Bleeding Moons (demo available)

Matseb2611

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Yeah, it seems to fit well enough on the screen without blocking out any important parts of the screen and it matches the rest of the art. Btw, did you make new sprites for the characters as well? 
 

cabfe

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This relatively low details style of drawing better suits me as I cannot draw complex clothes (well, not yet but I'm not sure I want to take that road).

WIth a little bit of tweaking and recoloring I should be able to have unique characters instead of clones sharing the same assets.

Of course, while I'm drawing I can't continue to create maps and events... But doing it now will save me time later as I won't have to spend time on facesets that will be discarded and redone as busts.

And yes, these sprites are edits of the original River and Ian sprites to give more life to the scene. Having two sprites standing like statues felt so bad ;)
 

cabfe

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Wow, over 1000 views for this topic!
 
I hope people liked what they saw :) .
 
As a celebration, I'm sharing the new bust shot I made for the chambermaid, Braven.
I've added the old faceset and the sprite for reference.



Edit: Remade her headdress

 
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Matseb2611

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It's looking really good, man. Yeah, definitely better than the old faceset. 
 

cabfe

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Still in the middle of creating new busts to replace the old facesets...
Doing so means that I haven't made progress on creating new maps or events but it looks way cooler than before.
 
I drew my own eyes, among other things, so I decided to upgrade the already made busts with my new ressources.
 
Here are a few shots of Luna in a before/after session.




 

purplehills

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Great! A french game, i'm gonna try it now:)

Je me réjouis de l'essayer, je te ferai mes retours :)
 

cabfe

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Another update to the demo!
This is now version 0.4 with an updated demo link in the OP.

And here is the list of changes this time:

- The most visible is of course the replacement of all the facesets by busts, with some custom drawings.
- Removed the confirmation with the ESC key when selecting language.
- Added a few more musics.
- Rewritten the overheard dialog between Vincent and his father.
- Rewritten the first impression of Ian when he meets Sélène. She's more panicked than obnoxious and it should reflect that better now.
- Added a timer for the hide-and-seek game so it doesn't run forever if you're too well hidden ^^
- Rewritten some dialogs to be less blunt.
- Added reflections on the water for trees and other tall objects.
- Improved the rendering of the pond in the clearing.
- Added a previously deleted scene where you'll learn a little more about River and Ian's past. Now with custom sprites editing!
- A few custom sprite positions to look better than the standard "stand still" sprite in some places.
- Made the nights less dark.
- Fixed missing shadows in Luna's tent.
- Improved some sprites quality and made them better match their corresponding bust pictures.
- And again a few english errors fixed. Don't hesitate to tell me what's still wrong!


After the demo:
- Completed the cutscenes following the mission in the barracks.

A lot of the modifications were initiated thanks to your feedback and especially the one I got from Milennin which was very helpful in pinpointing the wrong elements of the old demo. Thanks again!
 

Randommerade

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I downloaded this game a few days ago and had it sitting in my Downloads folder for a while. Yesterday when I had no Internet all day, I decided to give it a go. When I started playing I didn't know why I didn't open it sooner!

The story is phenomenal and I found myself immersed in the story and characters. I actually got attached to some of them, and some points in the story I was actually yelling "NO, THAT IS NOT OKAY" at the game, lol. You have done an excellent job and this game deserves loads more recognition than it has. Well done, and I am looking forward to the completed project :)
 

cabfe

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Thank you for the kind words!

I'm pleased that you love the story and characters as they indeed are the heart of the game.

It was hard for me to decide where the demo should end because there is always something I want to show :)

Maybe I'll post some screens as I go on but I'll try not to spoil the story.

If you have downloaded a few days ago, it must be the old 0.32 demo version.

I uploaded a new&improved 0.4 demo only yesterday.

The same, only even better!
 

Dalph

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I freakin love this game so much, it's a fantastic storyline.
It's a shame that I totally forgot to continue it a few months ago, but now I got reminded about it and I finally finished playing the updated demo today!:
 

I loved the characters (especially Luna), it's rare that I get so immersed into an RM game, but this one stole my heart, it was so amazing, it felt like I was watching an engrossing anime or something...really awesome.
Lantan, Conry and Puyron are hilarious (with the embarassing moments of Puyron ...ahahah), they made me laugh so much.
Also all those details\behavior poses of the sprites are a very nice addition, and that nightmare scene was so masterfully done, I liked the creepy atmosphere in there.
And that sex scene with Luna in the tent...omg, it was so amusing in some way (I never saw anything like that in a RM game)...lol
 
Here's the only small mistake that I've found:
 
Even if I choose the English language, the text here is still in French.

