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Verdant Tales: Symphonic Horizon


Dylanrockin

Game Release Date  

394 members have voted

  1. 1. When would you like to see my game released?

    • In a month?
    • In two months?
    • In three months?
    • Who cares, I just want to play a well-made game!
  2. 2. Who is your favorite character?

  3. 3. Would you like Save Points to be the only method of saving?

    • Yes
    • No
    • It makes sense, given the very "different nature" of your game, so yes.


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Gaining experience from catching Pokemon is honestly a minor thing except if you caught an overleveled one as the exp yield from grinding will more or less make up for that. I wouldn't really worry about that as we've spent almost 18 years without it and haven't died. I'm probably a year or two off, but you get the idea.

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Gaining experience from catching Pokemon is honestly a minor thing except if you caught an overleveled one as the exp yield from grinding will more or less make up for that. I wouldn't really worry about that as we've spent almost 18 years without it and haven't died. I'm probably a year or two off, but you get the idea.

Yeah, I mean, it really doesn't matter whether gaining exp on catch is in or not, since the exp gained is negligible and you're really only going to catch that Pokemon once, unless you are EV/IV picky - in which case, nevermind. But, the trade off was that you can actually now throw Pokeballs at Pokemon, which, this wouldn't be a Pokemon game if you couldn't catch anything XD

For some reason... I had the easiest time programming the menu selection for Costumes, and it only took me about an hour or so to get it working right. But, for some reason, programming the abilities option in the menu makes my game freak out :L So, the menu selection being available for Abilities will take about another day or so, since there is a lot of testing involved in this menu to make sure that the game doesn't crash.

Edited by Dylanrockin
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More silly costume artwork!

So, Vice now has his Pirate costume finished, and alongside that I now got the menu selection for the Character Abilities option programmed into the menu, which... apparently I was just doing my math wrong and I had to program the way it wanted it done :L You pretty much have to touch RGSS in that way it likes, in order for it to work, essentially XD So, now that the Abilities Option and the Costume Option are now programmed into the menu, you can now change costumes at will, and you will now be able to turn certain Abilities on or off. Again, Key Abilities cannot be turned off. Anywho, here is the sillyness, which was not drawn by my current artist, but another friend of mine. So, if you're wondering why the artstyle is so different, then that is why :P

vice_3.png

I am going to be designing an Abilities dedicated screen for turning on or off abilities. But, for the moment, it's just going to function as asking whether you want a certain ability on or off.

Edited by Dylanrockin
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Good to hear you finished the menu programming. Also liking your friend's artstyle, too. Oh and just a question, would you mind to have progress report like other fan games too, it would be easy to your audiences especially for new followers, to keep track how far the progress of the game? It's ok if you don't want to though.

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Good to hear you finished the menu programming. Also liking your friend's artstyle, too. Oh and just a question, would you mind to have progress report like other fan games too, it would be easy to your audiences especially for new followers, to keep track how far the progress of the game? It's ok if you don't want to though.

Well, progress so far is pretty okay. I've been mostly programming the past few days, so there has been 0 story progression, at all, because of it. Couple with that the amount of testing that I had to do with the menu's and other huge bug fixes; I just haven't had the time to get any story stuff done. New abilities were made, and I'm right now thinking of a design for the ability menu.

But, costumes are now fully integrated in, and for new readers, costumes does not equal customization. So, I'm nearly done with what my goal that I set for myself was. Before release I need to do these things:

  • Fully program and integrate Ability Menu
  • Bug test
  • All sprites for the characters costumes finished, as well as sprites for the newer characters
  • All story events in the Western Continent completed
  • Have at least 10% of the Northern Continent finished

Also, motivation tends to be a large factor in it as well, unfortunately.

Edited by Dylanrockin
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Keep it up, motivation often comes from appreciation as well. Feedback would prolly help in that regard

That is true. But, I feel that I attribute my time poorly with my game, because my heart wants to get the game completed, but mind is like: Just watch YouTube videos for today, and THEN work on it tomorrow.

