phamtruong1992

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- It's weird for me that you didn't just set it to wait for the player input instead of making it autorun there because those were just normal textboxes. If you show them the other ways, such as without the boxes, or with voice acting, etc... It's understandable and feels more fluid. But if you wanna keep it that way then yeah, maybe 1 more second is enough.
- Second point, to make it less confusing and overwhelming, pace it all out, try to make situations where you can introduce these mechanics. And have Lyne chan instruct the player more of what he should do :D This shall also apply to the story's flow.
- For the combat, i thought you have had tons of other skills and mechanics prepared to serve the player on the later part, no? So i guess with that, plus the difficulty in modifying the plugin in order to make that battle system run would be a nightmare. So better switch to other system before you go too deep. You've made a bright choice.
- Now if you say so, then hop in discordance and share the lore with me bro i've been heavily addicted to lore making for the whole month lol. For the name, if "Discordance" is something important in the lore then just keep it, i think it sounds good and unique. People might think it's a hint and wanna find out by playing the game if you introduce so. Unless you can think of a better name... need my help on that? :LZSrasp: I have gotten much better at naming after so much research done lol.

P/s: Wait, after a few hours, i suddenly recalled the "Discordance" word and realized, we did misunderstand each other real hard, dude! I meant to ask if you still use the discord app anymore. Not the game, because i've gotten a deep liking of calling that name for the discord app lmao :mrsatan:
 
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cradth

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- It's weird for me that you didn't just set it to wait for the player input instead of making it autorun there because those were just normal textboxes. If you show them the other ways, such as without the boxes, or with voice acting, etc... It's understandable and feels more fluid. But if you wanna keep it that way then yeah, maybe 1 more second is enough.
- Second point, to make it less confusing and overwhelming, pace it all out, try to make situations where you can introduce these mechanics. And have Lyne chan instruct the player more of what he should do :D This shall also apply to the story's flow.
- For the combat, i thought you have had tons of other skills and mechanics prepared to serve the player on the later part, no? So i guess with that, plus the difficulty in modifying the plugin in order to make that battle system run would be a nightmare. So better switch to other system before you go too deep. You've made a bright choice.
- Now if you say so, then hop in discordance and share the lore with me bro i've been heavily addicted to lore making for the whole month lol. For the name, if "Discordance" is something important in the lore then just keep it, i think it sounds good and unique. People might think it's a hint and wanna find out by playing the game if you introduce so. Unless you can think of a better name... need my help on that? :LZSrasp: I have gotten much better at naming after so much research done lol.

Yep, since it's a cutscene, I thought it was a good idea to make it autorun. but well, maybe I should try using the texts that wait for the player input too and see how it looks. :D Got it, capt! XD I'll make sure to slow down the pace and take your other suggestions (including the game tutorial the blend in during the gameplay) into account. Yeah, it doesn't need a god-tier observation ability to see where the previous battle system will take me. Hahaha yep, me too. I've got a lot of things to discuss, I'll be there and catch up with you sometime soon! :D
 

Biestmann

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It takes guts and humility to make such sweeping changes to a project. Your graphic designs are quite striking, and I think you did a great job on the hud elements. I'll be closely watching your progress.
 

cradth

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It takes guts and humility to make such sweeping changes to a project. Your graphic designs are quite striking, and I think you did a great job on the hud elements. I'll be closely watching your progress.

Thank you so much! I am so happy the change I make brings such positive outcome. :kaojoy:
 

cradth

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Hello! It's an update for the gameplay!

ELMSPHERE

1QnPTww.jpg


Elmsphere are magic spheres that allow the player to cast various Mantra (magic). These spheres will grant its user with various mantras or abilities that can be used in a battle, or reproduce a specific mantra that can only be conjured/used by a character proficient in that type of mantra to interact with objects, or people outside battle. For an example, Water Mantra is used for watering your crops and flowers in the garden.

+++++++++++++++++++++++++++++++++++

ELEMENTAL CHART

There are 361 different Elmspheres that can be installed on your Elemantra Caster device.
And here's the elemental chart for 19 basic elements :

LVNL_Elemantra_Chart.jpg


Considered as common class. There are 8 Nature Element in total.

