Charas-Project

Game Creation => RPG Maker => Topic started by: Miracle on January 29, 2011, 02:24:21 AM

Title: Sozora's Labyrinth
Post by: Miracle on January 29, 2011, 02:24:21 AM
(http://img228.imageshack.us/img228/8629/downloadchara.png)(http://www.bluemelon.com/photo/29742/1201764-S1000x600.0.jpg?optimalizedperformance=true)(http://img196.imageshack.us/img196/4449/downloadcharb.png) (http://download823.mediafire.com/9gr1h74ja3mg/tifam7v5sb9izid/Sozora_s+Labyrinth.zip)

(http://img844.imageshack.us/img844/6690/sozoralogocharas2.png)

Atlantis is a fantasy land sealed off from the rest of the world. Magical creatures abound, crops grow in abundance and humanity is prospering in the Peaceful Paradise.

But that's when Ghost Mansions, giant man-eating oak trees, transdimensional demons and God knows what else isn't popping out of nowhere.

Jean Sozora, Spell Card user, discovers the Ghost Mansion deep within a dark forest. As she seeks to obtain more knowledge about the Mansion and it's past, she enlists the help of three other girls, all of which have a connection with the mansion in one way or the other.


(http://img84.imageshack.us/img84/7978/jeansc.png)
Jean Sozora is the daughter of the famous philosopher and magician Nessiah Sozora, who mysteriously vanished shortly before Jean was born. He left behind a Golden hairpin in the shape of a moon, which Jean is always seen wearing. The hairpin changes it's form to match the current phase of the moon.

(http://img839.imageshack.us/img839/9827/ulidamasc.png)
Ulidama Fia Owen is actually from the outer world, that is the world outside of Atlantis. She discovered a portal into Atlantis, albeit unstable, she hurled herself through the portal before it could disappear. However, fortune was not on Ulidama's side, as the portal ended up shutting in on her before she could make it completely through. Her waist down is now hidden by a colorful floating omnidimensional rift.

(http://img27.imageshack.us/img27/6863/mitorisc.png)
Mitori Kawashiro was accused of an extremely heinous crime. She was convicted, and as her punishment she was either to be put to death or become an outcast to society as a whole. She chose the latter, and now walks the earth shunned from every being. Her clothing is the symbol of an outcast, warning others not to approach her.

(http://img341.imageshack.us/img341/7300/sasyasc.png)
Sasha Sashiromiya is the Princess of the undersea kingdom of Lemuria. She used to wield the heavenly fork Trident, which granted her an immense amount of power. However, one day she dueled a dark stranger who commanded the Trident to backfire on the poor princess, surging a terrible amount of energy through her body. Ever since that day, Sasha has been... different.


FEATURES
Custom Main Menu
Custom Message Box (which will probably be overhauled in the near future)
Eighteen different Spell Cards (Skills) for each heroine, each with their own levels and classes
Four Over-World Spell Cards, skills which can be used outside of battle to aid you in travel
Interesting main characters (along with a few NPCs that were kinda cool once)
Face portraits for every human and enemy in the game
Mini-Games and puzzles that actually have something to do with the storyline
Touhou. 'Nuff said.
Flying Lolis

SPELL CARDS
(http://img19.imageshack.us/img19/6865/jeanspellcircle.png)
Jean Sozora obtains the Over-World Spell Card "Dream Clock", an immensely powerful Spell Card which stops the flow of time in the universe. It's useful to interfere with moving objects (such as using it to not get crushed by a falling boulder) or puzzles (moving falling rocks in mid-air to hit switches), even to evade enemies from engaging you in a Spell Duel (can't move if you're frozen, right~?)

(http://img59.imageshack.us/img59/7048/ulidamaspellcircle.png)
Ulidama Fia Owen's Over-World Spell Card is "Sister Stars", a Spell Card which summons one of three UFOs to either burst into flames, freeze the area or send out a shockwave. It can be used to cross still water (Ice can be walked on), burn vines and move large boulders.

(http://img217.imageshack.us/img217/2179/mitorispellcircle.png)
Mitori Kawashiro obtains her own Over-World Spell Card "Cutting Edge", a practical Spell Card that fires a razor-sharp disc in front of her. It can be used to slice through vines or ropes, or activate switches from afar. Simple, practical, it's no wonder Mitori wields this one~ Although the activation animation is rather flashy.

(http://img194.imageshack.us/img194/6807/sashaspellcircle.png)
Sasha Sashiromiya, the 'Schizophrenic Jellyfish Princess' used to wield a Spell Card involving the use of her Trident. However, since then the Trident has backfired on her, forcing her to use a weaker version of her power, "Ocean Spire". This Spell Card summons a pillar from the earth exactly two spaces in front of you. It can be used as a stepping-stone in gaps, or as a blockade in narrow spaces.

