MV - Mana Engine (Demo Available)

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Started by Slaughty 91 posts Page 2 of 5 View original ↗
  1. Been doing some back end menu stuff. Something that has been bothering me is the actor select window when you use an item from the menu. I have some items that permanently add to certain stats and unless you memorized the stats from the status screen, it is kind of a gamble. The party/formation scene was lacking in current HP/MP and Job Points thanks to Mog's Scene Menu but it had all the stats that I wanted to convey to the player.

    So it was like this:
    Old Actor Select
    ME_OldActorSelect.JPG

    Old Formation
    ME_OldFormationPartyMOG.JPG

    So I smashed them together until it worked and made a small plugin to fix this.

    New Actor Select
    ME_NewActorSelect.JPG

    New Formation
    ME_NewFormationParty.JPG

    I initially put the JP (Renamed SP for Skill Points) in the Actor Select Window too, but I don't really think it's relevant information for that menu and it kind of clutters up the screen.


    It ain't much, but it's honest work...:p
  2. Not a lot to update on since this took all week long to do. Made an in-game manual/helpfile accessible from the menu using Yanfly's Common Event Menu. Surprisingly it was the most tedious part of development so far and will probably never do it again, lol.
  3. Okay this game looks pretty cool! I'll be keeping an eye out for the demo! Keep up the good work!
  4. Been testing and testing and bug fixing and more bug fixing, and tying up more loose ends than I ever could imagine. Getting really close to getting a demo together for the first part of the game, but nothing too visually exciting to show other than this map for the General Store.

    Shop Day Time
    ME_ShopDayTime.JPG

    Shop Night Time
    ME_ShopTaxes.JPG

    There's an option to "Chat" with Store Keepers. You can find out the local gossip which changes as things happen in the world. You can ask if they need assistance, which can but not always lead to little mini side quests. You can also attempt to haggle a discount from them. There's also different tiers of shop inventory which can be unlocked in the Skill Tree.
  5. A little quick test of a short stealth section all done through eventing. This is part of a flashback that I decided to make playable instead of just a cutscene. If you get caught it just resets the stealth section. The purple shadowy areas are the hidden 'zones'. Curious if the arrow indicators are too much or too obvious.
  6. Been super busy cleaning up bugs and issues with my first go around of Alpha Testing for the first area of the game and getting ready to see if I can get a CLOSED BETA going. At the moment, the Alpha can be rather long if you do everything, ~3.5 hours, or ~2 hours if you skip optional content, so I'm trying to chop it down as much as possible. I'm really just hoping for some early feedback before I go plowing on full speed ahead with the rest of the game. So, if you're interested in that, keep an eye on this thread for more info hopefully soon.

    For anyone interested in the changes from the Alpha to Beta (More for my own benefit):
    Boring Stuff
    Major UI overhaul. Added way more contrast to UI elements, specifically in battle, and had to change everything else to match.
    Battle Commands now use a Radial Menu - one tester didn't know there were other commands, so hopefully this corrects this.
    A few Logic errors in conditional branches fixed.
    Added Pixi Filter Effects to Enemies when they have certain states. The icon above an Enemy showing what states it has just wasn't doing a very good job at conveying that the enemy was affected. This hopefully remedies that. This wasn't easy! (Actors already had this)
    Reworked and Simplified some states.
    Changed the way states ticks are handled. They're super short now so the damage popup happens more often, gives a better sense of urgency and coveys what the state does better.
    Balance skills.
    Reworked some Dialogue to be shorter and more concise. In some instances, cut it out entirely.
    Reworked Food and Cooking system. Burning food now gives Bait for Fishing. Getting a Bonus during cooking no longer gives double food, but FAST FOOD that can be used during battle. All Food replenishes a really generous amount of Health and different foods give different buffs.
    Simplified Fishing minigame and reworked UI to match the other UI changes.
    Simplified and Unified animations, for example, all normal physical skills have X animation on hit, all strong physical skills have Y animation, and so for.

    Also Updated screenshots in the first post and changed out the character graphics to GIFs of their sprites running. I don't know, I thought they look cool.
    Guy_Sprite.gifLuma_Sprite.gifNael_Sprite.gifBrand_Sprite.gif
  7. Slaughty said:
    Also Updated screenshots in the first post and changed out the character graphics to GIFs of their sprites running. I don't know, I thought they look cool.
    They do tho! :kaoluv:
  8. Made a "State Tooltip" that pops up to the left when an ally's state changes so at a glance the player can know what's happening. Also made a Scan/Libre ability so players don't have to try and memorize the beastiary or go back and forth between battles. Not so easy and straight forward using Chrono Engine but since I'm already tracking states to apply filters to the battlers the hard work was done for me. Used Mog's Animated Text to breathe some life into it and I was already using it elsewhere to signify big Setting changes.