FIRE
Fire
is strong against Ice, and weak against Water.
This element can be enhanced with Flare.
The offspring elemental of Fire : Flame, Heat, Magma, Plasma, Steam, Blaze, Inferno

ICE
Ice
is strong against Wind, and weak against Fire.
This element can be enhanced with Solid.
The offspring elemental of Ice : Frost, Avalanche, Squall, Glacier, Crystal, Icicle, Blizzard

WIND
Wind
is strong against Earth, and weak against Ice.
This element can be enhanced with Venom.
The offspring elemental of Wind : Gale, Cyclone, Typhoon, Firestorm, Winter, Smoke, Hurricane

EARTH
Earth
is strong against Thunder, and weak against Wind.
This element can be enhanced with Gravity.
The offspring elemental of Earth : Rock, Wood, Glass, Snow, Sand, Erode, Quake

THUNDER
Thunder
is strong against Water, and weak against Earth.
This element can be enhanced with Wave.
The offspring elemental of Thunder : Lightning, Radiation, Snowstorm, Shock, Magnet, Voltage, Thunderstorm

WATER
Water
is strong against Fire, and weak against Thunder.
This element can be enhanced with Plant.
The offspring elemental of Water : Tide, Mist, Rain, Seawave, Acid, Tsunami, Flood

LIGHT
Light
and Dark are strong against each other.
It's also strong against Venom, and weak against Solid.
This element can't be enhanced.
The offspring elemental of Light : Ray, Laser, Aurora, Dust, Soil, Beam, Holy

DARK
Light
and Dark are strong against each other.
It's also strong against Plant, and weak against Wave.
This element can't be enhanced.
The offspring elemental of Dark : Darkness, Dark Fire, Freeze, Spectre, Abyss, Shadow, Black Hole

Considered as rare class. There are 6 Enhancer Element in total.

FLARE
Flare
is strong against Solid.
This element can't be enhanced.
The offspring elemental of Flare : Photon, Blitz, Counter, Sunflare

SOLID
Solid
is strong against Light, and weak against Flare.
This element can be enhanced with Space.
The offspring elemental of Solid : Metal, Protect, Cover, Diamond

VENOM
Venom
is strong against Life.
This element can be enhanced with Death.
The offspring elemental of Venom : Poison, Gas, Toxic, Curse

GRAVITY
Gravity
is strong against Wave.
This element can't be enhanced.
The offspring elemental of Gravity : Pressure, Float, Heavy, Meteor

WAVE
Wave
is strong against Dark, and weak against Gravity.
This element can be enhanced with Time.
The offspring elemental of Wave : Pulse, Sound, Sense, Supersonic

PLANT
Plant
is strong against Death.
This element can be enhanced with Life.
The offspring elemental of Plant : Root, Leaf, Blossom, Evergreen

Considered as epic class. There are 5 Relic Element in total.

TIME
Time
and Space are strong against each other.
This element can't be enhanced.
The offspring elemental of Time : Kairos, Chronos, Aeon

SPACE
Time
and Space are strong against each other.
This element can't be enhanced.
The offspring elemental of Space : Distortion, Realm, Dimension

DEATH
Death
and Life are strong against each other.
This element can't be enhanced.
The offspring elemental of Death : Doom, Astral, End

LIFE
Death
and Life are strong against each other.
This element can't be enhanced.
The offspring elemental of Fire : Rebirth, Mana, Creation

VOID
Void
is strong against Light, Dark, Time, Space, Death and Life.
This element has no weakness and can't be enhanced.
The offspring elemental of Void : -none-

+++++++++++++++++++++++++++++++++++

ELMSPHERE LINK

Each Elmsphere is working in conjunction with other equipped Elmsphere. It means, you'll get new mantra if you have 2 Elmspheres equipped in slots that are next to each other. For examples, if you equipped two Wind Elmspheres next to each other, it'll give you a mantra that can be learned from Gale Elmsphere (Wind + Wind = Gale), if you equipped a Fire Elmsphere next to Flare Elmsphere, it'll give you a mantra with Blaze elemental (Flare + Fire = Blaze).
 
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StGemma

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Great work, based off the youtube videos!

Some constructive criticism: while walking left and right, the character looks like he is just shuffling his feet across the ground, and not lifting his legs. Also, when he is running left and right it looks as if he is on an elliptical.
 

cradth

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Great work, based off the youtube videos!

Some constructive criticism: while walking left and right, the character looks like he is just shuffling his feet across the ground, and not lifting his legs. Also, when he is running left and right it looks as if he is on an elliptical.

Thank you so much! Yes, I don't like that running animation either,
the character looks like he's on roller skates.lol

I've been trying to fix that by removing or adding more frames
to each charset motion, and searching for another spritesheet
that has fluid animation. But the result was worse than expected. XD
 

StGemma

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No problem.