SCREENSHOTS

(http://img405.imageshack.us/img405/5526/thumbss01.png) (http://img571.imageshack.us/img571/5964/ss08.png) (http://img576.imageshack.us/img576/8359/thumbss02.png) (http://img18.imageshack.us/img18/5448/ss02v.png) (http://img703.imageshack.us/img703/394/thumbss03.png) (http://img43.imageshack.us/img43/3127/ss03j.png) (http://img218.imageshack.us/img218/6452/thumbss04.png) (http://img580.imageshack.us/img580/7708/ss04n.png) (http://img8.imageshack.us/img8/3083/thumbss05.png) (http://img852.imageshack.us/img852/9892/ss06.png) (http://img202.imageshack.us/img202/85/thumbss06.png) (http://img291.imageshack.us/img291/2814/ss01d.png) (http://img96.imageshack.us/img96/9679/thumbss08.png) (http://img23.imageshack.us/img23/4008/ss13t.png) (http://img848.imageshack.us/img848/2193/thumbss09.png) (http://img855.imageshack.us/img855/185/ss11.png) (http://img191.imageshack.us/img191/5014/thumbss10.png) (http://img842.imageshack.us/img842/3442/ss12f.png) (http://img852.imageshack.us/img852/8960/thumbss11.png) (http://img850.imageshack.us/img850/4788/ss16.png) (http://img688.imageshack.us/img688/7760/thumbss12.png) (http://img705.imageshack.us/img705/107/ss19j.png) (http://img850.imageshack.us/img850/6277/thumbss13.png) (http://img43.imageshack.us/img43/1184/ss20x.png) (http://img576.imageshack.us/img576/3386/thumbss14.png) (http://img847.imageshack.us/img847/1043/ss21.png) (http://img815.imageshack.us/img815/4539/thumbss15.png) (http://rpgmaker.net/media/content/games/2524/screenshots/SS23.png) (http://img848.imageshack.us/img848/7830/thumbss16.png) (http://rpgmaker.net/media/content/games/2524/screenshots/SS24.png) (http://img821.imageshack.us/img821/2354/thumbds01.png) (http://rpgmaker.net/media/content/games/2524/screenshots/DS01.png) (http://img849.imageshack.us/img849/4181/thumbds02.png) (http://img19.imageshack.us/img19/5831/ds02o.png) (http://img163.imageshack.us/img163/9803/thumbds03.png) (http://img545.imageshack.us/img545/9223/ds04.png) (http://img846.imageshack.us/img846/4594/thumbds04.png) (http://rpgmaker.net/media/content/games/2524/screenshots/DS03.png) (http://img59.imageshack.us/img59/8308/thumbds05.png) (http://img845.imageshack.us/img845/7816/ss09.png) (http://img269.imageshack.us/img269/7180/thumbms001.png) (http://img691.imageshack.us/img691/1725/ms001.png) (http://img811.imageshack.us/img811/1877/thumbms002.png) (http://rpgmaker.net/media/content/games/2524/screenshots/SS22.png) (http://img219.imageshack.us/img219/3937/thumbms003.png) (http://img193.imageshack.us/img193/8140/ss18.png) (http://img16.imageshack.us/img16/7826/thumbms004.png) (http://img203.imageshack.us/img203/3535/ss17u.png)

INCOMPLETE SCRAPS
(http://rpgmaker.net/media/content/users/10065/locker/RS06.gif) (http://rpgmaker.net/media/content/users/10065/locker/Mitori_Float.gif)(http://rpgmaker.net/media/content/games/2524/screenshots/RS02.png)

CREDIT

Graphic Material

• First Seed Material (http://"http://www.tekepon.net/fsm/")

• CLOSET (http://"http://eurs.blog65.fc2.com/")

• velvetend (http://"http://www.velvetend.net/")

• Double Period (http://"http://www7a.biglobe.ne.jp/double-period/")

• RHETORIC (http://"http://www.rc-webgraphics.com/")

• Miracle

• GameOverMushroom

Music Material

• TAM Music Factory (http://"http://www.tam-music.com/")

• Maoutamsi

• ZUN (http://"http://kourindou.exblog.jp/")


Sound Material

• TAM Music Factory (http://"http://www.tam-music.com/")

• Neko-San

Program

• Miracle

Other

• MokutonAlchemist

• Tatl0e

Voice Actresses

• S-h-u-d-o-R-a-n-m-a-r-u (http://"http://voiceactingalliance.com/board/member.php?7539-S-h-u-d-o-R-a-n-m-a-r-u")

• SailorDigiMoon (http://"http://www.youtube.com/user/SailorDigiMoon")

Publisher

• Travy Web Blog (http://"http://www.jasonfloor.com/travyblog/travy/")

If you see any of your material in my game that is not credited to you, PM me and I will add you to this list.

Thank you~

--Miracle
Title: Re: Sozora's Labyrinth
Post by: drenrin2120 on January 29, 2011, 02:36:41 AM
Wow, the graphics are beautiful. I'll have to give this is a shot.

EDIT: Have to give it to you, there are some impressive graphics in this demo. Great control of cut-scenes and taste in menu style. One gripe, in the intro, when the character's info pops up, there's a whole paragraph of stuff, but the player gets about a second to read it all.

Other gripes:
1st) While your menus and graphics are really good, the controls are a bit wonky. For example, there should be an auto-scroll function for big lists like that spell card list. There's a ton of tutorials on this and it's rather easy to implement.
2nd) This is more a personal opinion, but the character moves really fast on the map. I didn't feel the need to use the running option. Plus, not holding a key down to run feels a little odd to me, but some people may like it.
3rd) The battle system wasn't explained very well and I still kicked ***.
4th) a bit too many sound affects for my tastes during conversations.

Don't take these sorely, I liked the game. These are just little things that could help improve game play. You've got some cool things going on here. Also, question, did you use pictures in battle for the sprites? 'cuz they look pretty darn good.
Title: Re: Sozora's Labyrinth
Post by: Miracle on January 29, 2011, 03:29:26 AM
Hey, thanks for trying the demo ^^

Yeah, there are a lotta valid points you made. However, the demo system is old, and a lot of them have been made already (if they've not already been fixed.) ^^

◕ The character bios in the introduction cutscene are just for show. If you could read, like, a sentence of it, it wouldn't make any sense. Like: " A schizophrenic Jellyfish Princess from the undersea that lunacy has ensues and uses Demon Fork Kill ".
I knew players wouldn't have time to read/make sense out of it, so I just threw together the stupidest sentences.

