Red Hand of Doom [Demo v0.5 (27-Dec-2014)]

Kaelan

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Demo Link: RHD Demo v0.6
 ​
Changelog

v0.6 [12-31-2014]                                                    

  • Changed the Mettle feat requirement to Toughness + Steadfast Determination
  • Changed Weapon Finesse requirement to 13 DEX
  • Changed Zen Archery requirement to 13 WIS
  • Changed Combat Insight requirement to 13 INT + Combat Expertise
  • Added Martial Weapon Proficiency to Clerics and Rogues
  • Added a missing font for players using a version of Windows older than Windows 7
  • The Toughness HP bonus now applies retroactively
  • Fixed a bug that prevented Natural Leader and Aura of Courage from applying to party members you didn't have when you learned the ability
  • Fixed a crash when casting Fear spells
  • Fixed a crash when casting healing spells in Easy Combat mode
  • Fixed a crash when inflicting Shaken on a creature who is already Shaken. Doing this will now correctly make them Panicked.
  • Fixed crashes when running away from certain scripted fights
  • Fixed crashes on some PCs caused by trying to draw invalid UTF-8 characters

v0.5 [12-27-2014]                                                    

  • Added missing sound effects for Sleet Storm and Ice Storm
  • Adjusted range of potions and scrolls so they match spell ranges properly
  • Fixed a bug in how the engine determines whether a unit is flanked. Sneak Attacks should be easier to get now.
  • Attack previews will now tell you wether the attack would be a sneak attack, and include sneak attack damage in the total damage shown
  • Some wildshape forms will now increase the character's size
  • When opening the equipment and status menus during battle, they will now initially show the character whose turn it is, rather than the leader of the party
  • Fixed various voice cues that did not play properly when triggered
  • Rebalanced the Weight mechanic:

    Simplified the carrying weight formula. Max carrying capacity is now 5 lb. per point of Strength. So a 10STR character can carry 50 lb., 20STR => 100 lb, etc.
  • A character has a light load when at less than 50% of their max capacity
  • A character has a medium load when at 50% ~ 75% of their max capacity
  • A character has a heavy load when at more than 75% of their max capacity
  • No penalty for light load
  • 2/3 movement speed at medium load. Half run, withdraw and charge distance.
  • 1/2 movement speed at heavy load. Can't run, withdraw, charge or flee from battles.
  • Characters cannot wear equipment that would put them above their max capacity
  • Adjusted item weights. Heavy armor and large weapons should be harder to wear and require a substantial investment in Strength now.
[*]Can no longer Smite or Charge with ranged weapons
[*]Changed the color of damage text pop-ups based on the elemental type of the damage
[*]Adjusted number of attacks made when under multiple effects that increase number of attacks per round (i.e. Haste, Rapid Shot, Double Shot, etc.)
[*]Added new item type: Tools

  • Tools occupy the same equipment slot as Ammo
  • The provide a variety of bonuses, usually geared towards skills, like Concentration, Sabotage and Perform. They're primarily meant for characters that will not use their ammo slot for ranged attacks.
[*]Added new item type: Wands

  • Wands function like spell scrolls, but they can be used multiple times.
  • Each use consumes a charge. A wand can contain up to 50 charges of a spell.
  • Like scrolls, they require the Use Magic Device skill to use if your class cannot normally learn the spell contained in the wand. 
[*]Added new weapon type: Rapier
[*]Added Item Properties

  • Unique weapons and armor can now be found in the game, with a variety of properties.
  • Each property has a "star" value, from 0 to 5. A single piece of equipment can hold up to "10 star"-worth of properties.
  • Weapon Properties: 