Yeah, animation can be tough. Perhaps try rotoscoping a real person with the camera angle you want the character to be at.
 

cradth

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Gameplay Update~

BATTLE SYSTEM

OG9LnNP.png

BARRIER POINTS
Similar to Hit Points, except you CAN'T restore barrier points by resting or sleeping.
You must repair your Astral Raid Armor to restore the BP a character has. Strategical
decisions are needed before you go out for a mission or monster hunting.

ACTION POINTS
You'll spend AP to do everything in this game. Daily activities like eating,
sleeping, take a bath & studying cost small amount of AP. But heavy work like
monster hunting, mantra casting & doing part time jobs cost great amount of it.
Manage your AP wisely the whole day.

ELEMANTRA GAUGE
Basically it's TP in the default system. It has similar mechanic, Elemantra Gauge
will be filled in the battle. Battle action such as Attacking, defending and casting
specific Mantra will give you more points. You'll spend Elemantra Gauge to cast
Core Mantra and Full Sync Mantra.

Mantra (or skill) is divided into 4 Category :

ELEMANTRA
You can learn this mantra from various Elmspheres that can be equipped
to your Elemantra Caster device. Each Elmsphere has its own specific
mantra, such as offensive magic, supportive magic and unique command.

CORE MANTRA
You can learn this mantra from TEC Virtual Trainer. But first, you must
buy more VT Cards at shop to unlock each VT Ability. Player's team may
well have different styles of core mantra.

FULL SYNC MANTRA
It's the Ultimate Mantra. A set of abilities that also unique to each character.
They function similarly to Core Mantra but far stronger. Your characters can
summon Elemantra Spirits or perform devastating combo. This type of mantra
consumes Elemantra Gauge.

STRATEGY
It refers to a character's row during combat, which boosts some basic stats and
affects overall performance. All characters have a set of strategic abilities that
can change their row and fight as Berserker, Attacker, Observer, Defender or Ranger.
Higher Aggression Meter means higher PWR and INT. But in turn, END and RNG
are reduced. There are some abilities that can change enemy's row too.


+++++++++++++++++++++++++++++++++++

Grimoira Encounter & VT Battle Gameplay :

 
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cradth

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LIVENEL Gameplay Update!

I added a minimap feature called Obscure (Previously, it was for Active Time Event purpose). This minimap will show character's position, bed/rest, shops and transvault locations. NPC and treasure chests are excluded because I change their location more often than anything else.

LVNL_MiniMAP.JPG


And, here's another set of abilities called Strategy. These abilities not only change row and give stats boost to both sides, but also give buffs, debuffs and heals. During combat, manageability of Strategy is a crucial issue, switching ally's row or enemy's row in many different situation is more important than spamming Mantra / Attack.

OOsWUKc.png
 
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cradth

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End of May | Game Design and Character Update.



+ I added another Scan mantra for Lucain. Previously, you may only learn this spell
from Sense Elmsphere, now it's one of Lucain's default spell under Overdrive category.
+ I polished some maps to make it more sensible in perspective. (And yet, I still have
a pretty long to-do list for this!)
+ I added Eidart as the second playable character during the first chapter of the game.
+ Now the weapon for the main character is called Mythbuster. Previously, it was called
Elemantra Caster.XD

*Eidart's pose is still entirely inconsistent when he performs some actions,
i.e. his Hell Judgement. :( I'll get to work on it right away.
 

Nagasari

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Nice update! But I still don't like the costume for each character. Good mapping tho.
 

cradth

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Nice update! But I still don't like the costume for each character. Good mapping tho.

Hello. Thanks for the kind words! Yes, both Lucain and Eidart
are given the same type body armors that increase their barrier points.
The rest of the characters will have different armor/costume. :)
 

cradth

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Gameplay Update~

SIDE-QUEST

wQBhRwW.jpg


Side Quests in LIVENEL can be acquired in various locations as you progress through the main quest and unlock new areas. These side quests can't be spotted on the map and probably can be missed easily. There are a total of 60 side quests, divided into five categories :

1. CHASER

CHASER
+++
Requester : Eisenrealm Commander, Eisenrealm Guildmaster
Requirement : Avelion rank, Bastelion rank
Objective : Apprehend or kill important individual from the rebel faction