◕ When the demonstration date for this game was released, I was behind schedule. This forced me to make Map-Based CMSs (which                       make everything wonky) so I could release it by the deadline. Also, the Spell Card Menu that you were speaking about was scrapped from production in favor of a new Spell Card System. ^^

◕ Eh? The running speed was too fast? Well, I'll be using a new 2k3 hack soon which will allow more precise walking speeds ^^
Thanks for the tip~

◕ The entire battle system is an error. I was an idiot and didn't test my demo thoroughly, so the battle system option was never disabled. That's why none of the functions were explained ^^ I'm planning on making a CBS for this project ^^

◕ Yeah, I hated that, too. A new 2k3 hack will allow me to scrap those ugly piano noises that play whenever you talk to somebody ^^

◕ I used battle animations for the battle charsets ^^ Unfortunately, they'll be scrapped along with everything else for a CBS ^^

Thank you so much for the feedback :D I seriously don't mind whatever people say about my game, as long as it's constructive ^^
I view criticism as an opportunity for improvement ^^

Thanks again for playing :D
Title: Re: Sozora's Labyrinth
Post by: Brieg on February 01, 2011, 11:44:57 PM
Wow. that demo totally destroyed my computer.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 02, 2011, 03:58:30 AM
wat
just delete my game, your computer will be back to whatever state it was in before 00;
Title: Re: Sozora's Labyrinth
Post by: PROGUY on February 02, 2011, 05:01:50 PM
...Is it me or does this game somehow relate to the Touhou series? Especially Mitori. Gonna try it later.
Title: Re: Sozora's Labyrinth
Post by: ellie-is on February 02, 2011, 05:16:36 PM
Screenshots look nice, but you REALLY should work on the shading on those big sprites. Shading is supposed to indicate shapes and lightsource, more importantly shape, but in your art, they don't show any of those, and instead are simply gradients.
Maybe this (http://fc03.deviantart.net/fs70/f/2010/156/d/2/Pixel_Art_Tutorial_by_lucas_irineu.png) can be of some help, especially the parts relating to shading.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 02, 2011, 05:38:47 PM
◕ PROGUY : Mitori is fanmade (http://www.youtube.com/watch?v=2wy0buXRNIQ). 'eck, all my chars are fanmade (http://img188.imageshack.us/i/8322360.jpg/). I was gonna make a Touhou RPG, but I kinda wanted to do something original, but influenced by Touhou. So, I took four fanmade Touhou girls and made them into an RPG :D

This game is pretty much the inversion of 'in name only', as everything about it is somewhat influenced by Touhou, but isn't actually Touhou. I would still consider it a fangame, though ^^

◕ lucas_irineu : Yeah, yeah, facesets are ugly, shading is just gradients and sucks, portraits look flat. I've heard that on every site I've posted my game -_-;; Until I can either find a real, talented artist, or drastically improve my artwork, that's the best I can do. Thanks for the link, though ^^

Thanks for checking out my game guys ^^
Title: Re: Sozora's Labyrinth
Post by: ellie-is on February 02, 2011, 07:15:18 PM
Hey, don't be like that. They don't suck, they just need some work. And you don't need to find a "real, talented artist" or "drastically improve" your artwork. Just try a little harder, keeping what I said in mind, and I'm sure they will look much better.
Title: Re: Sozora's Labyrinth
Post by: Brieg on February 06, 2011, 03:26:13 AM
I did delete it. That solves the "My computer is ruined" problem, but not the "i want to play this demo" problem.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 06, 2011, 07:47:55 PM
◕ lucas_irineu : Hey, thanks ^^ I'll definately keep those tips in mind ^^

◕ Brieg : Try using a different computer. The download link isn't actually gameplay, so don't download it if you're expecting an actual video game. That'll come later on.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 09, 2011, 09:53:51 PM
UPDATE -- ***

(http://img36.imageshack.us/img36/8569/rs02.png)

Sasha's new sprite.

Now to animate it. I plan on making her spin her arms like a jellyfish xD
Title: Re: Sozora's Labyrinth
Post by: coreystranick on February 10, 2011, 04:55:34 AM
Just needs shading in the upper chest region, looks very flat there (not saying it needs boobs or anything just a little bit of shading coming up from the arm pits or somthing)

Otherwise great job. Your sprites look a ton better.
Title: Re: Sozora's Labyrinth
Post by: Valiere on February 12, 2011, 05:11:14 AM
What a refreshing concept....bright colors, a unique interface, great sound effects, and best of all, plenty of custom sprites. The sprites aren't perfect (The battle animations need to move a lot more than they do), but I agree with Lucas...you have enormous potential as a spriter, and you've already managed to improve a lot in a very short time. You're doing the right thing by using other spriters' work as a reference but still keeping everything your own. It will be much more satisfying when you see your characters doing super-cool animations when you know that you made them.

Now for the demo. I ran into some issues. My screen froze twice while trying to use some characters' Shift key abilities. I can get Sozora's dream clock thing and the one with the rock to work fine, but the others are bugged for me. I must say, I really love the rock one though. I can't imagine the amount of programming that went into that.

Keep us updated, I'm very interested in seeing where you go with this.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 12, 2011, 06:05:26 AM
◕ coreystranick : Took your advice :D I was having trouble shading up there, and I gave up but when I shaded from the armpits up the boobs just fell into place xD bahaha thanks alot

◕ Valiere : Ooh, yes, the sprites are very far from perfect. These new ones will have at least 8 different frames of animations, though :D

Ooh, yeah, I didn't make Mitori's or Ulidama's OW spell cards. There was no coding there, so the game just stopped. I wish I would've playtested more thoroughly, but I ran into the deadline and had to release it. =-=;; I really think I should add a revised demo that'll disable those Spell Duels and Spell Cards.