    Also simplified enemy design and elemental resistances. I gave enemies a "Type" which really serves no purpose other than unifying their resistances. The idea is that the player can go, "Oh, that's a bug, I already know they're weak to fire," or "That enemy is flying, his evasion is higher but ranged weapons have a chance to ground it," after encountering them. Also made some small updates to the beastiary to show this new info and clean it up some.

    Scan Skill and State Tooltip Combat Stress Test
  9. Really like what's gone into how the game looks, the UI is pretty nice.
  10. Worked on some capsule art over the weekend, background is from Com Sho. If anyone would be so kind as to say which of these they like better that would be great.
    Capsule A
    ManaEngine_Capsule2.jpg
    Capsule B
    ManaEngine_Capsule3.jpg

    Vertical Capsule A
    ManaEngine_CapsulVertical.jpg
    Vertical Capsule B
    ManaEngine_CapsulVertical2.jpg
  11. I think your logo needs an outline on each of the capsule idea images. It doesn't stand out much against the background. :D
  12. Thanks for the feedback! I really appreciate it. Something more like this?
    Updated Logo?
    ManaEngineEmblem3.png
  13. Yup! Way more readable!
  14. you could add the main actors around it, but looks cool though.
  15. That's a good idea, thanks, ShadowDragon. I'll start on that.
  16. WOW! I am very impressed by everything you've been able to achieve here! The art looks incredible and the story intrigues me.

    I especially love how you went about designing the menus. I value accessibility and design a lot in video games, so it makes me pleased to see such a beautiful menu. The smooth movement of the windows in the battle sequences adds so much polish. I'm impressed at how you were able to achieve all of this in RPG Maker considering how limited you are in customizing the menus haha

    Slaughty said:
    Curious if the arrow indicators are too much or too obvious.
    I think they're perfect as they are. The arrows are very helpful in showing where you can hide. I personally wouldn't have known where else to hide if not for the arrows.

    Although, if you're worried about the arrows standing out too much from the game, you could change them up a bit. Having them be the same cream color as the pop-up balloons and slightly decreasing the thickness of the strokes would make the arrow fit in better with the game's overall appearance. But I think it still looks good as it is.

    I'm looking forward to the demo :>
  17. Whelp... guess it's time for all the bugs to show up!

    Beta Demo v0.1.0 is now available to download! It's free *HERE* on itch.io

    uR9pWh.png

    Please leave some feedback & (hopefully no) bug reports either here or on the itch.io page. I really hope it works, is bug free, and most of all you enjoy it!

    Download
  18. Small Update to Demo: V01_02
    -Fixed "Double"/Unused Dialogue when Nael is found in Greystone Forest
    -Fixed Outdated Pictures and Verbiage in various Help Menus
    -Redundancies for when music doesn't play on loading a save file

    Made this GIF
    Campfire_Loop-ezgif.com-optimize.gif

    Go download the demo!
    Feedback is always welcome!
  19. Updated to version beta1.03

    HOT FIX!

    • Added a "missing" asset to prevent fishing mini game from crashing. (I say "missing" because it shouldn't be calling for that asset anywhere, will investigate further and provide a more thorough fix in a much larger update in the near future.)
  20. I play little but go in most difficult mode :D

    the start is a girl telling "was on that wagon", which I don't really get,
    but it should be capital W if that line is correct.

    2nd, to bad the propeller didn't turn, but it was a cool ship.

    lastly before saving:
    spl.png

    I think those 2 words should be swapped to "if you choose so." as it seems a bit weird
    reading.

    from what I did, it looks really cool, but I definitely play later on to go where ever
    I needed to go finding Brand, but it looks already nicely polished.

    I give more feedback and issues when finding them into a zip and txt file for you.

    @Slaughty to avoid double posting, here are some more insides:

    on my way to Brand, it had a typo of "speach" which should be "speech".
    the other issue during the first cutscene the name box of Branch and the girls Neal
    and probably Lema too:
    issues.png

    the candy I crafted as ALly instead of Ally, oversight.

    during the airship, the battle of it was cool, but a bit to slow? or on purpose?
    as the cutscene on falling, that was really awesome.

    I might stumped into more typo's, but unsure, so I mostly skip those, but more
    visual part like the text box with the name not visible.