Enelysion: Black Tempest - Vol. II

PixelLuchi

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Nearly six months ago, a young woman by the name of 
Laine Fisher took on a simple extermination hunt, never 
realising that it would be one of many events which would 
ultimately change her life.
 ​
She discovered her true identity, learned of the Fiannan 
race's hatred towards humans and strived to discover the 
truth about her ancestor, the Falcon.
 ​
Having been given 
subtle hints about his so-called atrocities against the
Fianna, she set out for the Ulaid Forest with her 
companions, only to discover a truth even more shocking 
than what she had prepared herself for...
 ​
                                                                                                                    - Intro to Vol. II - Black Tempest
 ​
 ​
Enelysion: Black Tempest is the immediate sequel to the successful first Vol of Enelysion: Halcyon Days. This game will answer many questions that the first game yielded and will also expand on the rich world-building players have expected from the world of Tairngire, but with an improved narrative method that moves the story along at a quicker pace.
 

Screenshots:
 


 

 

 
 
Features:
 
Apart from keeping some of the features from the original game, there a few more new features added to Vol. II:
 
-  KGC's popular Distribute Parameter script is still a core function along with Battle Engine Melody, but  unlike in the first game, players will be allowed to redistribute stat points, customising their characters as they see fit.
 
- Two new characters will make an appearance. Further details will be released later during development.
 
-Yanfly's Skill Equip system returns ( players who have played the really, really old demos of Enelysion will be familiar with this one ). Characters can only equip five or so skills at a time, which becomes vital during boss fights. And players will know how hard those fights could be.
 
Demo:
 
A demo will be released at some point in 2014. Stay tuned for updates.
 
 
 
 
 
 
 

 

 

 ​
 ​
 
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Dalph

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Looks great so far.

It's just me or I see Laine here as more...happy?

I suppose this will be a trilogy? Or just two games?

Anyway, best luck with it.
 
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Goatrider

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Your pumping out games Luchi. I'd better get around to finishing the first one. Keep up the great work.
 

kingmakerspider

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Looking good, 'ere too, Luchi. Happy Holidays, and best wishes for unveiling the remainder of this story.
 

PixelLuchi

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Ah, I can never reserve that second post.

@Dalph: Laine is far from happy at the beginning of Vol II. You'd have to play right up until the end of Vol I to find out. =) And no, Vol II will wrap up everything, so this is a beginning as well as the end of Enelysion...

@Goatrider and kingmakerspider: I have a lot of free time. =) I hope to complete the game by the end of 2014, if I really push for it. Otherwise, early 2015.



And best Xmas wishes to everyone from myself, Laine, Pat, Cil and Siggy. XD
 

Chaos17

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I'm happy to see that you decided to continue your story.

I would like to kow if we will be able to continue our save game ?
 

PixelLuchi

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@Chaos: Unfortunately, no. Save games from Vol I will not be transferable because I overhauled the entire database, including enemy data, weapons, skills and what-have-you. But Laine will start at Lvl 16 with her best equipment from Vol I and Cillian and Siglud will start at Lvl 15 with their best equipment. =)
 

PixelLuchi

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Small update for EVII ( as I will be referring to Black Tempest from now on ):
 
Mapped part of northern Tairngire, which is not shown on the actual world map. It is the realm of the Fiannan race.
 
Finished up the village of Galahaid, a small hamlet in northern Sangreal. Heavy Adela Isra influence there. If you haven't played that game yet, I seriously suggest you do. It is probably one of the best mapped VX games I have ever seen, and also uses editor mapping with some picture overlays. Mind you, that game was released some time in 2008-2009, before the explosion of parallax mapping ( no doubt thanks to Valkyrie Stories. Too many games are trying to be clones of that, right down to those irritatingly overused Kaduki sprites. -_- )
 



 

 

I should give myself a title called Editor-Mapping Goddess. My avatar certainly is gorgeous enough. XD
 
Made the sprite for Cailte, a warrior bard and the only Fiannan to join Laine and co. He is a temporary party member until the group is reunited with Patrick again ( who took off rather dramatically in Vol I ).
 

 
 
And yay! 800th post. XD I'll probably make a map for someone who gives me my 700th like. jk XD

It's a small update, it is true, but I'm busy with something else at the moment. I don't know if I'll make a thread for it though. Goodness knows I have too many projects going on...
 

Dalph

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Your mapping is always awesome, I'm currently learning a lot from your tutorials and also slowly stealing your talent, so be very careful. XD

Jokes aside, looks great as always, I'll have to replay Vol. I soon now that you fixed a lot of bugs.

I should give myself a title called Editor-Mapping Goddess. My avatar certainly is gorgeous enough. XD
An appropriate title for you would be: Proud Anti-Parallax.
 
