Entries tagged with “Adalyn”.
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Tue 7 Feb 2012
The games page link under Navigation is now changed. I know it’s not a big update but I figured I’d mention it. So now you can see the games I have and the games in progress, which ones are complete, and their reviews. They are alphabetical rather than chronological so I will try to explain away Island Skys lower rating because that one is from 2003-2005. I have plans for that game but not in the near future.
I might as well post that I played a bit of Fortune Summoners for Rays blog. You can check it out if you’d like or if you were curious about it!
Cherry has an SDK now for RPG Maker 2003 if you use RM2k3 still and would like to see what additions it has. You can now have C++ plugins for RM2k3 if you want that and have some knowledge of C++. You might want to hold out for RPG Maker VX Ace which should be on the way soon in English.
For Adalyn, I’ve been getting some system work done. I finished the menu system so now I will be doing animations for Adalyns attacks. I would need sound effects as well, which I’ll get to. It’s nice seeing progress being made, even if I can’t show much screenshots of it because it’s backend rather than visible work for the most part.
Fri 13 Jan 2012
Got a tumblr now, I’m sure a few of you already know about it but if you don’t, it’s here:
So if you have a tumblr yourself, feel free to follow! Basically, that tumblr will be used for smaller updates. Screenshots, a very short post of what I’m doing, or sharing interesting things from other users. I’m not going to do that too extensively, more for things I really think would be helpful to see.
This blog is still reserved for the bigger updates and design posts. I take recommendations on what to write too, but I don’t always get around to it, or sometimes I just forget. You can always remind me later if that’s the case.
I’ve been playing the old version of Adalyn. Lag city, but it made me get what I was doing with it and what I planned to achieve with this remake. It was a short game, and while I do want to make it longer, I don’t want to really add a bunch of filler (grind for 30 bear ears) in doing so. I’ll communicate with Rayne on the story part soon.
In the mean time, I’ve been working on adding new tiles, making some new sprites, fixing up the battle system a little bit. Trust me, I’m doing it mostly by events and I’m not a scripter so it does take a while to make sure that everything is fine. I need to come up with new animations, sound effects, and enemy AI before I can consider it ready to use.
I had a few ideas for how to plan out the map design. I could do it like the old game and have the main town and have a person bring you to the other part of the country for missions. Or have you walk around to them like a big connected area. I had thought of it as the big connected area but doing it as I did for the old Adalyn is a possibility too.
Basically, while there are some graphical updates being done, there’s still plenty of work that needs to be done so sadly I can’t say a release is anywhere near. I think it’ll go more quickly when the battle system is finished. Wish me luck!
Go over here and check out Rainbow Nightmares intro too while you’re at it!
Tue 18 Oct 2011
Lately, we’ve been having workathons over at Meridian Dance. Basically, a few hours a night to work on your game while someone livestreams their own game progress. Helps you get stuff done! I was doing various commissions and wanted to take a break and work on my own projects.
I implemented the new ammo system for Adalyn. If you have played the old Adalyn demo, you had to go by ammo pickups or buying ammo because your weapons had an ammo capacity and could run out of ammo. I changed that system and now you can shoot up to a certain amount, but then you have to reload. Each weapon has a different attack speed, reload speed, amount of shots before reload, and range. This is mostly implemented, with some slight bugs upon entering the battlefield depending on which weapon you have equipped.
Also, items are implemented. I want to put a cap on them so you don’t go hoarding them all but yeah they all work fine. You have stuff like Tigre Tequila which boosts Attack power with a chance of getting Drunk, Wine for regenerating health, Blow Needles for attacking in multiple directions, Lasso for stunning, Cloak for evasion and things like that. Those effects work. Also have 5 enemies max in a field instead of 3. I won’t always use 5 in a battlefield but at least that is possible.
The sprites other than Adalyn are placeholders. I used a Poison Sack (a future enemy drop…. oh yes I forgot I have to apply enemy drops) to poison all the enemies so the damage numbers pop up for each of them.
What’s needed now is to have enemy item drops, animations, enemy AI (other than move up to the player and attack), and some fixes to the weapons (mainly when starting the battle) so then I can start placing the battles around the game. The issue is mainly that they are built onto the map so I can’t really go making lots of maps until I have the battles in because they are part of the map.
Then I will need to do tilesets, sprites, and fix up the menu system. I have a better idea for it than I had before so I’ll be getting to work on it.
EDIT- Got someone to try the newest battle demo. It doesn’t lag like the old battle system for the demo did, which is a good sign.
On non-Adalyn news, I added Broken Moon blog to the links! Also made a guest review for another blog, reviewing FF12. Also have a guest post on Final Fantasy adventure which some of you might have read already, and Threads of Fate. Have some commissions to do so I’m closing future commissions for now.
I will likely have more info soon on Alcarys Complex, a game by Pasty that I am making the graphics for. I’m a busy person!
Tue 2 Aug 2011
So in between doing commissions and work for people, I had asked for some help in the HUD display in Adalyn. YDS helped me out with the graphical part so I was able to get that and finally finish up the HUD. It works too, not just a mockup:
What’s next for me is to fix up the equipment screen (I want to make more of a graphical representation of the equipping like setting it onto that display) and then working on the skills themselves. I am using the blue bar as MP now instead of armor. Armor will be unbreakable and there will be some protection skills that wear out over time. Then I need to make 2 more enemies per map and set some better enemy AI. May need some help with this point though.
Still mostly doing commissions at this point though so my progress is slower.
I also played Chantelise, which was recently translated and released as a demo (and is now on steam). It’s made by the same people who made Recettear, but it was earlier i believe. You can see the playthrough here!