    ( - ) Trip: Attempting to Trip with this weapon will not trigger an Attack of Opportunity. Your Trip range is extended to the weapon's attack range.
  • ( - ) Joust: 2x damage when charging
  • ( - ) Finesse: The weapon can be used with the "Weapon Finesse" feat
  • ( - ) Requires Arrows: Some ranged weapons can't be fired without arrows equipped in your Ammo slot.
  • ( - ) Requires Bolts: Some ranged weapons can't be fired without crossbow bolts equipped in your Ammo slot.
  • (Keen: 2x critical hit rate
  • (Maiming: +1x to critical hit damage multiplier (2x damage on crit => 3x damage on crit, etc.)
  • (Smiting: +1 Smite/day, +2 Attack & Damage on Smites
  • (Defending: Instead of increasing Attack and Damage, the weapon's enhancement bonus increases Armor Class.
  • (Deflecting: Make a DC20 reflex save when targeted by a physical ranged attack. If you succeed, the attack misses.
  • (Valorous: 2x damage when charging
  • (Berserker: +2 enhancement bonus in Rage
  • (Fury: +(1 - 8) damage in Rage
  • (Deadly Precision: +(1 - 6) damage on Sneak Attack
  • (Illusion Bane: Attacks ignore miss chance from illusion spells and mirror images, allows targeting hidden/invisible units and has a chance to dispel illusion effects (such as Blur and Ghostly Visage) on hit
  • (Harmonizing: +6 Perform skill, +CHA modifier to duration of Bard songs used by this character
  • (Harmony: +2 Attack when flanking
  • (Magebane: +2 enhancement bonus and +(2 - 12) damage vs. mages
  • (Silent Strike: Silence on hit (DC15 Will save to avoid)
  • (Sweeping: +4 to Trip checks. Trip weapons only.
  • (Crushing: +50% base damage, but 2x Weight and all weapon damage becomes bludgeoning
  • (Ornate: +6 Rhetoric and Intimidate skills.
  • (Silent Moves: +5 Stealth skill
  • (Hunting: Doubles damage bonus against a Ranger's favored enemy.
  • (Flaming: +(1 - 6) fire damage
  • (Frost: +(1 - 6) ice damage
  • (Shock: +(1 - 6) electric damage
  • (Corrosive: +(1 - 6) acid damage
  • (Screaming: +(1 - 6) sonic damage
  • (Consumptive: +(1 - 6) negative energy damage
  • (Sacred: +(2 - 12) damage to undead
  • (Ghost Touch: Ignores miss chance on incorporeal creatures.
  • (Ghost Strike: Ignores miss chance on incorporeal creatures. Also allows Sneak Attacks and Critical Hits on incorporeal creatures.
  • (★★) Seeking: Ignores all concealment  (ranged weapons only)
  • (Explosive: On hit, +(2 - 8) fire damage to all units in 1 tile radius (DC15 reflex save for half)
  • (Vampiric: +(1 - 6) damage, heals user for amount of extra damage done. Only works on living creatures.
  • (Collision: +5 damage
  • (Eager: +5 initiative
  • (Blurstrike: First attack each round treats opponent as flatfooted
  • (Fierce: Your body armor's DEX bonus to Armor Class is removed. Your weapon damage goes up by that amount.
  • (Grasping: +2 to Trip and Disarm checks. Disarm doesn't provoke Attacks of Opportunity. (melee weapons only)
  • (Skillful: The weapon can be used without its required proficiency feat. Your base Attack Bonus improves to 3/4 your level if it's lower. (melee weapons only)
  • (★Composite: Adds STR bonus to damage. (bows only)
  • (★Smoking: +20% concealment
  • (★Banishing: On hit, summoned creatures make a DC24 Will save or die.
  • (★Shadow Striking: Ignores all damage reduction. (melee weapons only)
  • (★Wrathful Healing: Recovers HP equal to 1/2 damage done (melee weapons only)
  • (★Knockback: Attempts to Bull Rush targets on hit, with a +8 STR bonus. (ranged weapons only)
  • (★Brilliant: Ignores target's armor and shield AC, but the weapon can only hit living targets.
[*]Armor Properties:​