Sasha Sashiromiya's Ocean Spire? The rock thing? That coding was so simple. Dream Clock was more difficult than that~ xD I just used a fork condition to see which way the player was facing, then I experimented with the XY coordinates to see where I should place the charsets of the rock. After that the coding was all effects. When you use it in a puzzle you can jump on top of it, and when it sinks you sink down too xD

Thank you so much guys for trying out my demo xD Thank you for your feedback, it's all so helpful~
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 14, 2011, 10:13:07 PM
UPDATE -- ****

While I was re-coding everything, an epiphany dawned upon me.


Dream Clock sucks.



Honestly, that thing is too powerful. Everything stops? No enemies can move and declare a Duel? You can run while using it an blast past frozen monsters?

No way. That's just abuse waiting to happen. I can't change Dream Clock, because it's far too relevant to the story. The solution? Spell Card CoolDown.

(http://img43.imageshack.us/img43/1184/ss20x.png)
Screenshot of the CoolDown system

This baby is an anti-game breaker. Sure, you get Dream Clock later on into the game, but when you do you're immune to enemy attacks. In my opinion, that just isn't fun.

So here's how it works : Whenever you use an OverWorld Spell Card (Sister Stars, Cutting Edge, etc.), the Spell Card will do it's magic, and then the CoolDown menu is displayed. When the CoolDown menu is working, the magical circle will grow larger (for a quick glance to see how far it's gone) and digits will be displayed (for precise knowledge of how far it's gone).

The Spell Cards take 10 seconds to cool down. The first two digits are the seconds, then the last two behind the decimal are milliseconds (the first one is precise, the second one is just a blur xD). This way you'll know exactly how many seconds are left in order to use a Spell Card again.

Since I'm recoding, it'll be a while before the game is actually made. But after all the coding is sorted out there's nothing stopping me from making maps and character events xD

Cheers to balancing ~~~

  --Miracle
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 17, 2011, 10:32:00 PM
--UPDATE *****

Some of you noticed that whenever you tried to activate Mitori or Ulidama's OW Spell Card, the demo simply froze. That's because there wasn't any coding to execute when SHIFT was pressed.

I've just successfully implemented Mitori Kawashiro's Spell Card, "Cutting Edge", into the game. It's fully functional, and better yet, I only have to code Ulidama's before the entire cast has functional OW Spell Cards :D

(http://img847.imageshack.us/img847/1043/ss21.png)
Use Cutting Edge to slice through vines, ropes, and even activate switches from afar

To use Cutting Edge, simply face the direction in which you would like to throw the disc. Then press SHIFT to activate Mitori's Spell Card, and viola~ One razor-sharp disc hurling through the map :D

When all of the girls' Spell Cards are functional, then I'll have to tackle coding the Main Menu >>;; But when that's finished, a demo should be released that contains actual gameplay~
It probably won't be a lot, as there are still a million other things I have to complete before I can start making battles and Spell Cards, but at least every other aspect of this game will be completed :D

Ulidama's will be much harder to code, as she can have up to three different outcomes each time she uses her spell card. Plus it's direction-sensitive, too >>
(http://img841.imageshack.us/img841/4159/mitorifloat.gif)--Miracle
Title: Re: Sozora's Labyrinth
Post by: fruckert on February 18, 2011, 06:10:55 AM
I'm going to have to try this sometime soon.
It looks pretty damn great.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 23, 2011, 04:30:15 AM
*Post removed because I was too lazy to move images and the updated version of the sprite is available a few posts farther.*
Title: Re: Sozora's Labyrinth
Post by: coreystranick on February 23, 2011, 05:38:20 PM
I think the shading on the skirt could use a little teaking, not bad but it looks (to me) like there is something missing.. It looks great though.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 23, 2011, 07:03:06 PM
Bahaha thanks Corey. I really hate this sprite for some reason. I think she just looks dwarfed. I probably will try to re-do it some other time. ^^ Thank you for your feedback~
Title: Re: Sozora's Labyrinth
Post by: Valiere on February 25, 2011, 07:28:39 AM
The golden hairpin is a bit dully-colored. Should look a bit more....golden. Without seeing the rest of the legs/feet, it's hard to gauge them. It's all right to not draw the knees, so long as you keep that style going with the arms too (wobbly, no elbow), which you seem to be doing already.

If you outline one thing, make sure you outline everything. The dress and legs aren't outlined.

And be ready to animate their hair moving during animations and possibly blowing in the wind. It's a pain but will look really impressive in the final product.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 25, 2011, 09:44:52 PM
*Just another older post. Ignore this, I was too lazy to move the images, 'specially 'cause it was just a WIP*
Title: Re: Sozora's Labyrinth
Post by: PROGUY on February 26, 2011, 06:26:35 AM
Compared with the last picture, the legs and feet have improved a lot and fits with the rest of the top. However I'm unsure and annoyed that her arms look like they are connected to each other.
Title: Re: Sozora's Labyrinth
Post by: Miracle on February 26, 2011, 06:28:48 AM
hurr durr yeah I got a lotta comments about the arms Dx I guess I really will have to fix those

Thanks, you guys. You've all been really helpful ^^
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 01, 2011, 01:15:38 AM
--Not big enough to qualify as a full update

Here's a badly done skirt animation.
(http://img155.imageshack.us/img155/7392/rs06.gif)
I've never animated a sprite before.
Definitely not going to keep this animation.

Hair will be animated later.
Title: Re: Sozora's Labyrinth
Post by: ellie-is on March 01, 2011, 01:26:36 AM
The skirt actually looks great. But if the rest is not animated, it looks really stiff, since things don't usually move on their own while the rest is perfectly frozen in place.
Title: Re: Sozora's Labyrinth
Post by: SaiKar on March 01, 2011, 01:35:41 AM
KEEP THAT ANIMATION. That's a really good skirt animation!
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 01, 2011, 01:40:08 AM
The skirt actually looks great. But if the rest is not animated, it looks really stiff, since things don't usually move on their own while the rest is perfectly frozen in place.

