I'm not much into furry stuff, but I do love foxes! Looks like an edgy Tails! XD
You never mentioned Miah's species in her profile, and I can't seem to figure it out. :)
MZ - Foxblade Fable - A retro furry JRPG
● ARCHIVED · READ-ONLY
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Ah, hopefully you'll like Leigh then! Though to be fair I'm somewhat trying to avoid an overly "edgy" atmosphere... Certainly there's some dark subject matter, but also plenty of light-hearted and heartfelt bits as well ^v^I'm not much into furry stuff, but I do love foxes! Looks like an edgy Tails! XD
You never mentioned Miah's species in her profile, and I can't seem to figure it out. :)
Miah's appearance is loosely inspired by sugar gliders, fwiw! Though I took some liberties with her fur color -
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Crunching through a big ol' batch of VFX work in my queue, phew! Very close to being done with all of the animations I need for now...
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Those VFX look so good, how did you make them??
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These are all built in Effekseer, since that is the native tool supported by RMMZ.
As it happens, my day job is as a real-time tech/vfx artist, so I'm no stranger to working with particle effects haha (though admittedly I was previously far more familiar with Unity and Unreal prior to this project).
The vfx were inspired by PS1 RPGs like Valkyrie Profile, which sometimes made use of vertex colored geometry instead of textures to save on vram, so honestly there's actually shockingly few textures here haha (mostly the "smoky" particle tbh). I ended up making heavy use of the "ring" renderer for stuff like glow elements, shockwaves, the web string, the clock, etc!
Besides that, there's a lot of manual animation curves (Effekseer calls them "f-curves") in here for the more complex stuff like the way the clock spins to a halt, the motion of the teeth chomping, etc. -
That's really awesome! I think you'd make bank if you released a pack of VFX effects! (I'd buy it!)
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It's (really close to) happening!!!
Alright so this is now actually really REALLY close to me being able to cut an alpha build of the demo - like seriously, I'm tracking the list of tasks for this and I'm waiting on maybe one or two art assets to come in before it's ready. It's THAT close.
So here's what comes next.
I'm going to be publishing a first alpha build of the demo on my Patreon (oh yeah btw did you know there's a Patreon? :LZYwink:) for paid members pretty much ASAP when the aforementioned art comes in. So if you're a paid member you'll be able to get your hands on a first (somewhat rough) demo build very soon :)
Next, I'm going to be focusing on tackling a list of nice-to-haves in the time leading up to SAGE 2024 (plus any bugs, balance issues, etc that might crop up in the meantime, if I get feedback from Patrons, etc). So this period will mostly be focused on sanding off the rough edges of the demo. I'll be patching the Patreon build as I go. I will also work on cutting and editing a trailer for SAGE :)
Once SAGE 2024 begins (this year's event officially runs from Sep. 6th-13th), the demo will then become live and freely available for everyone to try out! -
And it is OFFICIALLY LIVE - early demo preview builds are now available for Roll 10 supporters on Patreon!! Go check it out here!!!
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Pushed a new hotfix build, v20240806-9a
Changelog
- Fixed Windows builds just showing NW.JS demo splashscreen (turned out to be conflicting filenames - audio/se/fall.ogg and audio/se/Fall.ogg - which on Windows are considered to be the same filename, causes unzipping game package to fail, and NW.JS falls back to demo splashscreen instead)
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Pushed new build, v20240807-10a
Changelog
- Minor revisions to opening text crawl
- Opening text crawl slowed down for easier reading
- New "imminent danger" theme for boss cutscene
- Updated enemy steal items
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Fun little experiment today: ripping apart RPG Maker's render loop so I can port over an authentic composite video emulation!
It's maybe a little hard to see in still images, though if you look closely esp. around white text you can see the rainbow-colored "dot crawl" artifacts just like the ones old video game consoles used to produce.
I'm going to try and put a setting for this in the options ofc - you'll be able to pick Composite Video, S-Video, and VGA filters :)
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New build is up - this one has all of the new CRT effects! In the Options menu you can pick Composite, S-Video, or VGA:
- Composite: Signal noise, Fuzzy picture w/ noticeable fringing artifacts.
- S-Video: Significantly cleaner picture, but retains noise & very mild color fringing
- VGA: Clearest picture, turns off all noise and color artifacts.
You can also change the curvature of the screen, and set the volume of a subtle 60hz background hum/noise which emulates the kind of interference cheap RCA cables might experience.
You can find the changelist & a link to the new build here!
(hey, psst, there's also some really cool new concept art on the Patreon that paid members can see early! maybe check it out! also if I can get 50 members, paid or free, on Patreon I will consider making a Discord community!) -
Ohhh i want to test uwu
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You could snag a roll 10 tier if you wanted to give it a go now, but if you're ok with being a little patient it will also be available for everybody when SAGE kicks off (on September 6th)! ^v^Ohhh i want to test uwu
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Made a drawing to celebrate the upcoming SAGE 2024, where the demo will be available to play! I'm really excited for more people to be able to give it a try! (also keep an eye out for when the SAGE trailer drops - there's a decent chance you'll see some Foxblade in there!)
