a question, I have an idea for how to give experience and things after my monsters die but Im afraid it will put a massive amount of lag on the computer, but Im still not sure. This is my coding:

<>Branch if monster HP=/<0
    <> Switch Mdead ON
    <> Add Item Exp Orb 1
    <> Lable 1
    <> Branch if Switch "Revive" ON
                <> Heal Monster HP
                <> Switch Mdead OFF
                <> Switch Revive OFF
    <> Else Handler
          <> Jump to Lable 1
<>End

I will have multiple monsters on the field and I need to give exp for each one killed, but if I just keep letting it loop around the dead monster it'll keep giving the hero Exp Orbs. My fear with this coding is that all the constant lable jumping will make it laggy... Anyone know?
Title: Re: Path To Redemption
Post by: Prpl_Mage on December 05, 2008, 11:11:55 PM
Make a test map and give it a try. I don' think it should be such a large difference though.

But can't you create a parallel process on the map that checks when the monster dies, gives the exp and then turn another switch on. And while that other switch is on: the exp won't be given when it checks for the monster death.
Now this might be the exact same thing you did. But it's kinda' hard to help when I don't know how you've built all your event structure.
Title: Re: Path To Redemption
Post by: Rahl on December 05, 2008, 11:14:58 PM
Extemely deep battle structure, I can barely remember everything I did to make the normal attacking work.  :blue-eye:

But yeah found another way for it to work. Thanks Purp
Title: Re: Path To Redemption
Post by: Prpl_Mage on December 05, 2008, 11:27:28 PM
I don't see how I helped this time but you're welcome.
Now I expect to see a good game out of this.
Title: Re: Path To Redemption
Post by: Rahl on December 05, 2008, 11:35:03 PM
Now they don't want to live anymore  :yell:  :yell:  :yell:
Title: Re: Path To Redemption
Post by: Rahl on December 06, 2008, 07:01:30 AM
Finally after alot of headache I found a way to kill the bast- idiots and make them come back. lol... Only a few spells and a few other things are left.
Title: Re: Path To Redemption
Post by: Prpl_Mage on December 06, 2008, 09:10:14 AM
Well, thank god for that! Would be rather bad if I managed to screw your game over.
Title: Re: Path To Redemption
Post by: Rahl on December 07, 2008, 01:35:14 AM
The Hack'm up Demo for Path to Redemption is at long last complete! I put ALOT of work into this CBS so give it a try and tell me what you think of my battle system.

In this demo you'll fight your way through a small dungeon, killing purple mages on your way to defeating the evil Mies. Though there at the beginning is me, and if you talk to me I'll give you 20 Exp Orbs each time and you can level up all of your skills and see how they work. I've temperarily made all of the penance break free of  charge. Use tem and try them out all you like you just have to learn them and active the one you want to use currently. When you attack or are attack you game Limit points after you get so many your limit break will activate bringing you whicj ever boon you chose.

Caution- If you max out your speed it may be more than you can handle, but if you can more power to you.

http://www.savefile.com/files/1918821

PS I have disabled the New Game button in the beginning and you will have to use the pre-saved file do to some switches I had to turn on.
And to bring up the menue you have to press the 0 key.
Title: Re: Path To Redemption
Post by: Rahl on December 08, 2008, 02:20:23 AM
Anyone tried it yet?
Title: Re: Path To Redemption
Post by: Prpl_Mage on December 08, 2008, 07:17:03 AM
I downloaded it but haven't found the time to test it yet. WIll try later today.
Title: Re: Path To Redemption
Post by: Prpl_Mage on December 08, 2008, 08:52:40 PM
I had to export the chipset. Then import it again to make that green be transparent. I can finally see the maps.

I suppose I was supposed to start at the "test 1" map and not the intro.
And I opened the menu, but I can't choose anything.
I didn't read the part where you said you disabled the new game thingy.