Also, I tend to spend way too much time programming, and not enough time eventing.

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Game Mechanics Update

So, I myself and Nova have been working on some... neat little additions to the menuing of the game, as well as implementing new graphics and whatnot. But, that's not what I'm here to update you guys with. For the past couple of days I've been brainstorming ideas for a layout for the new menu system of my game that I've been programming myself, and what I have to show is something I'm quite proud of. Even though it's nowhere near finished, and this is just a work in progress. But, this is the start of something that I know a lot of people will enjoy:

asdfasf.gif

Now before anyone says anything about the graphics of this menu, here me out. Yes, the background used in the Ability menu is just a placeholder for the time being. But, this is going to be the new Ability Matrix screen. I'm not gonna give too much away since there isn't much here to show, other than it being a work in progress. But, as a start, I can tell this is going to be a really awesome feature! But, once you select one of the 3 options on the side, the screen will move over, and allow for that Character's specific Ability Matrix to take up the whole screen, with a help window on the bottom. It will be available from the start of the game, just like the costumes option, but, you won't have much to work with, since a lot of the abilities have to be unlocked via story event.

More details on the Ability Matrix will arrive soon, once I create enough for you all to see. But just as a hint for what's to come. Each character has their own, unique Ability Matrix.

So, why did I create this, you might be asking? Well, I created it because I wanted to give people an option to turn on or off Character Abilities. So, if you wanna challenge yourself, you can do a run with all Abilities off, except for Special Key Abilities which can never be turned off. So, if you don't wanna use any Character Abilities, then just don't use them ;)

What I'm aiming to create, very soon, is the option for Character Ability Points, so that way you can gain optional abilities that, normally, cannot be obtained by playing the main story. But, that's a very far future kind of thing, and I'm not too interested in doing at the moment.

Edited by Dylanrockin
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So, after I showed off a few days ago the new additions to the pause screen, I think it's time to show off some sillyness, what do you say? ;D So, at the moment, I don't have all the sprites for all the characters costumes, because no money and whatnot ;w; But, for now, these are the currently available costumes for the game, and the new menu design and shtuff!

Sadly, I didn't show off the Ability Matrix in this video, mainly because I'm still working on it, and secondly, it has graphics all over the universe on it :P

With all that said, working with all this new stuff is definitely going to delay the game even further on, until the Ability Matrix is completed.

Edited by Dylanrockin
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Double Update! (Sorry for the constant posting, but I've been on a role these past few days.)

Speaking of Ability Matrix: So, I've finally programmed the first few nodes to Vice's Ability Matrix, and this is how it works. When you start out the game, all the paths are turned off, and when you turn on a node for the first time, that path lights up. When you turn the node off, the path stays lit, but you can still access whichever connecting node there is. However, compound Abilities function only when certain nodes are activated, and if they aren't activated, then they turn off. I plan on adding in dummy nodes, and do some balancing for the new Abilities like Berserk and whatnot. So, here is the gif for the current Ability Matrix for Vice (note there will be more to come, this took me all day to do XD) And yes, that is a placeholder background and layout, for the time being.

asdf.gif

The reason why the paths don't turn off when you deactivate a node is for this reason: It's convoluted, and really hard to program. Besides, I kinda like the idea that once you permanently unlock and Ability the path stays lit for further navigation. Also, if anyone knows how to display text without a text box via programming, please let me know, for those of you who are programming savvy; because I never dabble with message boxes XD

Edited by Dylanrockin
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Time to wear my beach clothes in an arctic place!

Love these updates!

...

Don't push yourself too much though.

I'll try my best ;)

But, here is something even MORE awesome! This an original composition made for my game that is called: Fated Song of Time, and is Hiro Monochroma's theme! That is indeed Hiro singing the song ;D

Credits to: Kirara Seika for the Vocals and Original Composition for the song.

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All of these additions are so epic and make this feel right at home for me as I love the Tales series more than any other. Definitely keep up the good work and don't feel bad about taking days off for youtube videos. The stress relieving days are important for a creative mind.