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PixelLuchi

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I wouldn't say I'm anti-parallax. I still admire the devs who go that route for having the extra-ordinary patience needed to make those maps, but for the life of me, I can't see myself spending around 24 hours on a fairly large map just to make it look pretty. :\ Considering that that time could be spent doing other things for the game ( data-basing, battle balancing, cutscenes etc. ).

But yes, I am rather disposed towards it when it comes to the bloody passability issues. Any Tom, Dick and Harry can throw together a pretty map in Photoshop/Tiled using unlimited resources, but setting which tiles you need to walk over, walk under, walk through etc. kills me. And it is a right pain in the butt to do, if I am frank. And this excludes the images you need to make for the player to walk under. No wonder I'm not surprised any heavily parallaxed game is not completed yet ( and I'm already onto my third game. =) ). You wonder if people even bother to read the tuts Indrah/Ocean/myself made for the Tuts section...
 

Chaos17

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No wonder I'm not surprised any heavily parallaxed game is not completed yet ( and I'm already onto my third game. =) ).
Sorry to come say this but mapping has nothing to do with finishing a game, it's more about regularity than about technique in my opinion.

I'm saying this because I see you post often updates same as a maker I know who do customs'parallax, named Sylvanor.

Both of you are hard worker and I respect that, so for me that's has nothing to do with technique used.
 
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blueperiod

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For me at least, it doesn't require any extra patience or effort to create parallax maps, so I disagree with you on that (then again, I love parallax mapping and how creative it allows me to be). People just need to perfect their methods and not make things so stressful or time-consuming on their part-- and this goes for all facets of development, not just mapping. In any case, if there's one thing that we should be thankful for in regards to Valkyrie Stories, it's Hanzo Kimura's incredible mapping script which makes parallax mapping as easy/simple as humanly possible. So, cheers Hanzo, wherever you are! :p
 

Dalph

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@Luchi:

That was actually a joke title, I agree that parallax can be very time consuming but it's still beautiful.

The main problem that I have with it isn't really the time (I'm patient enough), but the size of the images! The images increases the size of the game by too much, and I hate this like the pest.

@Chaos17:

As much as I find it beyond gorgeous, It's not really a matter of parallax there, but a matter of awesome pixel art skills.

@blueperiod:

Yeah, Hanzo is a god, I love his work.
 

PixelLuchi

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Just a fun fact. I share my birthday with Hanzo. XD

@Chaos: I still love your parallaxing skills though, and I do admire your patience for seeing it through to get a Bloody Rose done. =)

@Dalph: Yeah, it's the file size as well that gets to me... I hate my internet connection. If filesize wasn't a problem, I probably would be parallaxing like everyone else.
 

kingmakerspider

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Lookin good Luchi. maps are gorgeous, as usual (i happen to be a fellow Editor Mapper, and I could see how Parallaxing could take quite a bit longer...but also, i keep in mind that once someone is used to that creation process, it'll probably pick up in speed exponentially...much like back when i first started using the editor. it's all a learning curve, after all.)

Anyway, I'm liking the design of the new character there, and kinda stoked that it's a bard! what kind of skills can we expect him to bring to the table?
 

Dalph

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And to think she even uses VX (which is limited), can't imagine how gorgeous her maps could be with ACE (and unlimited tilesets)...

*swoon*
 

blueperiod

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Yeah, I was wondering why you didn't switch to ACE for volume II. The unlimited tilesets  could add a lot of variety to your maps, I think.
 

PixelLuchi

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I could easily use BulletXT's Swap Tileset script to get over VX's limitation of tilesets. =) But I'm trying to eke out as much as I can from it, before I resort to that. As for Cailte's skill set, still working on that. He's a warrior bard, so maybe he'll be a healer/enemy debuffer sort of character with some sword/bow skills thrown into the mix.

Vol II's release date is set for February 17, 2014. ( exactly 3 years after Enelysion's topic appeared at VX.net ).
 

kingmakerspider

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Sounds like a good mix to me. Although I would just be eagerly anticipating a return from Patrick...but still very glad to have a worthwhile 'replacement'.

And I've been trying to avoid using that swap tileset script too...but I'm getting to the point where cramming everything I can into the limited tileset is starting to become a bit tedious. But we manage...

Anywho, I'm glad to see a goal date for release...keep it up, Luchi. 
 

PixelLuchi

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I have a little philosophy to map-making that I'll let you all in on. It was based off an article I read ages ago. The gist of it was that the more limited your resources were, the more you were forced to think out of the box and therefore, the more creative you would have to be to work with what you have. I've already made close to 400 maps just using the same tileset for both Enelysion and The Lady of the Lion, so I figured I could make another 400. =) It really pushes me to work with those limited resources.

Constraint brings about ingenuity. ( I need to put that back in my sig ).

Happy New Year, everyone, and may 2014 be even better for us all!
 
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