But there are no saved files on the game. So I can't load anything.
Erhm, the attacking animation didn't have any transparency for me neither. Made it a bit hard to cut purple mages. I killed Meis though and the game ended.
Title: Re: Path To Redemption
Post by: Rahl on December 09, 2008, 05:29:38 AM
Well theres some switches that needed to be activated from the save game. I'll upload the save and you can try it from there if you want.
Title: Re: Path To Redemption
Post by: Rahl on December 09, 2008, 05:44:17 AM
Heres the save game download with the switches turned on, add it to the main PTR folder and it should be loadable. The sword agumentation doesn't really add stats yet so just overlook it.

http://www.savefile.com/files/1922052

PS the old demo dowload now contains the savefile.
Title: Re: Path To Redemption
Post by: Prpl_Mage on December 10, 2008, 04:33:23 PM
I'll give it a try later on, kinda busy at the moment.
Title: Re: Path To Redemption
Post by: Rahl on December 10, 2008, 09:53:28 PM
Any feedback would be great guys I put alot of hard work and brainpower into this game so let me know if it worth going foward with.
Title: Re: Path To Redemption
Post by: Rahl on December 11, 2008, 10:22:03 PM
Mabey will just scrap this one and put up as a CBS demo for others that want to learn it, doesn't seem like anyone is very interested.
Title: Re: Path To Redemption
Post by: Fisherson on December 12, 2008, 05:00:06 AM
Mabey will just scrap this one and put up as a CBS demo for others that want to learn it, doesn't seem like anyone is very interested.

Your giving up too easly. I didn't get istant response from peopole who played my ABS demos realy fast ethier. Any way I'll download it next time i'm at a computer with better internet and PM you what I thought.
Title: Re: Path To Redemption
Post by: Rahl on December 12, 2008, 08:31:27 AM
Thanks fish
Title: Re: Path To Redemption
Post by: Hell Angel on December 12, 2008, 09:39:41 AM
Don't worry too much, Rahl. People around here ignore even the greatest of projects, for a while. Unless, of course, the mapping is extraordinary.
Title: Re: Path To Redemption
Post by: Rahl on December 17, 2008, 07:14:57 AM
Has anyone tried the demo yet?
Title: Re: Path To Redemption
Post by: Rahl on December 21, 2008, 10:03:53 AM
The History of the Realm of Seraph Vol. I

                 In the beginning there was nothing... The creator in his grace created the heavens, and it was beautiful. But there was only the creator, so in all of his wisdom he took a whisp of light from the heavens in hands breathed life into the first eternal. The eternals were his comapnions in this eternity. In his glory he wove the fabric of time and space opening his hands and releasing the essance of creation, the things that came together to make the universe, a place were these new beings could roam and be free.

                 But as he looked upon them he saw only what he had made and that it would only remain this way forever and that his friends could not be free as he wished them to be. So in all of his love he bestowed upon them free will. But some of the eternals with eyes of thier own looked upon the creator and saw everything he had given them. They gazed in wonder and envy at the power of thier master.

                 Those eternals that wished to take the power of thier creator banded together and tried to overthrow him. But in his devine power he smote them down. In his anger cursed them and took from them thier imortality and light as eternals. In his hate created the fires of hell were he would damn the evil of his creation of freedom and burn it from his sight.

                 But in his mercy he gave the fallen a second chance to regain the light of the eternals. A single lifetime to find the purity in thier hearts once more. A single lifetime to roam the land as humans, but able to give thier spark new life and a new chance with each new gneration, for the creator was merciful and so loved his creations.
Title: Re: Path To Redemption
Post by: Rahl on December 21, 2008, 10:10:52 PM
The History of the Realm of Seraph Vol. II

                 And so there came to be humans in the world but for all the mercy the creator had shown them, thier new found freedom was more, it seemed, than they could bear. Thier thirst for blood and power was extraordinary. The ways of righteousness and morals were abandoned. This brought tears to eyes of the creator for he was forgotten by those he had for so long cherished.

                 Blood covered the earth in a nightmare of darkness that would last 1,000 years where evil ran rampant with the greed and hatred of humans. The fires of hell were quenched with the sparkless souls of the wretched. Wars spread across the land as evil kings fought with blood over gold and power. The hearts of men had fallen. The eternals in the heaven wept as the earth bled and fell further and further into darkness, emersed into the depths of hell.
Title: Re: Path To Redemption
Post by: Rahl on December 22, 2008, 05:59:33 AM
The History of the Realm of Seraph Vol. III

                 The creator looked upon the world of men as a father would his dying child and wept. His decision to bring free will to his children had thrown them into chaos.