  • ( - ) Darkwood: -5% Arcane Spell Failure, -1 Armor Check Penalty, 1/2 Weight. (Shields only)
  • ( - ) Mithral: -10% Arcane Spell Failure, -3 Armor Check Penalty, 1/2 Weight, +2 Max DEX bonus, armor category lowered by 1 (Heavy -> Medium, Medium -> Light). (body armor only)
  • ( - ) Adamantine: Gain damage reduction. Amount gained is +1 point on Light Armor, +2 on Medium Armor or +3 on Heavy Armor. (body armor only)
  • (Wizardry I: +10 to max SP.
  • (Shadow: +5 Stealth skill.
  • (Ghost Ward: Incorporeal creatures can't ignore your Armor Class with melee attacks as they normally would.
  • (Wild: When transforming into a Druid's Wildshape form, this piece of armor is not removed and its equipment bonuses are retained.
  • (★★Herculean: +50 Max Weight capacity.
  • (★★Fortified: Immune to critical hits.
  • (★★★Blindsight: All attacks ignore concealment.
  • (★★★Evasion: Gain the benefits of the Evasion feat.
  • (★Splitting: Turns every arrow fired into 2 arrows (or every bolt into 2 bolts). (Ammo only)
  • (★★★Freedom of Movement: Gain immunity to all status effects which reduce movement speed, as per the spell. Walk through tiles that hinder movement (such as those covered by a Web spell) at normal speed. Does not affect movement reduction due to wearing heavy equipment.
  • (★ ~ ★★) [Element] Resistance: Adds 10 points of damage resistance to a specific element per star.
  • (★ ~ ★★) +[Attribute]: Adds +2 to the given attribute per star (i.e. +2 STR for 1 star, +4 INT for 2 stars, etc.)
  • (★ ~ ) +[Saving Throw]: Adds +3 to the given saving throw (Fort / Reflex / Will) per star
  • (★ ~ ★★) Saving Throws +X: Adds +1 to all saving throws per star
  • (★ ~ ★★) AC (Natural) +X: Adds +1 to Armor Class per star. Doesn't stack with any other Natural AC bonus (such as Barkskin).
  • (★ ~ ★★) AC (Armor) +X: Adds +1 to Armor Class per star. (Only on armor that has no AC, such as Robes)
  • (★ ~ ★★) AC (Deflection) +X: Adds +1 to Armor Class per star. Stacks with everything.
  • (★ ~ ★★) Spell Resistance X: +X to spell resistance. Star cost varies based on amount added.
[*]Due to the above item changes, all items found in the demo have been changed, including items in shops. Some enemies have become stronger to keep up with the item changes.

v0.4 [12-23-2014]                                                    

  • Improved the game's performance in the Rules and Options menus
  • Increased Inspire Competence's skill bonus from +2 to +5
  • Characters under the effects of 'Magic Weapon', 'Magic Fang', 'Greater Magic Weapon', 'Dragonfire Inspiration' and 'Holy Sword' can now hit incorporeal creatures as if their weapon was magical, even if it normally isn't.
  • Characters will play a sound cue when their weapon is ineffective against a target due to concealment (e.g. using a mundane weapon against an incorporeal creature)
  • True Strike now properly ignores concealment
  • Fixed a bug that caused tooltips to be displayed when they shouldn't in the inventory
  • Fixed a crash when learning Creeping Cold
  • Fixed an issue that prevented paralyzed characters from casting Stilled spells. The spell menu should now more clearly display when spells can and cannot be cast in the character's current condition.
  • Adjusted the character names in the save menu so they never get shrunk down by RM's text drawing
v0.3 [12-21-2014]                                                    

  • When leveling up, you can now store up to 5 unused skill points, which can be spent on later levels
  • When targeting spells, the game now shows a preview window indicating the spell's success rate, damage and additional effects
  • Added a label tooltip to the level-up spell selection window, so you don't have to click on each spell to see what it is
  • Text pauses are now ignored when text is skipped. Added an option to permanently toggle instant text display to the options menu.
  • Added support for 1024x768 monitors. The minimum resolution has been bumped down to 1024x768 and all menus have been adjusted.
  • Increasing INT/WIS/CHA through items will now also give a corresponding increase to Spell Points. The amount gained varies with class level and only applies to the main casting stat used by your class (i.e. CHA for Bards, INT for Wizards, etc.)

v0.2 [12-18-2014]                                                    