Also, you may notice that the logo has changed a bit - I decided to rework it, and frankly I'm very happy with the results, I think it's a huge improvement! (I still need to take some time to update the various places I'm using it online)
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Oh wow! It looks so fun! I have got to give this a try and keep my eyes on this page. Y'all are doing amazing work! It's so original too. Like really, it's kind of inspiring. I'm just starting out with RMMZ and I'm already so excited to try more new things. It's passion like y'all are showing that really inspires me. I even managed to make my own custom assets for the generator now! It's so fun, I surprised myself. Please keep it up and don't lose your drive! I'm sure it'll be a great game! I can't wait to see more. Consider me a fan.:LZScheeze:
Now time to try to demo! -
Hello @GlaireDaggers! The Feedback Festival helped push me to make this review, but trust me when I say I would have done it regardless due to how promising this game looks due to the screencaps you provided.
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Foxblade Fable Review+ Lovely title screen & theme music. The TV filter wasn’t something I was expecting, but it is kind of neat.
+ This game looks gorgeous. The custom sprites and the extra frames of animation for certain things really bring it to life. (Like, your little dude has running sprites! You barely see people do that)
+ The battle animations are just as good-looking, especially your own characters. Shame the enemies don’t really react to anything, but the fact they’re animated stops them from being completely static.
+ Ooh, you get accessory slots when you level up?! That’s very Kingdom Hearts of you. I like it when leveling up in a JRPG gives you more benefits than just stats.
+ I like the idea of the Daunting shield system – hit an enemy with a weakness to drain their shield faster and capitalize when their guard is broken. It’s a common mechanic that works for a reason, although within reason. (Also, I love how the enemy shifts between hues to make them all rainbow-y. That’s very neat.)
+ The dialogue is serviceable. I am curious what the plot’s going to be after you leave the dungeon.
+ The guaranteed crit chance skill is pretty neat, even if it removes itself the instant you actually hit that enemy.
+ I do like that there's no failure rate for escaping from random encounters.
+ Once I finally understood how the battle system worked, I found it to be quite interesting. Your non-magical Techs use action points, and you can use them at any time. You gain AP every time your turn comes and you can stack it up by guarding instead of attacking.
But if you use a tech while at a deficit (eg. 1 AP but use a move that has 3), your character is on cooldown and can’t act for as long as they have negative AP. That’s pretty cool.
= I do think it’s a bit obnoxious whenever the tutorial of the game says “When your HP reaches zero, it’s game over!”, if only because it’s so obvious. I’d only ever bring it up if dropping to 0 HP actually meant something different in your game.
= It is a bit goofy that the boss can counter your scan move and hurt you. I’d code in a custom exception for that.
- No rebindable keys, which is unfortunate. But this IS an MZ game so it’s a bit more understandable.
- I think here, more than ever, you need custom sound effects tailor-made for your game. The default RTP sound effects stand out like a sore thumb (eg. the “whoosh” when an enemy attacks, or the “bwuah” death FX when an enemy dies). You really gotta work on replacing those.
Especially due to the fact you’re already replacing most of the UI sound effects with custom ones, so why not go all the way?
- I don’t really understand how the MP in this game works. Pierce’s Ember spell says it only takes 1 MP, yet when he actually does use it, it deducts like, 20 from his set. Visual glitch? Or am I missing something here?
- I’m gonna keep it a thousand, I’m not really fond of “random encounter” games, especially given that the only real monsters you fight in the first dungeon are just the slime guys and the evil fly creatures. It’s a very mash-attack kinda game: pelt them with your strongest stuff.
- The pipe maze got quite a bit confusing due to the fact you needed to juggle three different symbols (sun, star and moon) just to get through it, not helped by the random encounters.
- The fight with the Scythe Queen was interesting due to the fact you had to kill her minions so she didn’t get all of her shield gauge, but due to the restrictive MP costs, it felt almost luck-based if you could break through her Daunt shield. If you don’t, you eat a party-wide attack that deals 200-300 damage that can certainly kill you.
For the first boss in the game, she just felt like a damage sponge and those are never fun to deal with in JRPGs, especially right at the start of the game.
Very short and sweet experience. I can see you were trying to create a more traditional JRPG and you succeeded in a big way, especially due to the amount of cool custom art and your unique ATB action system with the Action Point system.
That said, I’m not really a fan of “random encounter” games, and the first boss was quite damage-spongey. I’m not sure what I would have done if I didn’t find that Ether, since I’m not the type of player to grind through games to gain levels unless it’s really obvious you need to do so.
Maybe have MP recover by 5 every time you land a normal attack and/or guard so you don’t get completely stranded in fights where you need elemental weaknesses to burn through barriers?
Still, I can’t wait to see this game once it’s properly fleshed out with more stuff to do. This one has a bright future ahead of it. -
I played this for half an hour until the sewer boss to which I died.
So the strongest point of this game is the graphics. They're colorful, fun and expressive. The demo just drops you into a sewer somewhere in the middle of the story with a bit of backstory through text and a couple established characters. There's some fun banter between the characters as you're exploring. Gameplay-wise it's a standard turn-based RPG akin to older to Final Fantasies and top down dungeon-crawling. It's very familiar territory so fans of the genre can jump right in and already know the ropes. It doesn't do anything new from a mechanics perspective.
I have to question the choice of a sewer for a demo as that's often one of the least-liked dungeon areas. The sewer steam vent puzzle was starting to wear on me after a couple rooms as it had me running back and forth a lot and triggering random encounters along the way. There are only two types of enemies (and the boss) in the 30 minutes I played. After fighting both types a few times I was just running from them as it was starting to get repetitive. That seems to have been a mistake though as I was underleveled/underprepared for the boss and I soon ran out of items and got overwhelmed.
tl;dr: Graphically impressive, captures SNES style graphics well. Gameplay is standard to the genre and the demo had a lot of padding and lacked variety in enemies.
You can watch my playthrough here