                 One of the eternals looked upon the creator in all of his sadness and vowed to make him happy once more. So the eternal gave up his eternal spark and ascended unto the world of men bringing with him the powers of the heavens and the grace of the creator.

                 The eternal called himself Serinen and traveled throughout the realm, from city to city spreading the word of the creator and dazzling the people with the devine powers he had brought with him. Showering them with promises of prosperity in the afterlife if they lived in the light of the creator, swearing to an eternity of torment to those who shrugged the creator's teachings.

                 Everwhere Serinen went the ranks of his followers grew, drawn to light of the creator. After just 5 years he had army greater and more powerful than any that came before. With it he set out to clense the earth of its evil and cast the remaining sinners into the depths of hell.

                 And so after many years the creeators light covered realm in its warmth. Serinen was joyous with the repentance of men and called the fellowship of followers: "The Order". And to ensure the teachings of the creator were remembered by all Serinen called on the most devout members of the Order and named them the "Brothers of the Light". They were the hands of the creator and he would guide them through the darkness to help those who had lost thier way.
Title: Re: Path To Redemption
Post by: Rahl on December 26, 2008, 04:09:06 AM
Im gonna work more on this game after the holidays are over. I would really appreciate some feedback on the CBS demo I have out, as well as the recent storyline volumes. Here the CBS demo link if you need it:

http://www.savefile.com/files/1918821

And heres some new screenshots that I also added to the front page:

Main Menu
(http://i43.photobucket.com/albums/e354/hellroc/PTR/mainmenu.jpg)
Spell Menu
(http://i43.photobucket.com/albums/e354/hellroc/PTR/spellmenu.jpg)
Penance Break Menu
(http://i43.photobucket.com/albums/e354/hellroc/PTR/penancemenu.jpg)
Weapon Agmentation Menu
(http://i43.photobucket.com/albums/e354/hellroc/PTR/augmenu.jpg)
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Felix-0 on December 26, 2008, 06:04:56 AM
demo link not working in firefox
could you upload it to a diffrent site?
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on December 26, 2008, 06:43:05 PM
Darn file host site went down. I'll reupload to file factory in a few hours.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on December 26, 2008, 10:03:04 PM
Heres the new demo download link:

http://www.filefactory.com/file/agc05h4/n/Path_To_Redemption_rar

Remember to play from the saved file, do to the switches I had to activate for the demo.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Felix-0 on December 26, 2008, 10:10:48 PM
KK I'm checking it out right now Rahl
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on December 26, 2008, 10:16:51 PM
Let me know of what you think of my version of CBS.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Felix-0 on December 26, 2008, 10:22:33 PM
Upon playing:

I like The Custom Menus
<3 agument
The Magic is cool, but try to look for some NON RTP Battle animations
The enemies were balanced and I loved the MP charge

BUGS(ack)
1:If you get hit and press the TELEPORT skill, your facing gets locked(make move event when skill used to unlock facing)
And use Hide screen(Instantaneous) Show screen(Instantaneous)
2:Final boss doesn't get hit by fire spell
3:There are random times when Attacking doesn't work

Complaints:
1:Flashes when hit are unesscary
2:Movement a bit slow without holy speed, but then a little too fast when maxed
only half full was a fine speed
3:Slash animation, If you need help on this I can
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on December 27, 2008, 12:35:36 AM
What do you think was wrong with the slash animation?

(thought it would be funny if Mies fell with one hit :P)

I forgot to do some things with the spells and the boss.

But what did you think of the custom battle scripting as a whole, took a whole lot of work.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Felix-0 on December 27, 2008, 03:19:43 AM
The whole script is kick ***
But I'd try to make the Attack animation slower or Shopwing more hand movement
It remindes me of zOMG where the person stands still and the sword comes out of no where
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on December 27, 2008, 05:35:53 AM
I'll work on it but Im not very good with animation, Im lucky they look as good as they do lol.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Felix-0 on December 27, 2008, 05:40:44 AM
I could help
I'm making an ABS right now too
its a sequal to my first, If all goes planned I'll have it done before winter 09
I'll be mass at it during summer
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on December 27, 2008, 05:47:34 AM
Well the animations have to be kind of fast anyway, mabey I'll make the whole guy an animation and make a radom number system where it mixes up the ways the attcaks look. Oh and if you havn't gotten a chance to look at the Redemption penance break I think its the one Im most proud of animation-wise.