  • Running the game should no longer require MSVCR110.dll
  • Fixed a crash when casting Barkskin
  • Fixed a graphical issue when right-clicking in the save menu
  • Fixed a crash when selecting empty slots in the shop menu
  • Fixed a bug causing the last item to be selected when clicking on an empty slot in the inventory, items, spells & feats menus
  • Fixed a bug causing items to stay selected when moving the mouse over empty inventory slots
  • Fixed a crash when triggering an Attack of Opportunity after failing to Trip an opponent
  • Characters can no longer make Attacks of Opportunity while confused
  • Changed the priority on the confusion AI. Confused characters who are also fascinated or prone will first try to stand up (if prone) or do nothing (if fascinated) before running the 'confused' AI behavior.
  • Characters can no longer move with 0 AP when Slowed
  • If a character's action is interrupted by an Attack of Opporunity and the attack causes them to no longer be able to perform that action, they will no longer attempt to do it anyway.
  • Fixed a couple of typos in the Tutorial
  • Fixed a bug allowing players to select feats they did not have prerequisites for by going back and forth between the spells and feat selection menus
  • Fixed an issue preventing the inventory window from scrolling correctly
  • Fixed a bug that prevented HP gained from CON bonuses from being recovered when resting
  • Fixed a bug that allowed players to use hotkeys and open menus during spell animations.
  • Fixed a crash when attacking with double weapons in combat
  • Fixed a crash when confused opponents attempt to find a random target to attack
  • Fixed a crash when playing with less than a full party after killing wounded adventurers
  • Fixed a bug that occasionally caused the final boss cutscene to not be triggered
  • Thumbnails of autosaves made during map transitions now show the correct image
  • Monks now correctly gain their standard D&D AC Bonus (from Wisdom and from levels)
  • When using a weapon with the 'Trip' property, your Trip range is now the same as the weapon's attack range. When unarmed or using a weapon without the 'Trip' property, your Trip range remains 1 tile.
  • When gaining effects that increase Max HP, current HP will be increased accordingly
  • Spell tooltips now display which school of magic the spell belongs to
  • The spell selection window now displays spell duration (for spells which have a duration)
  • Increased the overall strength of most enemies in the latter half of the demo
 ​
 ​
Game Overview
 ​
Red Hand of Doom is a turn-based strategy game based on the Dungeons & Dragons pen-and-paper campaign of the same name. In it, you must try to stop the legions of the Red Hand from conquering the Human, Elf and Dwarven cites and settlements of the Elsir Vale. The legions of the Red Hand are too powerful to be fought directly, however - you'll have to find other ways to thwart their plans.​
 

Story
The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms.
 ​
"I am Azarr Kul, Son of the Dragon!", the warlord bellowed.
"Hear me! Tomorrow we march to war!"
 ​
The warriors roared their approval, stamping their feet and clashing spear with shield. Azarr Kul waited, holding his hands aloft until they quieted again.
 ​
"The warpriests of the Doom Hand have shown us the way! They have taught us honor, discipline, obedience - and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make them ours! Under the banner of the Red Hand of Doom we march to victory and conquest! Remember that you stood here this night, warriors of Kulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory in the nights to come! Come, my brothers - TO WAR!"
 ​
On that one day - for but a brief moment - the ground below the entirety of the burning hills trembled, unable to contain the shout the legions of the Kulkor Zhul gave in answer to their warlord's call.
 ​


History and Geography
The entire adventure takes place in a thinly populated human frontier known as the Elsir Vale. The vale stretches roughly 250 miles east-to-west, and 70 miles north-to-south. It is bordered on almost all sides by oceans, small mountain ranges and dense forests.

The scattered human towns and villages of the area grew up along the Dawn Way, an important trade road linking the heavily settled lands that lie northwest across the Endless Plains with the exotic kingdoms and goods of the coastal lands to the southeast. Much of the Dawn Way was built by an ancient dwarf-kingdom that spanned the Wyrmsmoke and Giantshield Mountains more than a thousand years ago. While the dwarves are long gone, their roads, bridges and cisterns remain in use to this day.

