MV - Automatic Messiah (demo available) (post-apocalyptic CRPG) Updated Oct.21, 2025! Lots of new stuff! Announcement!

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Started by woootbm 61 posts Page 2 of 4 View original ↗
  1. Hiya, nice to see y'all progressing! :kaoluv: The gifs at the itch page look very small to me by default, any chance you cud enlarge them a bit?
  2. @alice_gristle I might fiddle with it some time tomorrow. Itch's file size limit is 3 MB so it's gonna be small no matter what... but it might be able to become less small :hswt:
  3. I figured the file size cud be a problem, but do see if you can enlarge them even a li'l bit? :wub As it is, they display at such a small resolution that they kinda defeat the point of bein' gifs at all :biggrin:
  4. Proud of you, son!

    woootbm said:
    Itch's file size limit is 3 MB so it's gonna be small no matter what
    Trade off frame rate with size. Less fps, more resolution.
    Depending on where you converted to GIF, there are also gif quality settings. Crank that sucker to basically the lowest setting.
  5. @alice_gristle @TheAM-Dol Alright they are big as they can possibly be on the itch page, which is apparently too big for the RM forums. No idea what the limit is here. So unless someone knows the exact number I don't wanna play these guessing games! :hswt2:
  6. The gifs look fine now! :kaoluv:
  7. It's not a limit for image dimensions or anything, but the limit for the size of an attached file here is 2 MB. So if your GIF is of a large screen and some seconds long, it can exceed that pretty easily.
  8. For those interested, I made a video with Tony covering what's new:


    @ATT_Turan I know I ask a lot of stupid questions on these forums, but I do understand the relationship between big images making for big file sizes :LZSlol: But good to know it's 2MB, the error message is unclear on that.
  9. woootbm said:
    I know I ask a lot of stupid questions on these forums, but I do understand the relationship between big images making for big file sizes
    I didn't think I'd implied it was a stupid question! I just saw comments alternating between file size and "small GIFs" so I thought I'd contribute from my personal experience.

    When making GIFs of action sequences in my game, I didn't expect how much of a difference in file size it made between capturing the whole window and a smaller portion of it.
  10. Hey, have a fun little update!

    Some fixes, some QoL stuff. The onscreen ammo and chemicals counter I believe will be one of those little things that goes a long way. Also makes it a bit more game-y, which is kinda cool.

    Probably not doing another small patch for 0.2.x, but feedback is still welcome! Changes just won't come to life until 0.3.x (unless it's something critical).

    v0.2.4
    • Ammo and Chemicals now show on world map to help player keep track without having to open their inventory
      • Fixed issue where on screen UI elements would flick on and off during cutscenes
    • Enemies now Withdraw immediately if defeated with Diplomacy skills
    • Added Chem Box item to vendor
    • Replaced Solve skill with Appease.
      • Solve will come back at a later level, Appease should be more useful for early game combat
    • Fixed issue where players could buy crafting recipes more than once
    • Reduced cost of Scrap Chunk items
    • More little fixes
  11. Another update! The new zone features the work of @Macbeth on mapping! You can thank him for this update coming out at a much more reasonable rate (it woulda been done even sooner if not for some RL stuff happening on my end...)

    Not doing a full feedback push this time, but feedback is always welcome!

    ALSO: game now starts in a debug area that will let you skip to 0.2.x or 0.3.x content.

    Check out the itch page for the content: https://woootbm.itch.io/automatic-messiah

    Changelog
    • New zone: Crysdale
    • New dungeon: Water Treatment Plant
    • Updated a lot of the AI art
      • Note: These are still meant as placeholders. The previous images were so old compared to what AI can do now that they were distractingly bad. This quick update was done to try to reduce this issue.
    • Updated logo
      • Note: this is NOT AI generated, but may not be final
    • 2 new weapons
    • Some Skill/Weapon Tuning
    • Lots of fixes I can't even remember
  12. *Getting post-apocalyptic vibes* :rwink::rwink::rwink:
  13. A quick update that provides an important improvement: now weapons will show numbers in a nice list instead of having to read a long description!

    newUI2.jpg

    Comments and reviews welcome, I also have a feedback form: https://forms.gle/YLJy3VJSC2W7A66y6

    Changelog:

    v0.3.3
    • Updated Inventory/Equip/Store pages to display correct data and update with player stats/item augments (see new screenshot)
      • The UI will get a design/layout overhaul during polish phase (which will correct the middle section of the store page UI), this update is just getting the proper info to the player and makes browsing weapons way easier!
  14. 0.3.4 is here!