The amount of work it'll take to make a varying damage/ miss system makes me sigh though. I'll save that till I get back to the dorms though...
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Felix-0 on December 27, 2008, 06:09:04 AM
I seen all your stuff
It all blends nicely
My combat systems a little downgraded but I have 3 ending and
3 diffrent parties(varying of allegiance(Good,neutral,Evil)and making skill diff)
But I have a skill system(3 skills per person) and A burst(=Limit break)
I have a hotkey with items( I forgot to mention, your game would do nicely with items)
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on December 27, 2008, 08:42:58 AM
I put in the automatic healing over time, and the healing penance to be able to rid of potions and such. This will be a very story driven game without alot of free-roam, so there wont be much need for having other items like new sword and armor. The ability of your sword to absord souls and things will also allow you to customize your combat style, so if your a accuracy person, if you like being a tank, if spell casting is your thing this allows you to choose the person you want to be. I might implement  money into the game but its not for sure yet. Mostly I like to showcase my scripting and this game will revolve around new and difficult to script ideas.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on January 10, 2009, 06:16:46 PM
Still working on this just got back to the dorm so I will have more time on my hands for it.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on February 19, 2009, 10:53:25 PM
Hey guys I've been working on my game a little more over the last few days and have added some changes that I think add alot to the overall atmosphere of the game:

-Added a command bar that shows what spells you aahve learned and what key to push to use that spell.
-Added a new casting graphic that gives the game a little more eye candy.
-Added a new feature that shows the bosses health bar making it more convenient to kill the boss.
-Added various new sounds to the game suck as in the menue with you move through it, it now makes cursor sounds.
-Fixed various bugs in some of the spell systems.
-Fixed other bugs that were making the game somewhat laggy.

Things to come:

-Fixing up enemy AI and enemy attacks, adding graphis to them as making new attacks other than melee.
-New enemy attackers the attack with ranged weapons and magical attacks will have casting and attacking bars over there heads so you can see when they are going to attack again.
-Enemys will be able to heal each other as well as attack you.
-I believe ranged attackers will give you more use for the devine shield spell.
-Will soon be integrating a damage system.
-Much more.


And the reason I've been working only on this test area is because I've been designing it to where as soon as the fighting area is fiinished, it can be copied over and used for all the other fighting areas in the game. Tell me what you think.


(http://i43.photobucket.com/albums/e354/hellroc/update.jpg)
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Meiscool on February 19, 2009, 11:54:49 PM
This is looking pretty promissing. If you ever need any monster sprites with animations of attacks and such, just ask me. I used to be big on making abs games and I have a lot of resources just laying around not being used.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Fisherson on February 20, 2009, 01:00:50 AM
Dude this is looking nice. Too bad your using that weird download site that won't let me downlaod your demo.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on February 20, 2009, 01:34:23 AM
Alternate download link:

http://www.savefile.com/files/2010459

This link has some of the newer features, just make sure you play from the save game, as some of the starting switches had to be turned on for the demo to work.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on February 20, 2009, 04:37:10 AM
Amazingly enough the damage, defence, and accuracy generators didn't take as long as I was afraid they would to make and are now fully operational.

I've decided Im going to be using a "miss" battle animation for when you miss, but I'm undecided as to wether I chould go through the trouble of making damage battle animations showing how much damage you dealt. What do you guys think?
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Meiscool on February 20, 2009, 07:08:27 AM
If you're going to show damage, which I think is a good idea, you should use pictures instead of battle animations. Since only one battle animation can play at a time, it should be reserved for more important things.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: zuhane on February 20, 2009, 12:40:29 PM
Looks fantastic. Downloading now.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on February 20, 2009, 04:35:23 PM
Well I wasn't aware of the battle animation limitations so I guess pictures will have to do. Do you have a set of numeric pictures I can use Jesus?
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Meiscool on February 20, 2009, 09:24:14 PM
I do, but it is pretty easy to make your own. Plus, by making it yourself you get to choose what you want your numbers to look like.