 ​
After the dwarf-realm passed, the presence of various monsters and raiders kept traffic along the Dawn Way light for many years; few caravans dared the long and dangerous trek. Few humans lived in Elsir Vale during those years - only scattered settlements of druidic folk who left behind little more than grassy barrows and stone circles on hilltops.

About five hundred years ago, the nearby city of Rhest came to control the vale and a large swath of land north of the Giantshields as well. Soldiers from Rhest secured the roads all the way to Dennovar and beyond, creating a safe passage for trade. More and more traders traveled the Dawn Way, and the kingdom of Rhestilor grew wealthy on the tariffs exacted from the passing merchants. Under the kingdom's shield, the towns along the Dawn Way - Brindol, Talar, Terrelton and the rest - grew up from tiny hamlets or lonely soldiers' posts to flourishing human settlements.

 

The kingdom of Rhestilor eventually collapsed under civil strife, monstrous incursions, and magical blights. Almost two hundred years ago, the city of Rhest was burned by a savage horde out of the Wyrmsmoke Mountains. Although the warriors of Rhestilor killed many of the goblins and their kind, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair, and the Blackfens swallowed the ruined city.

 

In the years since the kingdom's fall, the towns of Elsir Vale have come to look after themselves. Most of the local lords still hold titles derived from the old kingdom of Rhestilor. While everybody knows that the kings of Rhestilor are long dead, no new realm has arisen in the vale.

Controls
You play the game mostly with your mouse:​
 ​
Left Click: Confirm​
Right Click: Cancel​
 ​
However, there are several useful keyboard shortcuts:​
 ​
F3: Quicksave​
F5: Fullscreen​
F6: Toggle screen scaling​
F7: Quickload​
F12: Restart Game​
 ​
C: Character Sheet (Status Menu)​
I: Inventory / Equipment Screen​
R: Rest​
F: File Menu (Save / Load)​
O: Options Menu​
ESC: Quit Game​
 ​
Number Keys (0 ~ 9): Configurable Hotkeys​
Space: End Turn (during combat)​
 ​
This is a point-and-click game, so gamepads are not supported.​
 ​

Gameplay Features
  • Turn-Based Tactical Combat
The game uses a set of rules derived from Dungeons & Dragons 3.5e. If you're not familiar with those, in practice this means that it plays as a tactics game, similar to Fire Emblem or Final Fantasy Tactics. It mostly follows the D&D standard rules, though I've modified a few things here and there to make the game easier to understand and more fun to play as a PC game.

  • Character Customization
You can create your own party of up to 4 characters using the game's character creator and strengthen them in whatever way you desire as you progress through the game. No characters have set abilities or classes - it is up to you to decide how your party behaves. The game provides a flexible and powerful customization system which allows for a myriad of character builds - from a traditional spell-casting Wizard to a horn-blowing, battle-singing orcish Barbarian/Bard, who defeats enemies through the power of his voice.

If you're having trouble getting past an encounter, consider using different character builds or party setups.

  • Passage of Time
Time plays a major role in the game. As you play, the time of day changes, and all external areas will visually reflect this. Whenever your characters rest, several hours pass. When travelling to other locations on the world map, time will pass relative to the distance traveled. Time passes even when in combat - the longer you fight, the more time goes by. 

As the days and weeks pass, various events will happen in-game. Several events can only occur during fixed time frames, as the armies of the Red Hand march along the Elsir Vale.Your primary task is to stop them before it is too late; there are a number of secondary tasks which will divert you from this path. If you arrive at certain locations early enough, you may be able to save characters that would otherwise die. Whatever the case, the story will continue.

Should you move on ahead of the horde and warn unsuspecting cities of their approach, or stay behind to save the wounded and get stragglers to safety? Spend your time wisely - losing in battle is not the only way to get a Game Over!

  • Widescreen Resolution
By default, the game runs at 1366x768 resolution. The Game.ini file can be edited to change the game's resolution from 1024x768 (better performance, smaller screen) to 1440x900 (more screen space, a bit more demanding on your PC). The game's UI repositions and adjusts to your resolution. All screenshots and videos below were taken at the default resolution.