Yeah, I'll definitely animate the hair and sleeves next.

KEEP THAT ANIMATION. That's a really good skirt animation!

Wow I got a total of five replies telling me the skirt doesn't look bad. 0-0 I guess that means I'll keep it?
But I don't wanna Dx

Curse you RM communities, you always make me change my mind Dx<
Title: Re: Sozora's Labyrinth
Post by: fruckert on March 01, 2011, 02:15:39 AM
All five guys who said it looked bad don't know what they're talking about. ed: oops, misread.
It looks great.

Also, you're going to want to do some minute "twitching" with the body, just to keep the level of detail consistent.
Or not.
Just try things out, that's usually where great art comes from.
****ing around and trying new ****.

Swear word.
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 01, 2011, 03:30:40 AM
I was thinking of having her slide her legs back in forth, while staying in position. Sort of like a swaying motion.
How's that sound?

Oh, and do the arms look better? ^^
Title: Re: Sozora's Labyrinth
Post by: carmen on March 01, 2011, 08:56:25 AM
Holy wow that looks awesome! I can't wait to play~
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 03, 2011, 05:01:48 AM
Hey, so RMN is shutting down :( That means that almost every one of my images will be erased in April.
So, while I was moving all my pictures I found an update that I didn't post here :D

UPDATE -- **

Yeah, so, this is a pretty boring but necessary update. The game's going fine, just doing a little bit of mapping. If there are any glaring flaws, or if you have tips for my improvement, just tell me :D

No events yet. I want all the coding to be reasonably clean, and with running, lighting, all those CMSs and the
ability to use OverWorld Spell Cards in any outdoor map it probably will be a major headache. >_>

Yeah, like, don't hesitate to tell me if some mapping issue comes up, 'cause I kinda need to know ^^

(http://img705.imageshack.us/img705/107/ss19j.png)
Ulidama's secluded forest chateau

(http://img203.imageshack.us/img203/3535/ss17u.png)
Jean Sozora's house

(http://img193.imageshack.us/img193/8140/ss18.png)
Armory in the nearby town of Laconia

So, yeah, make sure to tell me if there are any issues with the maps~ Thanks ^^

--Miracle

Long live SL >>b
Title: Re: Sozora's Labyrinth
Post by: SaiKar on March 04, 2011, 05:52:24 PM
The mapping looks great, and your animations are good despite your lack of self-confidence. But honestly I'd support your project purely because it's nice to have someone around here with an avatar more girly than mine.
Title: Re: Sozora's Labyrinth
Post by: Natako on March 04, 2011, 07:17:43 PM
The mapping looks great, and your animations are good despite your lack of self-confidence. But honestly I'd support your project purely because it's nice to have someone around here with an avatar more girly than mine.

Bluhman. Enough said. :P

Anyway, the game looks great so far. Keep it up!
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 04, 2011, 08:59:15 PM
(http://a.random-image.net/bluhman/yayvariants.jpg) ?

Anyways. Kana Anaberal (http://en.touhouwiki.net/wiki/Kana_Anaberal) is the most awesome fictional character you will ever meet. She might make a really gay avatar, but I honestly don't care 'cause I really like her XD

I'm not one of those amazing mappers that'll make you **** your pants out of astonishment, but I've had some experience with REFMAP mapping. Have a look at the upstairs of Jean's house :

(http://rpgmaker.net/media/content/games/2524/screenshots/SS22.png)
Title: Re: Sozora's Labyrinth
Post by: Natako on March 04, 2011, 09:24:57 PM
Keep refreshing Bluhman's avatar and you'll eventually see ponies. Pretty pink ponies. XD

(Bluhman is definitely going to kill me one of these days.)
Title: Re: Sozora's Labyrinth
Post by: Bluhman on March 04, 2011, 09:40:18 PM
Dude, on a whole, my avatar is super manly. :l
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 04, 2011, 09:47:32 PM
(http://img846.imageshack.us/img846/596/456262456.png)

I GOT IT!!! :D

Thanks guys for the support. I'm going to post a Scenario soon, it'll be quite long, but I kind of like it. I'll need your opinions, though~

EDIT -- OK, you can read the scenario here. (http://rpgmaker.net/games/2524/blog/4504/)

Not posting it on charas 'cause it's pretty long.
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 05, 2011, 10:47:49 PM
UPDATE -- ******

I've been working on the introduction for quite some time now. I'm never really happy with it, so I decided just to move along and plan other things.

The game starts out with a prophetic dream. It shows Jean discovering the mansion, and how ghastly it is.
And since watching Creation's Pass or Fail (http://rpgmaker.net/forums/topics/7934/?p=1#posts) series of videos, I thought it might also be a good time to ease players into the unusual gameplay this game wields.

So, in other words, it'd be like an interactive introduction. You would discover the mansion in your dream, then when you went to the forest in real life, you would remember the mansion from your dream.

So while I was going through all of the tutorials, I was like, "Hey, why don't I let the player use Jean's "Dream Clock", too?" Then, it hit me. Jean doesn't have Dream Clock at that point. I wanted the tutorial to cover every gameplay system (except for battle and Activation Character), and the OW Spell Cards are pretty fun, too.

The solution? SuperHuman : Jean Sozora (or just SuperHuman for short.)