If you want me to zip up a set for your and send it I can... but to make your own all you have to do is search the charas resources under systems 1 or 2 (I forget which one has the numbers), find a set of numbers that you like, then just save each number ( 0 - 9 ) to a seperate file.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on February 20, 2009, 09:36:37 PM
I messed around trying to get coordinate system where it makes the numbers as pictures go over thier heads but his turned into a very botherdome way of doing it and I just decided to go back to the battle animations which seems to workd jsut great. I'll let you guys decide if you like it.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: fruckert on February 20, 2009, 10:22:51 PM
Downloaded now...I'll review later
My computer's being weird
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on February 21, 2009, 03:33:56 AM
I feel like I've made eons of progress today.

-Modified Boss health bar
-Given boss damage modifier
-Added Damage indicator numbers
-Completely finished Augmentation system
-Completely finished Penance Break system
-Fixed some wording bugs in the spell menu
-Now menu can only be used outside of battler
-Menu button has been changed to cancle button (this will not interfere with Spirit Charge do to fact it can only be used outside of battle)
-Added various screen flashing to add effect
-Added green sprite flash when Exp Orb is gained
-Added some battle music (thanks to drenin)
-Removed a few pointless battle animations that just didnt fit the game
-As well as various other small things that I though needed doing

The new demo download can be found here:

----------------------------------------------------
http://www.savefile.com/files/2010459
----------------------------------------------------
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: drenrin2120 on February 28, 2009, 05:39:18 AM
It's always a great feeling when you get a lot done and it all works out. You're game looks impressive considering the the different systems implemented. Haven't look at the story, I'll download it and let you know what I think.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on February 28, 2009, 09:00:01 AM
Thanks for the support guys, you might recognize the battle music Drenin (I credited you for it), I tend to enjoy your game music and will be using some of what I found of it in the Charas Database in my game, if its ok with you of course.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: drenrin2120 on March 02, 2009, 10:53:01 PM
Of course, any of my midis you find online are open to use in games.

So I downloaded it and played it and I like it. The battle system can be a little weird and rigid at times, but it's not bad. The boss was really easy. I just attack him with my fire magic and then retreated to charge up my mana and then repeated this until he was dead.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on March 03, 2009, 08:32:41 PM
He was meant to be pretty easy right now.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on April 07, 2009, 08:42:03 PM
Still in the works guys. I find myself in total lack of motivation and time to put the inumerable hours required into the final bit of coding needed to give enemys unique attacks that add challange to the game. But once the battle staging area is completed it can be copied and pasted to every battle area and after its finished it'll be nothing but storyline and I wont have to worried about much more battle coding other than adjusting enemy stats and the like which should be a walk in the park in comparison to mile of heavy coding I've been through to get this far. Thanks to everyone and thier support and I hope this will be a game people will actually play through.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on April 09, 2009, 06:27:44 AM
Someone slap me. I must be dreaming or missing something because I think... I think... that the battle arena is COMPLETE!

Todays accomplishments:

-Integrated enemy AI
-Simplistic way to change all the need enemy stats in 2-3 event boxes! Which was a real accomplishment.
-Archer, Mage, and Melee classes integrated at long last. (With the integration of these new classes I believe it has added tremendous amount of extra challange to the game, making you choose wisely your upgrades)
-Added more battle animations
-Exausted all but 10 of my variables in the making of the battle system

This may not be as many as were in the past, but rest assured the workload was tremendous. And with the (hopefully) completion of the battle system I am proud to anouce possibly the last battle demo for download. Try it out and if you fins somthing wrong with it please let me know. It would mean alot to see that people see my work with the coding.

Download:

http://www.savefile.com/files/2010459

-----------------------------------------------------------------------------------
Remember to play the save file and not try to start a new game. The [X] button opens the custom menu when not in a battle arena, [Shift] swings your sword. [X] Charges your Spirit Energy while in a battle arena.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Muraiko on April 09, 2009, 12:08:50 PM
Just played it. Noticed that the enemies can attack you back from a distance, which is alot better than them only attack close range. But it's a battle animaiton, so it can't be dodged or anything. The game also seemed to be really easy just for the fact that using that fire spell never misses, hits all enimes, and is so much more powerful than physical attacks. I found myself only using that spell, and running around charged to do it again.