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I swear, this is feeling more and more like a Tales of game each time I look at it. You're going above and beyond here. Can't wait to see the completed project, as usual.

Definitely feel the motivation to work on my own project from just looking at this.

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I never want to spoil myself by opening the video, but this time, i can't resist and...IT'S GREAT! Looking forward for the release, don't worry though just take your time I'm sure the released game will be very awesome no matter how long the wait will be. Also, looks like your project already inspired a lot of us here, including me (working on high-res project on other website just in case you want to know) . So, good job on that ^^

Oh, also for suggestion, maybe change the choice message box to match with other, the default ones looks out of place that way (i guess you have changed that but haven't implemented it yet?).

Edited by PhantomBima
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I swear, this is feeling more and more like a Tales of game each time I look at it. You're going above and beyond here. Can't wait to see the completed project, as usual.

Definitely feel the motivation to work on my own project from just looking at this.

I never want to spoil myself by opening the video, but this time, i can't resist and...IT'S GREAT! Looking forward for the release, don't worry though just take your time I'm sure the released game will be very awesome no matter how long the wait will be. Also, looks like your project already inspired a lot of us here, including me (working on high-res project on other website just in case you want to know) . So, good job on that ^^

Oh, also for suggestion, maybe change the choice message box to match with other, the default ones looks out of place that way (i guess you have changed that but haven't implemented it yet?).

I'm glad that I could be an inspiration to the both of you, and many others, but I don't particularly see myself as inspirational. Definitely more of an outcast, and a loaner, but eh, that's just me. I'm glad that I could be inspirational in some way or another :)

Sadly I cannot change that, since, I don't know if you're aware of the programming behind the menuskins, but, it's actually quite annoying to change that. I mean, EBS had a lot of handlers just so that way it wasn't using any current windowskin you were currently using, while bitmapping it to one of the images included in the system. I can change it, but at the moment, it's not necessary.

Also, progress on some new Character Abilities, featuring Vivian's Flee ability. Flee... does exactly what you think it does, it gives a 100% chance of escaping from the battle, but not only that, there are 10 phrases that Vivian can say, randomly, when you run away, and for those of you Tales fans: You probably know a few of the phrases that she says. ;) Here is the gif:

flee.gif

Also, Vivian Pirate!

adfasdf.png

And for those who didn't see yesterday's post, here is an original composition for my game, that is Hiro's theme, sung by Vocaloid Musician: Kirara Seika

Edited by Dylanrockin
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So, Update time, once again!

I've been working on programming several new things into the game, that makes my game even closer to something that you would expect in a Tales game. But, THAT feature will be showed off in a video, possibly this week, maybe next week. However, that's not what I'm here to update you all on. New abilities that have Overworld properties have now been added in, such as Krista's Passive Healing, which heals the Pokemon in the first slot by 1HP every 6 steps, which is handy if you don't feel like using a potion. It does not revive a Pokemon if they're fainted in the first slot, though, so don't go thinking that it has that kind of overpowered property to it ;)

Also Ability Matrix now has a new setup to it, which will soon allow you to view which Character Abilities you have turned on, as well as Key and Verdant Abilities. It features these alongside what character you are currently playing as on the right side of the screen. I would've included all the characters on that side of the screen, so that you may view who has what ability, but due to the limitations of RPG Maker XP's screen resolution, I unfortunately cannot do that. So, it will only display the abilities of the character that you are playing as.

If you press the right button on your keyboard, or press any of the 3 buttons on the right, it will take you to that specific option, while scrolling the screen over to view the entire Matrix. Also, instead of each character having their own Matrix, it's all a part of 1, huge Ability Matrix.

gddd.gif

Yes, I know about the graphics that you see that are kind of just sticking around, that's a simple graphical bug that will be fixed momentarily. But, more on this will be soon to come.