*Chaser-Mission is the only mission category issued by the government.
+++

2.HUNTER

HUNTER
+++
Requester : Eisenrealm Commander, Quest Giver
Requirement : Bastelion rank, Castelion rank
Objective : Kill specific monsters that presented a dangerous threat
+++

3.SCAVENGER

SCAVENGER
+++
Requester : Quest Giver, Curator
Requirement : Bastelion rank, Castelion rank, Dustelion rank
Objective : Find specific elmspheres, mostly the rare ones
+++

4.COLLECTOR

COLLECTOR
+++
Requester : Curator, Random NPCs
Requirement : Bastelion rank, Castelion rank, Dustelion rank
Objective : Run errands for additional rewards or unique items
+++

5.PART-TIMER

PART-TIMER
+++
Requester : Random NPCs
Requirement : Bastelion rank, Castelion rank, Dustelion rank
Objective : Run errands for money
+++
 
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cradth

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LIVENEL Discordance Demo v0.03 is out~
It's 3~5 hours demo with major features.

v0.03 Changelogs :

+ 3~5 hours demo
+ 1 of 5 Chapters finished
+ 2 playable characters
+ 40 of 361 Elmspheres finished
+ 6 of 24 main locations finished
+ 16 of 120 enemies finished

+ Main Menu and 90% additional menu can be accessed
+ Minimap, Phone & Hyperion Termina (PC) can be accessed
+ Side Quests & Enemy Data can be accessed
+ Basic Virtual Trainer can be accessed

UPDATED!!! LIVENEL Discordance Demo v0.03b is out~

v0.03b Changelogs :

+ missing image (game-breaking) bug fix

Direct Link :
 
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cradth

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It's been 4 months already, @_@ sorry for being lazy,
I've been stopped playing and making games due to some rl problems.
Things are getting better now! :kaojoy:

LIVENEL Discordance Demo v0.10 is out~

LVNL_DynaElevator.jpg

LVNL_CharacterSelect.jpg



v0.10 Changelogs :

+ Character Selection Screen
+ Dark Message Window
+ Dialouge & Object Interaction update
+ Map Tileset & Objects update
+ Mantra & Action Sequence update
+ Character Picture & Bust update
+ New face set for some characters
+ CHD Warp Point - Eidart random shout fix
+ CHD Warp Point - Freeze fix
etc

Direct Link :
 
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cradth

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LIVENEL - Chapter 1 Demo v0.20 is out~
It's 3~5 hours demo with major updates!

Id8PXFh.jpg


v0.20 changelogs :

+ Game's file size is compressed to 300MB+
+ Added icons and text colors on mantra description
+ Added indicator for important objects & npcs
+ Added Free Training into TEC Virtual Trainer
+ XY Anchor fix for Enemy & Actor SV Battlers
+ Chapter 2 - Hellbound opening scene
+ Shorter Reminiscene slideshow (Only 1 & 2 during HT installation)
+ Reminiscene's text color fix (Sorry, I missed this part on v0.12)
+ Hyperion Termina image glitch after Shutdown fix (game breaker)
+ Eidart path-blocking fix (game breaker)
+ Dialogue updates, map updates, etc



Download Link (300MB+ Google Drive) :

 
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orange~

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I'll download the new demo! This still looks like one of the more impressive RPG Maker games around. Out of curiosity, how many characters do you have planned?
 

cradth

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I'll download the new demo! This still looks like one of the more impressive RPG Maker games around. Out of curiosity, how many characters do you have planned?

Thanks! Actually, there are 12 characters in total, since the game has 3 controllable characters
(so that would be 4 characters for each party). :) Getting inspired by my fav manga, I have a plan
to create a wide variety of races from 12 different areas. Eight characters are naturally recruited throughout the chapters, and the rest are optional characters. :)
 

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Last time I was here, you're working on a horror game.
This looks pretty good!
I've downloaded the demo and I will play it on my free time. :D
 

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Yeaah, pallarax mapping

mTQFUv1QrOI.jpg
ScreenShot_9_26_2023_0_27_57.png
working on the house you explore in the beginning of my game. it's the first major area... part exploration, part battles. just need to script events and setup the on screen enemies.
I'm having way too much fun with these character designs
MZ_HUD_1.png

Accomplished a longstanding goal: transitioned from windowskin graphics to native canvas drawing for windows. No more window.png or resizing individual mask images; Bitmap and Window classes handle it all seamlessly now.

Same UI, different corner settings:

MZ_HUD_2.png

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