I just suggest either making the spell more weaker, or making physical attacks more stronger, in my oppinion.
Title: Re: Path To Redemption (Front Page Updated!!!)
Post by: Rahl on April 09, 2009, 07:22:06 PM
Well first of all, these are push over enemies because they were meant to be rag dolls for beta testing. Believe me when I put myself up against 2 mages, 2 archers, and a boss. It takes alot to beat them even with thier low stats. Second off all, the amount of damage you are doing right now with the Holy flame is with the MAXED holy flame. Everything on your spell page as you could see is maxed out. Meaning you have almost 2x as much health as a starter, you charge SP 3x as fast, your faster and your fire damage does 3x damage. The physical attacks hadnt been upgraded at all on the save game, along with defence, and accuracy which is upgraded in the augment page.

The game will not be easy let me assure you, between mages almost constantly reviving each other, archers with 3x Arrows volleying you. Mages always healing the enemy with the lowest HP, and everything else. The game itself will present a greater challange.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 09, 2009, 10:32:13 PM
Im proud to annouce the final version of the battle demo, which can be found here:

--------------------------------------------
http://www.savefile.com/files/2010459
--------------------------------------------

All bugs are now believed to be fixed and this is how the battles from here out will be like. Though bosses special abilitys will be added as game progresses. So after the months it has been since I started I can now focus my attention souly on storyline and mapping. Gameplay for this game will not be as long as many other games but focused mainly on story. Thank you to everyone thats played past version and that will be playing the current version.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Muraiko on April 10, 2009, 01:41:15 PM
Well first of all, these are push over enemies because they were meant to be rag dolls for beta testing. Believe me when I put myself up against 2 mages, 2 archers, and a boss. It takes alot to beat them even with thier low stats. Second off all, the amount of damage you are doing right now with the Holy flame is with the MAXED holy flame. Everything on your spell page as you could see is maxed out. Meaning you have almost 2x as much health as a starter, you charge SP 3x as fast, your faster and your fire damage does 3x damage. The physical attacks hadnt been upgraded at all on the save game, along with defence, and accuracy which is upgraded in the augment page.

The game will not be easy let me assure you, between mages almost constantly reviving each other, archers with 3x Arrows volleying you. Mages always healing the enemy with the lowest HP, and everything else. The game itself will present a greater challange.


Oh, I guess I didn't check into the spells paged. I thoguht that everything was already maxed out, including strength.
The only other thing I would recommend would be to some how display how many experience orbs you have, either on the screen or in the menues somewhere. So the player would know how much they have before they purchase stats or spells.

Other than that, I'm glad to hear that you're done with the battle system! But really make sure that the battle system is "Exactly" how you want it before moving on though. Trust me. I had to go back and redo my own battle system coutless times...

Best of luck to ya!
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Fisherson on April 10, 2009, 02:37:53 PM
That was fun! However to much Flashing for me.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 10, 2009, 05:59:26 PM
Quote
The only other thing I would recommend would be to some how display how many experience orbs you have, either on the screen or in the menues somewhere. So the player would know how much they have before they purchase stats or spells.

There is an orb meeter right next to the picture of Rayne. And most things can be bought after its mostly full. This picture may change, but that can be done in common events so it wont have anything to do with the arenas.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Muraiko on April 10, 2009, 06:22:14 PM
Oh, I thought that meter was the limit break thing.
I still think it would be good to have an exact number of Exp Orbs in the main menu or something. But if you don't like that idea, then there's no need to.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 10, 2009, 06:47:23 PM
Thats a pretty good Idea, I'll get to work on it.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 11, 2009, 11:55:39 PM
(http://i43.photobucket.com/albums/e354/hellroc/PTR/expscreen.jpg)

Theres now a little green torch animation at the top left on every upgrade screen, and beside it is the number of exp orbs you currently have in your possesion.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 13, 2009, 10:21:47 PM
2 new features for your ingame enjoyment!:

A new save system has been integrated into the game. Now after some fights a white light will appear and a cross will appear on the floor. Touching this cross will fully regenerate your Health and Spirit Energy, as well opening this:

(http://i43.photobucket.com/albums/e354/hellroc/Saves2.jpg)

Which allows you to change the main characters name. But it will remain Rayne I assure you, lol. But this will change what the database thinks the name is so its just like calling your save game whatever you wish. The Defalt name is "New Save" But in this screenshot I have named it Quest 1.