-
I'm so curious to know the rest of the story now...so, how the love story of Ian and River will end, Luna's past, how the war will end, if Vincent will reappear and a lot of other things too...
 
I have a question now:
Does it change something in the story If I choose different dialogue choices?
 
I hope you're still working on it cabfe, this is really a gem for the community.
Everyone should play this game, I highly reccomend it.
 
Good luck for the rest, I'll be keeping an eye on this thread.
 
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cabfe

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Wow, such love for my game I'm so happy!
As this is a game that can only rely on its story and characters, I'm glad to know that I could convey my story in a decent manner.

"La porte est fermée" should have been obviously "The door is closed."
Thanks for pointing it out!
It's fixed now.

River's love story is eventually up to Ian (and therefore the player) and other love interests will be available to Ian.
Luna's past will get revealed, although you'll get to know her deepest secret only if you can get on her good side.

As for choices, so far in the demo there's not enough time to show the consequences but there's one that can be easily seen:

If you choose to break up with River in the name of "the best interests of the county", she'll react differently the next time you meet her.
Since it's a one-man game I can't afford to have completely different paths for each choices but at least I'm trying to use previously made choices to show a different reaction/dialogue accordingly. Some choices will definitely change the story and Ian's relations to other people. But there are no "bad" decisions. I want the player to choose what he'd say if he were in Ian's shoes.
The idea is to show to the player a coherent story of Ian, like an interactive story.
And there will be different endings of course.

I am indeed still working on Bleeding Moons. So far I have finished the cutscenes that happen after the demo and am currently working on the next mission.
I think I'll post a couple screens here when they'll be done.
Talking numbers, I am close to the "40% done" milestone.
 

cabfe

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One year!

It's been one year since I registered on this forum and started tweaking ideas and prototypes before adapting my story Bleeding Moons into a game.
I don't know how long I'll need to work on it before completion and having a full time job isn't helping to make things faster (but it helps to pay the bills...).
However, I'm still wanting to do it and work everyday on it even for only a little time. The biggest challenge I'm facing now is adapting a novel plot into an interesting and interactive story.
 
This and mapping towns, actually. I'll have a couple to create and exterior mapping isn't my strong point. I'll take a look at the screenshots section for inspiration.

At the moment, I'm putting the last touches on the mission that follows the demo. I'm past the 40% milestone for the entire game.
It's been a really pleasant mission to create and so far the hardest to code. There are several objectives that can be achieved in a non-linear way and dialogues had to stay consistent with the player's actions, including previously made choices.

Talking about dialogues, this mission is also the one having the most lines. In the demo, the mission in the warehouse had about 100 lines for Ian.
The new mission has three times as much and features more people to talk to.

After testing and validating the mission, I'll have to translate all this into english...

With more than 2100 views for this topic here (and over 5000 on RMN), Ian and his girlfriend(s) wanted to show you how happy they are to be starring in this interactive story and thank you for your interest.

As a bonus, you'll get to see the now adult Sélène :)
Thank you for your support and stay tuned for updates!
 

Matseb2611

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Those portraits look really awesome. Haha, it's like they are actually posing for a photo.

 And yeah, I bet with games like these where there are so many story-changing choices, there'll be a humongous amount of lines. Good job though. Glad to hear you're still managing to make progress on this.
 

Kyuukon

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Just for reference (as I'm producing a similar interactive novel kinda game), are you going commercial?
 

cabfe

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I haven't decided yet. Actually I don't even know the legal prerequisite for France should I go that route.

But that is a possibility, although some scenes may make it not family-friendly enough for some game portals.

In any case, my resources are either free for commercial usage or I got permission from the authors.
 

cabfe

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Hello everyone!


A new progress report for my game as I finished testing the gameplay of the next mission.


Now I have to translate the dialogues into english but the graphics are final (well, unless someone spot a blatant mistake ;) )


As I said three weeks ago, that mission was quite a challenge for me. Especially the amount of dialogues and the non-linear objectives. But the graphics too were a challenge!


I had to work with tiles I'm not used to, even draw some custom art to match my vision. There's also a lot (comparatively to the other maps) of parallax work which too time to create.