  • House Rules
At the start of the game, several options regarding game difficulty can be changed. Instead of having fixed "Easy / Normal / Hard" difficulty modes, you can toggle individual options on an off, creating your own difficulty modes.

Screenshots





























Videos






Credits
Graphics
Archduke​
BioWare​
devCat​
MrBubble​
Obsidian Entertainment​
Pioneer Valley Games​
Timmah​
 ​
Audio
Akella​
BioWare​
Blackwolf the Bard​
devCat​
Firaxis Games​
Darkraven Fantasy Soundscapes​
D.C. Kairi Sawler​
Kevin MacLeod​
Grinding Gear Games​
Stormfront Studios​
Troika Games​
Triumph Studios​
Ubisoft​
 ​
Scripts
Acezon
Dekita​
Elemental Crisis​
Esrever​
FenixFyreX​
Lordosthyvel​
Maker Systems - RPG Maker Source​
Mithran​
Shaz​
Tsukihime​
Victor Sant​
Vlue​
Yami​
Yanfly​
Zalerinian​
Zeus81​
 
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Nirwanda

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That music...that music! It's a retro nerdgasm. Though I wonder why use commercial music when there's so much awesome free music available? I can't argue with the results though: I'm getting a pavlovian response to even the sound effects.

Yeah, I'm a fan of this already. It's an impressive adaptation.
 
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nio kasgami

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._. I have now the impression to play Diablo but version Fire emblem XD

good job man! 
 

Engr. Adiktuzmiko

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I like how the menus look like, it's neat and looks awesome.
 

Gothic Lolita

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This reminds me of Neverwinter Nights. 
As Archeia said, not really into western RPG's / Round Turn Strategy, but this looks pretty impressing.
I will sure testplay it, when it's out. :) (\s/)
 

Kaelan

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 Though I wonder why use commercial music when there's so much awesome free music available? I can't argue with the results though: I'm getting a pavlovian response to even the sound effects.
I am using several tracks from our awesome RMW composers! You just don't see them in that video.

As for why I don't use 100% original stuff - It's like you mentioned. This game is my love letter to everything D&D, so I wanted a nod to all of those games I played while growing up. I want it to have that sense of "familiar, but different". I'll be using plenty of original tracks as well though, don't worry about that!
 

bgillisp

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Wa...you...how...how did you do all of this in RPGMaker? *bows before your expertise*
 

Nirwanda

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A couple of questions:

1- Maybe it's silly to ask, but I have a non-widescreen 1024x768 monitor. Will the game still work correctly?

2- Will this be a strictly player generated campaign, or will it include recruitable NPCs?
 

Unkown

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I ask me if you really used the RPG Maker VXAce for this...... seriously..... I can`t even start to imagine how exactly you did this.... well alright a little idea but that`s all.... how long did you work on it alone for the looks...?

I will certainly keep an eye out for this one....^^
 

Kaelan

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A couple of questions:

1- Maybe it's silly to ask, but I have a non-widescreen 1024x768 monitor. Will the game still work correctly?

2- Will this be a strictly player generated campaign, or will it include recruitable NPCs?
1. Uhhh, I actually have no idea. I don't know of anyone that has PC monitors smaller than 1366x768. According to W3Schools, only 7% of people have a resolution lower than 1280x800, and I'm pretty sure most of those are people browsing sites on phones and IPads, so I never really thought about that. My guess is on windowed mode the window would be too big to fit the screen and in fullscreen mode Windows (or probably your graphics drivers) would shrink the image to fit, so it would be a little blurry, but playable. I have no way of testing this, though - I don't even know where I'd get a 1024x768 monitor to test this with. It might work, but I can't make any guarantees right now.