    A QoL update that provides important improvements to the mini-games along with a few other fixes and additions.

    This time, I have a video overview of all the changes:



    Comments and reviews welcome, I also have a feedback form: https://forms.gle/YLJy3VJSC2W7A66y6

    Changelog
    • Reworked Hacking mini-game to a simpler design
      • Hacking is now required to access Max Ammo upgrades and will be used for certain Objectives
    • Reworked Lockpicking mini-game to have smoother controls and more consistent visuals. Added mouse controls
      • Lockpicking is now required to access dungeons, special loot chests, and certain Objectives
    • New feature: World Map
    • Added a notification when player has unspent Attribute Points
    • Remade several animations to make visuals more consistent
    • Removed Game Over screen's unusual choices
    • Scrap Chunks now have a function to use multiple at once
    • XP is now shown as a drop at the end of combat
    • Increased Araktrix's sprite size to be more in line with other New Humans
  15. Whoops! Sorry for the spam! I felt like I needed this change to get in and couldn't wait any longer. It's just a short update this time:

    • Quick change to lockpicking mini-game mouse controls for a better experience

    Check out the itch page for the content: https://woootbm.itch.io/automatic-messiah
  16. Anyone else has the problem of the messages keeping fast-forwarding at certain points without clicking anything? It's just the intro and it happened quite three or four times. I couldn't get a grasp of the story at all as the messages were skipped so fast. Probably, that's a bug that needs to be fixed? Noticed some flaws in the AI art (a baby without a face, a woman walking down the streets while her lower body (legs) is heading forward and her upper body (torso and face) is heading backwards, and so on). I generally have no issues with AI art, but I think it would be best to replace those pictures as they appear crotesque at this stage - maybe just use some reallife photos and adjust them in photoshop or gimp with some filters as you see fit? My overall first impression of this game is very good, however, the fast-skipping messages (in the first head quarter and right before the first battle) disallow me from playing further at this point. Hope to see this project finished and keep up the passionate work.
  17. @Tw0Face Hm, I'm not able to repro that issue nor have I ever heard of something like that. Do you have the issue in other MV games? Are you using a controller? If so, what kind? What are you pressing to skip text?

    I do plan to replace all the AI art with real art later on. I just through those in there because there's only a handful of them and I wanted to jump into dev'ing content without having to figure out art (the rest of the art is PVGames/stock assets).

    I'm glad to hear of the positive impression despite getting such a horrible bug :hswt:
  18. woootbm said:
    Itch.io link: https://woootbm.itch.io/automatic-messiah



    Content warning: features profanity, violence, and sometimes touches dark themes (fascism, sadism, slavery, etc.) due to post-apocalyptic setting.

    You are an ambassador from a distant solar system. Your mission is to establish diplomatic relations with a primitive planet called "Earth." After your hundred-year journey you arrive to find that the world has been destroyed.

    Now you must explore this wasteland and try to finish the job... one way or the other.

    Screenshots
    View attachment 268899
    View attachment 268900
    View attachment 268901
    View attachment 297721
    View attachment 306119

    Features:

    • Strategic turn-based combat with different player builds.
    • Fight using either lethal, non-lethal, or diplomatic methods and change how the world perceives your character as well as unlocking different skills based on your path.
    • A large, interconnected map with non-linear exploration (current available content not reflective of this).
    • 3 difficulty settings and generous auto-save for a more modern experience.
    • An objective system that both guides the player on the main path and provides side quest distractions.


    CURRENT STATE: v0.3.5

    Early pre-alpha! Only three areas with three dungeons currently.



    Known issues:

    • Some placeholder AI art still in use.
    • Equipment UI does not show appropriate info.
    • Player names can be longer than UI allows (UI will be updated to allow these long names).
    • Controller supported but is not recommended due to missing functions.


    If so inclined, I have made a feedback form for players who wish to give their thoughts!

    https://forms.gle/YLJy3VJSC2W7A66y6

    You can also go straight to the comments if you like; all feedback is welcome!



