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PostPosted: September 3rd, 2012, 4:28 pm 
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After being away for a long time, I think I finally got my life in order enough to start making games again. I never lost my desire to finish Sword of Vengeance. However rpg maker 2 proved to be too complicated for me to finish the story.

So I have decided to move it to rpg maker ace. With Yanfly's scripts and Falco's Interactive script I believe I can make the game the way I always wanted it to be.

There are going to some major changes to the story. But the premise that the main character has to break the curse of the Sword of Vengeance to live will remain the same.

And just for some fun here are two battlers that I edited with Gimp. The original artwork is done by Sakura(Butler) http://translate.google.com/translate?s ... ml&act=url

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This one I just mergered two characters together.

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This one I mergered two characters and recolored.

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PostPosted: September 3rd, 2012, 8:47 pm 
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Welcome back, whataface! Good to see you're still working on your game. It's hard to do so these days.

VX Ace will probably be a good fit for you.

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PostPosted: September 6th, 2012, 8:15 pm 
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Here is a small update. I still plan to have the Avengers and the Seekers as two opposing groups in the game.

The Avengers want to destory the Sword of Vengeace at all costs. They believe that anyone who wields the sword is evil and has no right to live in there world. They want to destory the Sword of Vengeance because it has been forged out of human blood and despair.

While the Seekers believe that the sword is a great source of power and want to find the sword to advance their cause. Unfortunately no one on the outside knows what the group stands for.

I have add a new group known as the Guild. This group trains future warriors, mages, and healers for Rune Island. The Guild tries to stay out of the constant power struggle between the Avengers and Seekers because they believe both sides are too violent and will use whatever means necessary to promote their cause, even if it means hurting innocent bystanders.

As far as game play goes I have made a change in how you earn money (aka Trill). You can earn money by doing missions that people give you, or by
synthesizing items and then selling them. You will not receive money from battles, however you will receive items that you can sell or synthesize into better items. I plan to do this by having different shops that synthesize different types of items. For example I plan to have a diner(food), blacksmith, herbal shop(cure items) and a cloth shop. You will have to collect the items and take them to the shop to synthesize them. There might be a small fee involved but it won't be anything too high if I should decide to do that.

Thanks Ix.

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PostPosted: September 16th, 2012, 9:10 pm 
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Here are some pictures for the game.

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The main heroine, Terra.

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Chen Zen, Terra's Guild Mentor.

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Upper Rune Island, where the Guild is located.

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Lower Rune Island.

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The Guild Library.

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PostPosted: September 17th, 2012, 7:53 pm 
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Looks cool. I really like the library.

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PostPosted: September 20th, 2012, 11:44 am 
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The library has a nice, simple and clean design. That's quite a good map.

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PostPosted: September 30th, 2012, 7:51 pm 
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I'm having problems coming up with status affects. I don't really want to copy the standard ones. Anyone got any ideas? Thanks for the input on the maps.

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PostPosted: October 2nd, 2012, 10:58 am 
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Maybe you could have a variation on the traditional Poison by having the poison status effect only drain MP instead. Call it Mana Burn or whatever. :p

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PostPosted: October 5th, 2012, 11:55 am 
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Sorry for the late response. I fell and sprained my knee and it has been hard getting around or even working on my game. Thanks for the help it is greatly appericated. For some reason I just want different status affects. But on a lighter note I got some more pictures of the game.

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One of the first towns in the game. This is the merchant district of the port town.

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Just another section of the port town.

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title screen

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Menu Screen

I have also changed Terra's name to May Long. In the Rpg Maker 2 version Terra was suppose to be the name but I like May much better. Also the I plan to have a class system for the characters. It is going to be highly stylized and I plan to introduce some new classes. I will still allow for some customization of skills through the use of items. But I'm still working on that.

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PostPosted: October 7th, 2012, 8:43 pm 
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I have dipped into making songs for my project. Mostly I use loops cause I'm better at hearing and feeling the song then writting it. Here is the song for my port town.

http://soundcloud.com/whataface2/firstporttownmp3

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PostPosted: October 8th, 2012, 7:48 pm 
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I know I'm a bit late, but you could create a bleeding status effect that works like poison, or burn. Or maybe an infection from a cut. Freeze for a form of paralysis/stone. A regen for HP or MP. I'm used to the typical statuses, so it's a bit difficult to think of something else at the moment.

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PostPosted: October 17th, 2012, 10:04 am 
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Looks(and sounds) good!

What do you use to create your music?:)

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PostPosted: October 17th, 2012, 11:00 am 
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I would make a suggestion for the library map. The carpet border around the bookcases in the middle of the library looks awkward. I would say to do those like you have done the tables: place it over the carpet instead. And I know it's no fault of yours, but the sand outline around the houses bothers me. It's an RTP thing though, so it's not your fault. There are other tiles you can use, but that's up to preference.

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PostPosted: October 18th, 2012, 12:07 am 
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Thanks for the input syn. I didn't notice the library carpet lol. Not sure how I missed that.

Been gathering some resources. But thought I would post this neat trick I discovered with Falcon's Interactive System 2.0 script.

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I made a firefly!

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PostPosted: November 28th, 2012, 11:13 pm 
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Here is a long overdue update. I have finally gotten all the scripts together and more importantly I think I got them all working!

Some of the cool things I have added are, a light system, an interactive system
(pick up and toss events, and bomb activated events), the ablility to have more then 4 party members active at a time, and a script that lets the player and events see there reflections in water.

For the battle system I'm using a modified version of the default battle system, the ability to reflect certain types of magic, the abiltity to absorb certain types of magic, passive status effects, ( these can be applied to characters, skills, items, equip, armour, and classes) and finally the abililty to learn skills by targeting enemies!

These are just a few additions i have added. I am also toying with getting rid of the world map, I'm thinking that this might make quest flow much better. Wtih these new additions I should be able to make Sword of Vengeance the way I have always invisioned it.

The scripts are done by Yanfly, Falcon, and TDS.

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PostPosted: December 7th, 2012, 11:53 am 
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I'm currently using yanfly's messaging system and Faces to Busts
by Fomar0153. This is the result i get. I'm a little bugged by how it looks but I love how easy it is to use my own busts in the face window. I can't alter the postion of the writing in the window so it looks funny. It is a minor thing I can over look, but just wanted other peoples opinion.

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PostPosted: December 7th, 2012, 4:08 pm 
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My opinion is that if someone's gonna take the time to create a script to move the character portrait out of the text box, they should take the time to realign the text. =P

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PostPosted: December 7th, 2012, 4:28 pm 
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I would be more in favor of having the portrait over the left side of the text box, the text shifted, and maybe the character name on the right side of the box. I know it's how the script is, but I think the combination that you have going isn't very aesthetically pleasing. That may be just me though.

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PostPosted: December 10th, 2012, 10:31 pm 
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Thanks to Mose, he fixed the problem I was having with the picture and the message window.

Here are some of the maps I have created in the past few weeks. The following maps are of the Adventure's Guild.

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The East Hallway

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Guild Headquarters

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Guild Entrance

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Courtyard

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PostPosted: December 11th, 2012, 11:51 am 
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Keep up the good work, I've seen a lot of of your maps and they all look great. I'm not proficient with the PC Makers so I do learn just by looking at your maps.


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