But, in the end, I'm proud of the result. I'm not an artist so I can't draw everything from scratch but that doesn't prevent me from trying my best.


So, without further ado, let me show you some screens from what you can expect to see in the final game.


This is the mansion of countess Downer, spouse of the ruler of the County of Freymont.





Here is the entrance. A screen some of you may have already seen in the screenshots thread.





The ballroom. Each people has a matching sprite/bust when talked to, of course. I managed to get a working mirror (one that actually reflects that is) and added this feature to all mirrors. I don't think it's worth uploading a new demo just for that, but that looks nice in game.





The countess's bedroom.





Hope you liked these pics!


 

Matseb2611

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The look of that mansion, inside and outside, is well awesome. I can see why it must've taken ages to do all the art for it.
 

cabfe

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As a celebration the 3,000+ views of this topic... this is update time!

The point of no return is reached, I'm now past the 50% milestone.

Right now I'm working on creating maps for the rest of the game. As I've found that it's my weakest point - and can sometimes almost stop me from going forward - I've decided to have my maps ready as much and as soon as possible. With what I've done so far, I can go smoothly to the 75% milestone.
Getting these tasks out of my way allows me to work serenely with the funnier part: creating the story events and the dialogues.
To have the game ready for full beta test sooner, I'm stopping temporarily my translation into english. Once the game will be done in french and the texts are OK, I'll resume my translation process. There are a few passages where I'm not sure if it won't be needing a rewrite so I prefer to get a stable text base first.

Talking numbers, the current english demo (without the control codes - pure dialogue) is 2,550 lines and 33,400 words
Current french version is now 4,800 lines and 70,000 words. Much more than I thought initially. An early estimate was 80,000 for the entire game...
Of course, one playthrough won't cover every written dialogues as there are alternate paths. Rest assured, you won't be just reading while playng Bleeding Moons!

About the game, recently I merged two missions into one for some simple reasons.
1 - I prefer to have a good, entertaining mission rather than two boring ones.
2 - It keeps the flow at a faster rate.

I'm not trying to make a 20 hours game. Actually, for the kind of game I'm creating, that would be too long. If I can make it a 6-8 hours interactive story, I think that'll great.

List of changes I made that concern parts you've seen in the demo (please note that the demo is NOT updated with these improvements. I'll upload one when I'm closer to the final product).
- Updated the Mouse script with a newest version that allows interaction on the whole height of the NPCs, not just their lower part.
- ...and added the possibility to run while holding down the middle mouse button.
- Slightly updated the multilanguage script to read and save successully with a UTF8 language name (previously only ASCII was allowed)
- Added a sprite for Ian when he picks up the flour bags. All 4 directions, of course.
- Quest for the flower: added a hint if the player cannot find it after some time.
- Quest for the flower: You no longer need to speak twice to River after having found the flower to activate the dialog.
- Some minor esthetic updates here and there. Recolors, pixel-size improvements etc.
- Remade the lightmap for the bakery's cellar.
- Truncated a name of a NPC which was too long for the display since I use busts now.
- Added reflections in the mirrors.
- Improved the worker's sprite in the warehouse when he's not holding a crate.
- Added animated water in the well of Valbois.
- Added in the inventory the waiver required by the worker in the warehouse. You only have it for a short time but, well, at some point you have it on you.
- Had to redo some sprites because of a licence issue that may arise later... Luckily the new ones look good too so that's OK.
- Remade the maps for the zone transition cutscenes in the forest.
- Added an option to skip altogether the infiltration sequence if the player get caught too often.
- Fixed some typos and spelling errors.

Things I intend to make, someday later:
- Remake the exterior maps. Valbois is so badly mapped... That was my first city done with RPGMaker, you bet it's crap.
- Redo the intro scene with the physician. I'll add an option to skip the tutorial (Ian's childhood) and also add lines to make it clearer that Ian is troubled by his past. Even if his memories are blurry, he'll remember some hard moments during this new intro. As an incentive to catch the player's interest on what really happened :) .
 
 
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purplehills

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cabfe, you did a great job!!! I really liked your demo, and can't wait to know what will now happened!

(je te tiens les pouces pour les Alex d'or ;) )
 

cabfe

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Thanks Purplehills!

It's always a pleasure to receive kind words.

So far the game is taking a great turn. I'm confident people will get emotionally involved with some characters and truly feel implicated while playing the game.

I hope I can get a reward at the contest!
 

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