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PostPosted: August 18th, 2010, 10:05 pm 
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Playable dungeon demo from my game Endless Dreams. Full details and links available HERE.

Original Demo Video:

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Last edited by thefinalrune on August 19th, 2010, 9:56 am, edited 1 time in total.

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PostPosted: August 19th, 2010, 12:29 am 
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And here is the video to go along with the demo:



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PostPosted: August 19th, 2010, 10:28 am 
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Just for the purpose of comparison and explanation here's a shot of what the game looks like on Drew's capture system versus what it actually looks like on a home television.

Image

Sadly the video doesn't really do it justice. Do yourself a favor and give it a play!

No offense to Drew and his efforts (as he knows all to well that it doesn't capture the gamma properly).

More images coming just as soon as I finish editing the color back in. :p

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PostPosted: August 19th, 2010, 10:46 am 
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PostPosted: August 21st, 2010, 12:00 am 
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The Final Rune's most recent update for the first dungeon:

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PostPosted: August 21st, 2010, 1:40 am 
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Holy freaking crap. This LOOKS LIKE A f*cking RPG MAKER MOVIE THAT YOU CAN ALSO PLAY.

The amount of work that went into that had to have been staggering. The attention to the details of the dungeon, the opening scene, the QTE fight...

That was some of the best stuff I've seen with RM2 and that's JUST counting the direction. This is freaking cool.

I gotta give it some front page props.

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PostPosted: August 21st, 2010, 5:47 am 
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Currently working on the rework of the dungeon and the implementation of my RPS battle system. I'm hoping to have my full prologue demo done by the end of September (but don't hold your breath) which will feature the starting city, the dungeon seen here a few world maps (my game uses the FFX style world navigation), one small village and a handful of battles.

Once I finish the rework on the dungeon, including the new opening I'm making, I'll have Drew toss up some more pictures.

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PostPosted: August 23rd, 2010, 5:28 pm 
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A few more screen shots of the reworked dungeon.

Image

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PostPosted: August 24th, 2010, 9:27 am 
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Got to say that I'm rather interested in this, myself. This is the best use of RPG Maker 2 I've seen since the Dungeons Crawled demo at Magcon this year.

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PostPosted: August 24th, 2010, 11:19 pm 
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Pretty impressive.

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PostPosted: August 25th, 2010, 9:34 pm 
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:o I can't find the right words to describe my amazement.

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PostPosted: August 26th, 2010, 8:09 pm 
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Battle system is coming along nicely thanks to some help from Damien. Hopefully I should have the full prologue demo up by the end of September (its rather extensive for a demo). But, don't hold your breath, you know how these things can go. Though I can assure everyone of my dedication to finish, with some luck, before year's end.

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PostPosted: September 1st, 2010, 5:23 pm 
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I've almost completed the reworking of the dungeon and should have it finished by the weekend (its all scripting at this point as the actual design part is done).

The battle system is more or less in place but the battle itself (the final fight at the end of the dungeon) still needs its choreography.

I've completed two of the six total maps that will be included in the full demo, one of which being the recreation of the map from the opening scene in the first video.

Since there are no battles or puzzles associated with the remaining content (though I might toss some in if I find the time and an appropriate need) I'm expecting it to come rather smoothly and quickly once I finish with the dungeon section.

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PostPosted: September 9th, 2010, 7:45 pm 
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Got distracted by a recent acquisition of Twilight Princess and slacked off this last weekend. Still, trying to make progress on par with finishing the demo by month's end. Having some timing issues with a few events but all in all things are still moving along.

Here's a few new (and maybe some old) screen shots of the reworked dungeon.

Click the thumbnail to view the larger image
Image Image Image
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Currently working on the the two towns in the demo and the other associated travel maps between them. Should have a new set of pics and updates soon.

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PostPosted: September 15th, 2010, 9:39 pm 
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Finished working on the timing for my escape events for the dungeon today. Took me 6+ hours just to do four sequences. Timing together event movement, timed button presses and vfx is a severe pain.

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