SuperHuman can only be used in the tutorial dream. Once you wake up, you'll never be able to use it again.
Sure, it might be a little odd to have a Spell Card randomly appear out of nowhere, but they're an important part of the story as well as an important part to gameplay. Plus you know when you're dreaming and you fall off the Eiffel Tower, or something like that? That's what it was inspired by xD

Here's a pic :

(http://rpgmaker.net/media/content/games/2524/screenshots/SS24.png)

When you activate SuperHuman, you'll be able to do things like Jump really high, or push really heavy things for about 10 seconds. After that, the Spell Card Cooldown system will be activated, resulting in the player being unable to activate SuperHuman for about another 10 seconds or so.

I needed it to be included in the tutorial, and I kinda like it, so why not~?

--Miracle
Title: Re: Sozora's Labyrinth
Post by: SaiKar on March 05, 2011, 11:03:33 PM
(http://img.photobucket.com/albums/v319/SaiKar/Charas/ORLY.png)
O RLY

(Not ignoring you Miracle. Intro looks awesome. Art style is sweet - you drawing all this yourself?)
Title: Re: Sozora's Labyrinth
Post by: Natako on March 06, 2011, 12:32:25 AM
The intro sounds awesome! I agree that it's a great idea to let the player interact with the introduction, as it's a hell of a lot more interesting than just reading text and doesn't give the player that itching-to-play feeling that many long-winded intros give. It's also a good chance to gradually introduce the player to unique elements of the gameplay, such as spellcards.

Anyway, looks great so far. Keep us updated. :D
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 06, 2011, 12:58:50 AM
SaiKar : What are you talking about? XD I thought your comment was funny. Yeah, I do all the menu artwork and portraits myself, although the Soul Shields I found using Google Search.

Natoko : I was thinking about how I could avoid the dreaded "Press the Arrow Keys to move!" introduction, so I thought that if I let the player interact with the introduction, then they could easily learn as they go along.

Funny thing about updates. I was on another site two days ago, and somebody commented. I replied.
Today I updated the topic, and an admin was like "no double posting for 72 hours! D:<"

Would be nicer if they seperated the blog from the comments ._.
Title: Re: Sozora's Labyrinth
Post by: SaiKar on March 06, 2011, 01:04:25 AM
If it would make you feel more at home, I could be a dick of an admin too.
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 06, 2011, 06:19:29 PM
That would only make me feel more alienated. The admin was obviously dickless.

Anyways, I don't really care. I just wish that the sites that didn't have very good layouts would chillax a little bit on the rules.
I totally understand that you don't want people attention-whoring their game, but it was an update.
Wouldn't happen if you separated the comments from the Game Profile XD

But the staff here is pretty cool, you get thumbs up >>b

Oh I forgot to mention profile is updated. Contains about one more screenie, as well as some information on OW SpellCards and the credits. >>b
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 10, 2011, 07:10:57 AM
I got fed up with the convoluted way ImageShack works with my screens. I resized them all myself and now they don't have that ugly 320X240 PNG IMAGE!!!1 on the bottom :D

Also, I may have a new demo later on :D Maybe Early Summer?

Anyways, it'll be a lot better than that old one. The old one had numerous errors and flaws, like being able to select options that weren't implemented yet, or leaving valuable ideas in the game code. It's pathetic and shameful and wants to die.

BUT the new one will contain gameplay :D No more techdemo. Probably not any battles, but that's allright because Jean doesn't get SpellCards until about half an hour through the game anyways, and it'd be too hard to try and perfect with what time my schedule allows.

Have a look at one of the opening sequences :

(http://rpgmaker.net/media/content/games/2524/screenshots/SS25.png)

Probably doesn't make too much sense just by looking at it. It's really just a hideous portal (very hideous and hellish) to another dimension.

But like, depending on how things go I may move the demo sooner or later. Still very vague ^^;
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 16, 2011, 01:26:06 AM
UPDATE--*******

You know that new demo I was rambling on about? This one (http://rpgmaker.net/games/2524/blog/4552/)? Well, I've been working on it lately. It probably won't be long, like I said, but I'm still putting lots of effort into completing it and making it presentable.

Here's an animated screenie from my locker since RMN doesn't allow .gif screenshots (ಥ_ಥ) :

(http://rpgmaker.net/media/content/users/10065/locker/SS26b.gif)
Jean regains consciousness only to arrive in a dream. Slight waver was not fun to implement.

No, I don't know when this'll be completed. That single map took a freaking long time to make, as well as the introduction. Not only that, but I also have to do the waver effect for every map I build.
That can't be easy. But whatever! After that, all that's left is the puzzles in the dream, her discovering the mansion and then back to reality!

Oh, and I'll have to implement a subtle tutorial along the way. That shouldn't be too hard, as I can just sneak in the standard RPG Maker controls along with the fresh and new features I've implemented, maybe just to balance it a little bit more.

But, like, be on the lookout for fresh info and everything~
I don't want to drag this new demo's production out really far.

--Miracle
Title: Re: Sozora's Labyrinth
Post by: Valiere on March 16, 2011, 06:21:52 AM
You are slavishly devoted to your craft. I just hope you can keep this up.
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 24, 2011, 04:07:42 AM
'Course I can keep this up xD This game is my baby, I really have had enough of quitting on my projects.
It just takes time and effort. Fortunately, my job is very flexible, so time is on my side xD
Title: Re: Sozora's Labyrinth
Post by: Miracle on March 25, 2011, 04:33:05 AM
--UPDATE *******

Less talk. MOAR SCREENSHOTS.

(http://rpgmaker.net/media/content/games/2524/screenshots/SS29.png)
Sasha Sashiromiya casting "Albedo the World"

Yup. That should be what my CBS will look like.
It features a ring-style menu which is common for ABSs, but not for turn-based battles. Really, it works perfectly because you can either "Fight, Skill, Item, Flee" or choose from your four selections of Spell-Cards, four heroines, or scroll through your 11 or someodd items.