    Changelog
    • Quick change to lockpicking mini-game mouse controls for a better experience
    • Reworked Hacking mini-game to a simpler design
      • Hacking is now required to access Max Ammo upgrades and will be used for certain Objectives
    • Reworked Lockpicking mini-game to have smoother controls and more consistent visuals. Added mouse controls
      • Lockpicking is now required to access dungeons, special loot chests, and certain Objectives
    • New feature: World Map
    • Added a notification when player has unspent Attribute Points
    • Remade several animations to make visuals more consistent
    • Removed Game Over screen's unusual choices
    • Scrap Chunks now have a function to use multiple at once
    • XP is now shown as a drop at the end of combat
    • Increased Araktrix's sprite size to be more in line with other New Humans
    • Updated Inventory/Equip/Store pages to display correct data and update with player stats/item augments (see new screenshot)
      • The UI will get a design/layout overhaul during polish phase (which will correct the middle section of the store page UI), this update is just getting the proper info to the player and makes browsing weapons way easier!
    • New zone: Crysdale
    • New dungeon: Water Treatment Plant
    • Updated a lot of the AI art
      • Note: These are still meant as placeholders. The previous images were so old compared to what AI can do now that they were distractingly bad. This quick update was done to try to reduce this issue.
    • Updated logo
      • Note: this is NOT AI generated, but may not be final
    • 2 new weapons
    • Some Skill/Weapon Tuning
    • Lots of fixes I can't even remember
    • Ammo and Chemicals now show on world map to help player keep track without having to open their inventory
      • Fixed issue where on screen UI elements would flick on and off during cutscenes
    • Enemies now Withdraw immediately if defeated with Diplomacy skills
    • Added Chem Box item to vendor
    • Replaced Solve skill with Appease.
      • Solve will come back at a later level, Appease should be more useful for early game combat
    • Fixed issue where players could buy crafting recipes more than once
    • Reduced cost of Scrap Chunk items
    • More little fixes
    • New zone: Line of Crawling Dead
    • New dungeon: Crab Mound
    • New mini-game: Hacking
    • Lots of Skill/Weapon tuning
    • Lots of new Weapons
    • Programs added
    • Vendor added
    • Crafting added
    • Many skills now have randomized animations
    • Reduced amount of player attacks that have Knockdown/Stun and introduced new statuses for better build synergy and variety
    • Fixed "x/100" showing on items
    • Some adjustments to UI in combat
    • Updated many skill descriptions to have icons to inform the player on key functions
    • Fixed frame rate loss issue
    • Cleaned out unused files to reduce project size
    • Lots of fixes I can't even remember
    • Added fade in/out during enemy attacks to highlight which one is attacking
    • Added extra animation effects for enemy attacks when they cause a status
    • Modified Radiation damage animation and SFX to make it stand out
    • Increased damage of enemies on Normal difficulty across the board
    • Increased difficulty of enemies in Police Station to ramp up to the boss fight at the end
    • Increased damage of guns, Destabilizer, and Nullifier
    • Doubled damage of Barbs of Light, and drastically increased Energy cost
    • Reduced effectiveness of Predict
    • Adjusted Grenade skill damage, descriptions, and animation size
    • Corrected skill descriptions of Slam and Deadly Strike to clarify that they are "Melee Attacks"
    • Made blinking of interact-able objects slightly brighter
    • Fixed issue with game playing at higher speeds on higher refresh rate monitors
      • This has made the frame loss issue more rare, but not fully fixed
    • Fixed crash in options menu when players had a controller plugged in
    • Fixed some objects that would blink when clicked on (even though they had no function)
    • Added extra info to "Equip your guns" tip screen
    • Added extra hint to first Tough Mutadog fight
      • Increased Tough Mutadog health
    • Added failsafe to make sure Radioactive Zombie stays dead
    • Added "PH" note to a few pieces of placeholder art that needed it
    • Removed a stray RTP music stinger

    This looks great! I was never able to get into the old Fallout games despite their cool pre-rendered grunge aesthetic due to the combat gameplay. But turning it into a turn-based RPG makes this the best of both worlds for me.

    Good luck with your project and I'll be sure to try the demo soon!
  19. woootbm said:
    @Tw0Face Hm, I'm not able to repro that issue nor have I ever heard of something like that. Do you have the issue in other MV games? Are you using a controller? If so, what kind? What are you pressing to skip text?
    I play with mouse and WASD keys, no Controller. It's the first game I had this, other MV games work well for me. It's like I don't click anything while some of the messages randomly skip fast-forward without me being able to read anything. I first thought that's "part of the intro", but it happened so frequently that I doubt it was intentionally.
  20. @Tw0Face I really can’t think of a reason that would happen in my game. I’ll see if there’s future reports but I have to believe something happened on your end. Like maybe a key is getting stuck or you set up a macro that’s being triggered? Maybe try opening a Notepad and pressing the same buttons to see what it does.