I could just lower the minimum native resolution the game will render at right now, but some of the menu screens assume you've got at least ~1200ish pixels in width, so if I let you go lower, stuff would start getting cut off, like this:

As a side note, I actually have spent some time thinking on how I could fit the game in much smaller resolutions (800x600, maybe even 640x480) by creating a second, much more compressed version of the UI that would only display at low resolutions, though at the time this was more intended for weaker old systems (especially laptops) that can't run the game at a decent framerate at the current minimum resolution. But I'm probably not going to get to that for a while unless there's a lot of demand for it. Resizing the entire UI is a lot of work  :(

2. I really like getting into the details of character customization with these types of games, so no pre-generated playable NPCs. You make everyone in your party. The only concession to that I really make is that your party is up to 4 characters, meaning you can actually play the game with a smaller party if you want. It would probably make the game a ton harder, but there's people who like that sort of thing so I figured I'd make it available.

I ask me if you really used the RPG Maker VXAce for this...... seriously..... I can`t even start to imagine how exactly you did this.... well alright a little idea but that`s all.... how long did you work on it alone for the looks...?
Well, this is like the 5th version of the UI, each version having taken several months to finish. What you're not seeing is all the previous versions I threw out cause they weren't good enough :p

At one point, the game looked like this:



 
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Tsukitsune

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Those menus are sexy
 

Nirwanda

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No one will fault you for not catering to the extremely outdated ;)

Though, to be fair, that statistic is kind of biased, after all, non tech-savvy people wouldn't visit that site, and those are the most likely to have old hardware.

Well, wheter it works for me or not, I'll be watching your project. Good luck. :thumbsup-right:
 

Kaelan

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@Nirwanda I still want everyone that wants to play the game to be able to, so I'll probably add support for at least 1024x768 in a future update. Check back soon!

Anyways, sorry for the delay, I tried to spend as much time as I could testing the game thoroughly. I'm doing a lot of non-conventional things for an RPG Maker game, which just means that many more ways the game can break, haha.

It's also the first game I've ever actually made public in RPG Maker, so I've been tripping up on a bunch of exporting issues. But the demo's ready now! 

It takes me about 2 hours or so to complete it - it might take you more or less depending on how familiar you are with D&D rules and all that. And apologies beforehand about the file size, I know there's people here that have ISP limitations on how big a file you can download. I tried compressing everything as much as I could, but it still comes out to about 270MB due to all the graphics & audio resources I'm using.

With that said, please give it a try if you can. Let me know what you think and let me know if you find any bugs or issues.

Link: RHD Demo v0.1
 
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Dark_Metamorphosis

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This is amazing! Cant wait to try this out!
 

Kaelan

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I don't think you can direct link to images in dropbox, you should upload that to a site like imgur next time.

That aside, I can't tell what the problem is from the screenshot. What do you mean the cursor is getting stuck? You just can't move it at all? Or you can't move it past a certain point on the screen?

If you can't move it at all, can you check a couple things:

- Looks like you're in full screen. Does it still happen in windowed mode?

- Can you still use the keyboard? Move with arrow keys, open menus, etc?

- When did it start happening? Does it only happen on that specific map? Does it stay like that if you change map, then come back?
 
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That Bread

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It's truly amazing what a few months of work can bring for the good of a game. Truly this game has improved from what I see in those ancient screenshots. Keep up the good work! I may go ahead and give this a try once its released.
 

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@Kaelan it`s not your fault^^ I didn`t know that I had a 1024x768 monitor and didn`t know how to check this until yesterday evening^^

Well I still tried to play this but yeaah kinda annoying if you can`t access 1/2 from the inventory and stuff like that :/

But from the things I played till now.... (not much cause of the annoyance of the short screen) it`s something good and I mean extremly good if it works how it should)... I thought that this is not a RPG Maker VX ace game... for a short while at least xD Well I didn`t play to far - it takes long to complete the character creation with this cursor stuck on the side problem and I died in a single round against those 3 ghouls(?) attacking me after not picking that guy up [No "hardcore" possible huh?]-  but for the thing I saw which was only a single level and the WORKING character creation it`s completly awesome^^
 
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Kaelan

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Ohhh, you had a 1024x768 monitor. That explains why things weren't working quite right. It looks like there's more people than I thought with monitors that size. I'll add that to my to-do list for the next version of the demo.
 

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