If you are curious on progress on RM20XX (a custom RPG engine based off of and expanding on RPG Maker 2003), then you can see the demo here at Meridian Dance. There’s also an article on Vaporware by Mellytan!
Nessiah is working on a short project for now called BunLegends, you can check it out!
Mon 4 Apr 2011
Posted by Ocean's Dream under Oceans game progress
OK, I have made the iconset and did most of the work for the HUD on Adalyn. I forget if I mentioned it in the previous blog, but the lag issue is fixed and Mary4D tested it as well. I probably did not! Anyway, have a screen of the new HUD!
It shows the Health and Armor on the left, the skills and their key inputs on the top middle, guns/ammo and their key inputs on the bottom middle, and Gold on the right. The bottom right will have keys or keycards but I did not have an icon for that yet. I also have to add a cooldown bar or something for the skills.
I felt this set up took less space and gave more info.
Skillswise, I have planned to remove the Heal skill. It is too useful and will cause people to just wait there for the long cooldown period to be finished. Instead, I will have full healing before a mission, and a little more health opportunities like perhaps secret areas and stuff.
The new skills will be this: “Berserk (You take extra damage under this mode, but you do more damage as well), Explosive Mine (Nearby enemies take damage when activated), Confusion Mine (Nearby enemies get confused when activated), Push (Forcefully pushes all enemies far away), Slow (Makes enemies move slower), and Stealth”. Unlike the initial release of Adalyn, you will be able to equip any of these skills in the 2 skill slots rather than each in their own slot.
Fixed up another issue with Adalyn as well. Now you can hold down the key for Flamethrower and Minigun to have it keep firing. Before you could do that with all guns but they’d only remove ammo once while it kept firing. That bug is fixed, and now you have to press the key for each shot for any other weapon.
Anyway, that is about all for the Adalyn updates. The next thing is that I’ll be taking a break from this so I can work on commissions. Pasty has been very patient with me but I still need to get this done. I’m working on sprites for Alcarys Complex, and while a good amount of sprites are done, there’s still more to go. I hope to get it done by the end of this month and that soon you’ll be able to play it.
I also have some backgrounds to do for YDS on the Long Goodbye. As I haven’t heard from any other commissions, I’m pretty much doing that for the moment.
I hope to get back to Adalyn so I can make a good re-release sometime this year!
Sun 20 Mar 2011
Posted by Ocean's Dream under Oceans game progress
Now that Adalyn has been released, it has received Two Reviews so far! I am very happy at this and for the feedback that they provide. Honestly, I did not have much time to fix things as it was for a contest so there are issues that I just did not have time to fix. However, feedback and criticism is still appreciated. You don’t really learn by going “You are wrong, I CHOSE to do it that way!” for everything or saying “You’re mean or just jealous! I’m keeping it the way it is!”. Perhaps someone has an idea that I never thought of! I will encourage longer comments in this, so please don’t feel lazy for just this once and try to reply here. I don’t mind using the chatbox for other things generally, I encourage that.
It is very likely that I will continue Adalyn once I get the contest scores up. I don’t want to mess around with it much just in case, but I think they are judging as we speak. I don’t know if I have much competitors but we’ll see how that goes. Will this push Azuleas development back? Honestly, not by very much. Azulea is still in the battle system phase, so until I can get that finished, it is really not that far in. Working on Adalyn and re-releasing it will be faster.
I have a few questions that I’d like you to answer if you have played the game:
- What weapons were your favorites? Your least favorites? Why?
-Any suggestions for weapon swapping during mid-area? Adalyn did not have this, so you had to pick your 2 weapons before you went off. It is compensated by the areas not being very big. If they were bigger, this could become more of an issue.
-Did you feel that it would have been better to experiment with weapons before entering an area to do so? How would I pull this off?
I might have left out a few things, and some issues I am aware of. For example, I would have liked to show a cooldown graphic in the HUD for when you’ve used a spell so you can see how long until it comes back, reduce the HUD so it doesn’t block so much, lag issues and such. If you have any other potential issues or suggestions, feel free to let me know!
Thu 17 Mar 2011
The nation is recovering from a very recent civil war, only two years ago, fought between the ‘Democracy’ and ‘Monarchy’. The Democrats pushed for a ‘modernization’ of their nation, trying to throw out the outdated government system that had been used before then. The war went on for several years, but eventually the Democrats lost, and the Monarchs strengthened their hold on the country, under the pretense of ‘rebuilding’ their nation, restricting resources and increasing taxes. Corruption and poverty is everywhere.
As Adalyn, you are a girl who has been labelled an outlaw. Looking to escape, you head down south hoping to avoid being caught. With a gun and a knife, you’re able to defend yourself against whatever comes your way…
Z- Primary weapon (Initially the Pistol. Becomes the knife if you are out of ammo in your primary weapon)
X- Secondary weapon (Initially the knife.)
A- Skill (Can be used without cost, but takes time to use again)
S- Second Skill (Can be used without cost, but takes time to use again)
Scripts from: BigEd, Jens, Yanfly, Gameclover, Shanghai
Thanks to rhyme, linkz0r and Jihaus for assistance
Made in a week for a contest! Wish me luck!
Now what’s next to come, is deciding what game to do next. Should I work on fixing up Adalyn first? Rubi first? Work on releasing Azulea next? I will try to set up a poll for this!
Also, please check out Meridian Dance! There are new updates on it from various members. I have Adalyn on there as well, plus there are interviews, updates on new games, and articles to read. I liked the interview for David Miles Carter, i’d recommend checking that out!