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Valrahk

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For this update, I have a bit of a theme going: Audio/Video. What exactly do I mean by that?

 

Well, for Audio: If anyone happened to find, in the music folder of the mp3 version of the game, the soundtrack, and listen to the music outside of RPGmaker, they might have noticed some strange things in the ID3 tags of the tracks--things like "V[number or letter]" at the end of the title, missing or inconsistent artist information, etc. Well, when the Act II mp3 version is released, I'll be recifying this, with consistent, WIP-information-free titles, and composer & context information (spoiler alerts in advance) for every track, and a bit more.

 

Now, for video: In Demo 1, the opening cutscene was really just text against a black screen. Well, for Demo 2, and all further Demos, that sequence has, you guessed it, video:

 

openingmovie.png

 

Now, the reason I waited until Act II to do this was that certain parts of the sequence, including the one above, hadn't yet been mapped, and I didn't want to work myself into a corner or have to re-do the opening movie because of it. Also, just to note: The second half of the opening, after the opening title appears, will be a black screen. It makes sense for that part, because it's very difficult to visualize that part of it without spoiling much of the story, including parts from beyond Act II.

 

In terms of actual updates, the Class Switching System is coded, and partly tested. Because of my workload for this weekend, I won't be able to test it comprehensively, but since most of it is essentially identical, and since I inspected it as I was coding, there should be few, if any, glitches. As a note to Beta Testers (and I'll say this again in the PM): I will ask that you do extensive testing of the class-switch system.

 

Other than that, there's just programming the Act II enemies and a bit of balancing out to do before being able to send the game off to the testers. Demo 2 is almost here!

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Switch every character you have access to and report back anything weird that happens - as an example that (I already fixed), something like the first elemental ability not being added to the list, or, as may possibly happen, the character's battle sprites look weird (i.e. like the wrong character). I may leave some class debugging information in the game when it's sent to testing, to make things easier (I'll explain later).

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Next week, unfortunately. I've got too much to do this weekend, mostly homework (a lot of homework) and heading back to college.

 

If it's any consolation, I don't think Act III will take nearly as long, since there's no 95% custom-made chipset to... scratch that, actually. I forgot about that first dungeon... again, no spoilers, except it'll be awesome...

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2 questions:

1: How's progress on the demo going?

2: How would one disable the GM phantoran random encounters? I only ask because I was almost done with level ? when the game closed itself.

 

-
:burnmad:

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2 questions:

1: How's progress on the demo going?

2: How would one disable the GM phantoran random encounters? I only ask because I was almost done with level ? when the game closed itself.

 

-
:burnmad:

 

1. Funny you should ask... Turns out I forgot to add some battle graphics in, namely Lauenna's weapons and two status ailment graphics... So... whoops. The status ailment graphics are done and implemented now. Better to find out now than later, I guess...

2. Well, they're not really random encounters, actually - they're enemies wandering around like the others, but they're invisible. As far as avoiding them, open in RPGMaker, hold control, and walk on the walls. That's the only real way to avoid them, other than to defeat every single one in the room, but they'll just respawn once you enter another room, so it doesn't help much.

Link to comment
2 questions:

1: How's progress on the demo going?

2: How would one disable the GM phantoran random encounters? I only ask because I was almost done with level ? when the game closed itself.

 

-
:burnmad:

 

1. Funny you should ask... Turns out I forgot to add some battle graphics in, namely Lauenna's weapons and two status ailment graphics... So... whoops. The status ailment graphics are done and implemented now. Better to find out now than later, I guess...

2. Well, they're not really random encounters, actually - they're enemies wandering around like the others, but they're invisible. As far as avoiding them, open in RPGMaker, hold control, and walk on the walls. That's the only real way to avoid them, other than to defeat every single one in the room, but they'll just respawn once you enter another room, so it doesn't help much.

1. Cool. Doesn't sound like it'll be too long.

2. HPPhdaaaaaaah...

but i thought the walktrough said they were random ._.

 

Also please delete my double post.

 

-
:burnmad:

Link to comment
2 questions:

1: How's progress on the demo going?

2: How would one disable the GM phantoran random encounters? I only ask because I was almost done with level ? when the game closed itself.

 

-
:burnmad:

 

1. Funny you should ask... Turns out I forgot to add some battle graphics in, namely Lauenna's weapons and two status ailment graphics... So... whoops. The status ailment graphics are done and implemented now. Better to find out now than later, I guess...

2. Well, they're not really random encounters, actually - they're enemies wandering around like the others, but they're invisible. As far as avoiding them, open in RPGMaker, hold control, and walk on the walls. That's the only real way to avoid them, other than to defeat every single one in the room, but they'll just respawn once you enter another room, so it doesn't help much.

1. Cool. Doesn't sound like it'll be too long.

2. HPPhdaaaaaaah...

but i thought the walktrough said they were random ._.

 

Also please delete my double post.

 

-
:burnmad:

 

It'll be a bit longer yet. My schedule suddenly went haywire, but I'll try to get the Demo out this weekend. It's already zipped, but I won't have time until then.

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