Progress on the game's completion... nowhere near ready XD

Edited by Dylanrockin
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A little update, thing. Also, I just wanted to know some things, and wanted some input for further helping out the game.

So, as you all know, there are Character Abilities in the game. Some of them have overworld properties, and some have battle properties. Honestly, how do you guys feel about the whole thing? Including the Ability Matrix that I've been programming, and has been occupying a lot of my time. I wanted to know how you all feel, in regards to it. Because, I made the abilities as a way to diversify play-styles, as well as giving an incentive to play as certain characters, so that way they don't feel so similar. Which... having them all be the same is really boring.

Also, I was going to show some gameplay of it, as well as this new feature that I added to the game, that has no relation to Character Abilities, but is a really nice touch to the characters.

Edited by Dylanrockin
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Dey cool dood, don't doubt. There is nothing you can do to make me not wanna play as Vivian but..try as you might ! :ph34r:

also if you decide to troll on april fools day, may you swallow a thousand needles! :P

Well, I was going to post something in related to my game that was April Fools related, but it got a content ID block on it :L Well, later parts of the game will become impossibly hard without balancing XD

Edited by Dylanrockin
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Well, I was going to post something in related to my game that was April Fools related, but it got a content ID block on it :L Well, later parts of the game will become impossibly hard without balancing XD

it's a sign

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it's a sign

It's a sign for what's to come, you mean. ;D Also, instead of me showing a video of the new stuff I made for the game, I'm gonna show it off in gif form. So, basically, whenever you win a battle and depending on who you play as, will determine what kind of end of battle dialogue will appear. This also applies for Double Battles, where, depending on who you're partnered with, will determine what those two will say to each other, and to hilarious results. Just like in the Tales games!

Also, depending on your current health or status, will determine what they will say. For example, if Vice has a Pokemon that is poisoned and partnered with Krista:

Vice: Krista... need cure for poison...

Krista: What? My Pokemon aren't poisoned.

Vice: No... I mean... me.

So, this gif doesn't really show much, because my patience with recording this stuff was waning, so I just did a couple fights and this is it XD

takethat.gif

This end of battle dialogue is used for EVERY possible combination of partners in Double Battles, meaning: Everyone can be partnered, and has a random chance to say something to each other. No matter who they are, there will be something for them to say, and it's already been fully programmed in.

Here are some examples:

Vice: Krista... need cure for poison!

Krista: What? My Pokemon aren't poisoned.

Vice: No... I mean... me...

Marissa: Vivian, this isn't a Pokemon Center, you know...

Vivian: Oh, shut it, you cold-hearted brat!

Marissa: I think we should just leave your Pokemon here, then.

Hiro: We finished them off!

Vivian: What're you talking about, it was clearly me who took care of them!

Hiro: Huh...?

Vivian: How was that?

Allan: Beautiful.

Krista: I'm not scared of you!

Vivian: Your legs are shaking.

Krista: You're kidding?!

Vivian: Yeah, I am!

Hiro: Allan, Allan, Allan did you see that?!

Allan: ... Yes... I saw.

Hiro: My Pokemon was all like 'whossh,' and yours was all like 'pow,' and there was explosions, and!

Allan: Sometimes you're a bit much.

(Totally a Tales Reference here)

Krista: Our Pokemon are justice, love, and...
Allan: Ugh... hope.
In total, there are about... 7-9 lines for each character in Single Battles, and about on average 2-4 for each character in Double Battles, plus they can say whatever lines they had from Single Battles as well. Also, since Verdant Transformation changes Vice's personality, his lines change, depending on if you're wearing the Verdant Clothes. Such as:
Vice: Talk about some pitiful techniques...
Vice: I thought it was still your turn.
Vice: Hello, are you napping? Because I could've sworn you said something about beating me.
Vice: Hmph... what an amateur.
Edited by Dylanrockin
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Also, here is another song for the Symphonic Horizon - Original Soundtrack, composed, and performed by Kirara Seika: This song is called Echoes of Time - Temporal Memories.

Edited by Dylanrockin
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