Aaaaaaああああああああnyways, progress is still going slow. CBSs are pretty hard to program on 2k3, but I believe it'll be well worth it for the player to not have to wait about half an hour before you can actually battle and do something fun.
Sure, puzzles and story is fine, but I really just felt pretty guilty of not including one of the most important part of the plot and gameplay in the first few minutes. Still need to give a good reason to battle in the dream, though~

Stay tuned for more important information!
Eh, who am I kidding. *goes and waits on porch for 3DS*

--Miracle
Title: Re: Sozora's Labyrinth
Post by: Miracle on April 09, 2011, 03:57:08 AM
UPDATE -- ********

So I've been working on a new demo for Sozora's Labyrinth, except this time it won't be a Tech Demo. It'll contain actual gameplay, along with battles, puzzles and Spell Card-usage. Have a couple of screenies :

(http://rpgmaker.net/media/content/games/2524/screenshots/SS33.png)

Out pops a shadowland inhabitant. Dreams are fun, so Spell-Card it up some~

(http://rpgmaker.net/media/content/games/2524/screenshots/SS34.png)


Now you've got the shadowlander angry! Let's watch her blow up the bridge.

(http://rpgmaker.net/media/content/games/2524/screenshots/SS35.png)

Wake up from your prophetic dream? Fear not, you can return to the same forest in real life.

That last screenshot is the same place as the second one, but it's in real life, rather than the dream. That means... BACKTRACKING :O

The first two screenshots are of the dream, and the cutscenes that are implemented in it. The first shows Jean preparing to use a Spell-Card on the shadowlander, the second is the shadowlander's revenge. After that, there'll be a jump puzzle in order to make the intro more interesting to play (don't worry, it'll be simple) as well as a battle with the shadowlander. Your foe is very deadly, but with the Dream-Exclusive SuperHuman SpellCard she should be no problem~ After that comes the Mansion.

It's been taking a while to do the mapping effects, and even longer to make all of the cutscenes air-tight. It'll be very difficult to program the battle, which may even set me back a week in my plans. But I do hope to have it released by Late Spring/Early Summer ^^

Please enjoy Mitori while you wait warmly.

(http://rpgmaker.net/media/content/users/10065/locker/RandomMitori.png)

--Miracle
Title: Re: Sozora's Labyrinth
Post by: SaiKar on April 09, 2011, 04:25:07 AM
I'm waiting warmly. I'm waiting so warmly that I'm in danger of waiting outright hot.

I don't even know what this implies other than the fact that I want to play this.
Title: Re: Sozora's Labyrinth
Post by: Miracle on April 09, 2011, 04:52:22 AM
Since this is a Touhou fangame, I've made a lot of references to the series. In the loading screen of Touhou, it says "Please wait warmly while it's loading." due to some "Engrish" issues. XD

By the way, I've heard that the first two screenshots are too dark. What do you think~?
Title: Re: Sozora's Labyrinth
Post by: SaiKar on April 09, 2011, 05:50:00 AM
Nah. Well, they're dim, but they're supposed to be, yeah? It's not like they're too dark to see what's going on.
Title: Re: Sozora's Labyrinth
Post by: PROGUY on April 20, 2011, 02:52:38 PM
I like the Mitori sprite, but I can't seem to figure out what the heck is that... *points at where her right leg is supposed to be and desperately waits for the Touhou 13 Demo download to finish*
Title: Re: Sozora's Labyrinth
Post by: Zerlina on April 20, 2011, 05:05:25 PM
This looks friggin awesome
Title: Re: Sozora's Labyrinth
Post by: Miracle on April 20, 2011, 07:07:31 PM
 PROGUY : Eh? Her right leg is visible 0-0 that red thing at the end is her shoe :0 I spliced that sprite up because I was bored, just for fun XD

 Zerlina   : Thanks ^^
Title: Re: Sozora's Labyrinth
Post by: Miracle on April 27, 2011, 08:34:20 PM
Not really an update, but please take a look at Mitori's redesigned sprite ^^

(http://rpgmaker.net/media/content/games/2524/screenshots/RS05.png)

Critiques are welcome and appreciated :D
Title: Re: Sozora's Labyrinth
Post by: PROGUY on May 07, 2011, 06:28:24 AM
Better, but now I think that the hat she wears is small LOL
Title: Re: Sozora's Labyrinth
Post by: SaiKar on May 07, 2011, 05:11:45 PM
Is that... uh... oversized sucker supposed to have a slightly bent handle?

Also how is this a weapon I don't even
Title: Re: Sozora's Labyrinth
Post by: Valiere on May 07, 2011, 09:59:08 PM
I like it a lot, but personally, I would've made her staff a bit more flashy.
Title: Re: Sozora's Labyrinth
Post by: Miracle on May 08, 2011, 02:48:43 AM
Eheeeheeeheeeeeeeeeeee.........hee

I didn't make her character design Dx I just copied it, you see. She, along with the other three girls, are fan-made characters from another game series, so I stole them xD Hey, nobody else was using them for anything >,>

I dunno about the handle. The sprite I was using as a base had the handle bent like that, I guess it was a sort of looming-perspectivish thing? :0 I dunno, but I've gotten comments about it so I'll straighten it out before I animate it. xD

@Valiere are you referring to the over-the-top designs? XDDD Sorry :0
Title: Re: Sozora's Labyrinth
Post by: PROGUY on May 09, 2011, 02:44:08 PM
You could at least imitate it somehow so it'll still be considered your work... Just a suggestion :)
Title: Re: Sozora's Labyrinth
Post by: Miracle on May 09, 2011, 04:36:52 PM
I suppose I could, but I guess that this whole 'fangame' thing took away this project's originality anyways! xD
Title: Re: Sozora's Labyrinth
Post by: Valiere on May 10, 2011, 07:30:51 PM
@Valiere are you referring to the over-the-top designs? XDDD Sorry :0