Also another new feature in the works is.... Achievements! Yup. Gain up to 3 new achievements as your progress through the game.

-Pure/Corrupt Award (As shown below)
-Blade Master Award
-Spell Master Award

(http://i43.photobucket.com/albums/e354/hellroc/Saves.jpg)

Pure/Corrupt award will be given at a certain point in the game, while the Blade Master and Spell Master awards will be given one you have completely maxed out your Stats on the respective pages.

Awards are subject to change, and for those who have gotten all 3 awards there will possibly be an alternate ending depending on wether you recieved the Corrupt or the Pure Award.

Tell me what you think.

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////// EDIT //////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

This is an update showing now pictures of the new metals for, Maxed Stats.

(http://i43.photobucket.com/albums/e354/hellroc/Saves3.jpg)
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Fisherson on April 14, 2009, 02:58:49 AM
Interesting, Rahl, very. I wish you'd talk to my friend Muraiko about installing a "Flash Shield", that way I could play it without worrying about the flashes.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 14, 2009, 04:40:24 AM
Exactly what kind of flashes is it that you dont like?

Birght flashes
Multiple Flashes
Red Flases
White Flashes

(do sprite flashes bother you)
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Fisherson on April 14, 2009, 05:15:32 PM
Red and Blue Flashes can kill me (Literally) and strobing bothers my eyes.

EDIT: Mutilple flashes realy hurt XD
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 14, 2009, 07:27:37 PM
Well Im still waiting for Muriako to pm me back, but if nothing else I'll add the option to the beginning of the game and branch all of the flashes during battle so you can play it. As for the flashes throughout the cinimatics it would be a lot of work to branch those, but I might, I cant change the tinting because there are a few times when the screen has to go white for a mysterious exit lol. But I'll work on it, and stay away from blue and red.

But on another note, Im glad to anounce that the story is progressing very well.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 15, 2009, 05:45:52 AM
After some tedious rescripting and mindless event scrolling, the game is now without flashes for those (including fish) who can't play with them. The new option can be enabled at the beginning of the game.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: fruckert on April 15, 2009, 06:01:37 AM
I'm going to check this out later...not now though, as I am busy
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Fisherson on April 15, 2009, 04:06:15 PM
After some tedious rescripting and mindless event scrolling, the game is now without flashes for those (including fish) who can't play with them. The new option can be enabled at the beginning of the game.

Awesome, this is why your in my Clan. Can't wait to play. ;)
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on April 15, 2009, 04:17:38 PM
Still a long way to go as far as storyline. I've only finished the first chapter after a week.
Title: Re: Path To Redemption (BETA testing is over!)
Post by: Rahl on May 26, 2009, 11:28:21 AM
The production of this game has been put on hold for a while do to finals at school, and lately traveling to Europe, but will start again as soon as I get a new power cable that is European outlet friendly.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Rahl on June 16, 2009, 08:26:57 PM
I have fashioned a gameplay demo to show what I have been working on. It does not start from the beginning as I don't want to giver everythign away just yet. So please play it and let me know what you think.

http://www.savefile.com/files/2130777
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Shady Ultima on June 17, 2009, 09:15:52 PM
Alright, I just played it.

The biggest problem is that the enemies with projectiles, the archers and the sorcerer guy at the end cannot miss.

I couldn't actually die for some reason, but I was on the verge of death against all the battles.

There are a few bugs in the houses when you're assassinating people, like it says "What am I doing" but if you go down the stairs it won't let you leave, instead you have to wait for it to teleport you out, otherwise you're trapped in the house.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Rahl on June 17, 2009, 10:53:12 PM
I'll take a look into it.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Rahl on June 17, 2009, 11:43:38 PM
Just tried the demo I made, and it worked just fine for me. I died just fine, maby you could try it again. As for the bowmen and mages, yes they never miss, thats part of how hard it makes the game.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Shady Ultima on June 17, 2009, 11:53:18 PM
Hmm, maybe I was just getting lucky? I'll have to run it again.