I just mean that I would've added spikes, jewels, streamers, that sort of thing. Just me.
Title: Re: Sozora's Labyrinth
Post by: SaiKar on May 10, 2011, 08:47:14 PM
You are also some sort of fox attorney, so there's that too.
Title: Re: Sozora's Labyrinth
Post by: Valiere on May 10, 2011, 09:37:47 PM
Indeed.
Title: Re: Sozora's Labyrinth
Post by: Miracle on May 20, 2011, 04:26:46 AM
--UPDATE **********

So I've pretty much moved on from creating maps to creating the DBS :0 I've not quite coded anything yet, I've been focusing mainly on creating the HUD, sprites and other miscellaneous graphics. Since the deadline is ever-increasing I've shamefully taken to less spriting and more splicing Dx Too bad stealing Tasofro's artwork won't make my spriting any better. Here's a sprite that used to be Reisen :D

(http://rpgmaker.net/media/content/games/2524/screenshots/RS06.png)
Chaotic Dimension : "Super Moon"

Woooooooo it's swirly~ :D

My absolute worst fear is bumping back the deadline Dx I've worked really hard on creating a playable and enjoyable nontechdemo, and I feel that if I don't complete it by the deadline that it'll slip into nothingness and development hell to chill with Duke Nukem and that gay robot sidekick of his :< This may or may not mean late summer? Dx

eh, stick around, it'll get done eventually >>b

--Miracle
Title: Re: Sozora's Labyrinth
Post by: drenrin2120 on May 20, 2011, 05:20:31 AM
There's nothing wrong with picking up the pace, but don't force it, that's the worst thing you could do.
Title: Re: Sozora's Labyrinth
Post by: zanrei on May 23, 2011, 12:51:38 AM
The last time I tried to force a speed-up in order to meet a deadline (it was a game demo) it ended up full of embarrassing errors. So yeah... I recommend taking enough time to be SURE everything works
Title: Re: Sozora's Labyrinth
Post by: Miracle on May 23, 2011, 05:48:36 PM
Don't worry, I won't release it if the gameplay isn't airtight >> The embarrassing errors are already present in the demo on the front page ._.;
Title: Re: Sozora's Labyrinth
Post by: SaiKar on June 13, 2011, 08:27:40 PM
And yet, we won't let you sneak off either! GAME!
Title: Re: Sozora's Labyrinth
Post by: fruckert on September 21, 2011, 09:37:20 AM
Oh, yeah, what happened to this?
This was a promising project.
Title: Re: Sozora's Labyrinth
Post by: SaiKar on September 23, 2011, 04:41:13 AM
It is a bit upsetting :(
Title: Re: Sozora's Labyrinth
Post by: PROGUY on September 23, 2011, 03:17:58 PM
I feel as lost as a guy drunkard who was knocked unconscious and woke up in the middle of the wasteland with absolutely nothing in his possession.
Title: Re: Sozora's Labyrinth
Post by: Miracle on September 26, 2011, 08:16:53 PM
Don't worry, it's still alive :\

(http://rpgmaker.net/media/content/games/2524/screenshots/SS41b.png)

Busy summer, but I still work on it when I can :>
Title: Re: Sozora's Labyrinth
Post by: SaiKar on September 27, 2011, 04:09:55 AM
 :o

Yays!
Title: Re: Sozora's Labyrinth
Post by: fruckert on September 27, 2011, 05:02:19 AM
Looking good.
And...is it just me, or are those lighting effects?
Title: Re: Sozora's Labyrinth
Post by: PROGUY on September 27, 2011, 12:51:06 PM
Sweet glory graphics :)
Title: Re: Sozora's Labyrinth
Post by: Miracle on April 04, 2012, 04:37:38 AM
Been a while?

(http://www.bluemelon.com/photo/29742/2283404.png)

I've been working on upgrading the portraits. I've got a million complaints about the shading so I had to watch that, but anyways here they are :D

Jean Sozora hopefully isn't too loli... don't worry she has a personality

(http://www.bluemelon.com/photo/29742/2283400.png)

Ulidama Fia Owen is dissapoint

(http://www.bluemelon.com/photo/29742/2283654.png)


Mitori Kawashiro has prison palor

(http://www.bluemelon.com/photo/29742/2283401.png)

Sasha Sashiromiya is underwater

(http://www.bluemelon.com/photo/29742/2283655.png)

Surprisingly they're all free for dinner on short notice!
Other than that, though, progress is coming along fine. I've got some really good ideas for puzzles that are hopefully original, it's just gonna be really tough to implement them well. Guess that's all :D tell me what you think!

Y'know I wasn't gonna post this little update because it's kind of trivial (and this topic is old) so I hope you guys don't mind D:
Title: Re: Sozora's Labyrinth
Post by: Prpl_Mage on April 04, 2012, 04:18:05 PM
There was nothing wrong with the ones you had before but these are really great. Well done!
Title: Re: Sozora's Labyrinth
Post by: Uberpwn_w00t on April 05, 2012, 06:49:04 AM
Holy hell those look good. Whole thing looks really good. Nice work.
Title: Re: Sozora's Labyrinth
Post by: ellie-is on April 05, 2012, 12:30:04 PM
Hey man, those are a huge improvement. They're looking great.
Title: Re: Sozora's Labyrinth
Post by: SaiKar on April 05, 2012, 08:58:04 PM
Oh my freaking God you're still alive :o
Title: Re: Sozora's Labyrinth
Post by: Meiscool on April 12, 2012, 03:54:45 AM
This looks very well done. Though I don't have time to try this out for a few months, I'm 'favoriting' this so I can come back to it in the summer.