But the biggest bug is that when you're done in a house you can screw up the teleport event.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Rahl on June 18, 2009, 02:00:31 AM
You jusr have to go back to the room where you killed the people, but I will fix this.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Shady Ultima on June 18, 2009, 02:42:07 AM
Yea, I realized I Had To go baCk To geT THe sCene To work


(sorry, TH and C only work in Caps on Here for some reason rigHT now.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Rahl on June 18, 2009, 09:48:10 AM
Did you get through to the boss fight? What did you think of it?
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Fisherson on June 18, 2009, 03:57:39 PM
I noticed when I was corned by enemies that they could rapidly decrease my HP and I couldn't do anything about it. To remedy this have a jump system. Also why don't your archers use projectile attack like my enemy ships do? It'd be much easier to doge and it wouldn't hit every time. It kind of gets old after a while of getting shot constantly.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Muraiko on June 18, 2009, 05:19:38 PM
The assassination thing seemed kind of bland. I would suggest making some sort of "Sneak Minigame" or something for it, so it's not just "Run to people and killed them."

I actually kind of like how the enemy's projectile's never miss. It does make the game more harder. The usual problem with ABS games is the mere fact that you aren't forced to get hit (In DBS games, you are), so if the arrows were dodgable, I fear it'll make the game too easy.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Rahl on June 18, 2009, 06:21:08 PM
The assassination thing seemed kind of bland. I would suggest making some sort of "Sneak Minigame" or something for it, so it's not just "Run to people and killed them."

I actually kind of like how the enemy's projectile's never miss. It does make the game more harder. The usual problem with ABS games is the mere fact that you aren't forced to get hit (In DBS games, you are), so if the arrows were dodgable, I fear it'll make the game too easy.

This was also my though process, that and it would be alot of work to go back and script that. And about the assasination thing I'll think of osmthing to make it a little more interesting.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Fisherson on June 18, 2009, 08:04:48 PM
I actually kind of like how the enemy's projectile's never miss. It does make the game more harder. The usual problem with ABS games is the mere fact that you aren't forced to get hit (In DBS games, you are), so if the arrows were dodgable, I fear it'll make the game too easy.

Apparently you've forgotten about the mass firing power our ABS has. It's harder to doge shots when they come from every direction. XD

This was also my though process, that and it would be alot of work to go back and script that. And about the assasination thing I'll think of osmthing to make it a little more interesting.

You'd better remedy that get corned by enemies thing. I mean I like everything else but that bugs me. Also you didn't get rid of your flashes, but don't worry they're minor and I can get rid of most of them. Also how would you like a better "power charge animation? One the doesn't look so bland.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Shady Ultima on June 18, 2009, 08:24:43 PM
I thought the boss was good, but a bit difficult, just because I could get in to attack him without 2 or 3 guards attacking me.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Rahl on June 18, 2009, 11:41:02 PM
Apparently you've forgotten about the mass firing power our ABS has. It's harder to doge shots when they come from every direction. XD

You'd better remedy that get corned by enemies thing. I mean I like everything else but that bugs me. Also you didn't get rid of your flashes, but don't worry they're minor and I can get rid of most of them. Also how would you like a better "power charge animation? One the doesn't look so bland.

 Would love that, the flash shield isnt availiable in the demo but will be in full game, I didnt add the option. Also yes I'm working on the cornered enemies thing. Though what is suppose to help that is the teleportation skill.

I thought the boss was good, but a bit difficult, just because I could get in to attack him without 2 or 3 guards attacking me.

Yeah you just have to kill the boss to end the fight, though so it balences.
Title: Re: Path To Redemption (Gameplay Demo Avaliable)
Post by: Muraiko on June 19, 2009, 11:29:58 AM
Apparently you've forgotten about the mass firing power our ABS has. It's harder to doge shots when they come from every direction. XD

Of cousre. I could never forget the three times in a row I totally got pwned by enemy ships lol!


As for the cornered thing, you could just have it so that if you have the teleport skill, it could trigger automatically if you sustain a couple of hits in a certain time frame. So if you're trapped somewhere, you'll always teleport to safety.