Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Leon_Westbrooke

1
Welcome! / Re: Long tim lurker, first time member
October 05, 2009, 11:18:06 pm
Lurker?  Oh s**t.  Someone get Redfield!

Erm... Welcome!  How's it going?
2
New Projects / Re: Elements of Travance
October 04, 2009, 11:55:09 pm
1)  Very true, pointing out an item's use is helpful.

2)  I just tested it, and see what you mean.  Thanks!

3) Cogwheel's RTAB  I TOTALLY forgot to put that in the creds!! Going to edit.
3
New Projects / Elements of Travance
October 04, 2009, 11:54:27 am
Brief Synopsis
Leon and Jon were just two friends in the small town of Warlyth, until the stumbled upon a couple soldiers roughing up a merchant.  Now, they have been thrust into an adventure that will take them across world of Travance.  Join them, along with Ark, Kara, Lillian and Nisage as they travel the world in an effort to thwart the plans of Vladmir; who wishes to employ the legendary Staff of Elements to gain wealth and power.

Characters
characters: ShowHide





Screenshots
screenshots: ShowHide









Features

  • Learn skills from various pieces of equipments.
  • Equip active and passive skills to empower your characters.
  • Challenging puzzles.
  • An old-school styled game to revive the original feel of an RPG.
  • A unique shop system.
  • Locate elemental sprites to teach your characters new abilities.
Credits
Dubealex
Rythe
Cogwheel
Jesse
Sithjester
Naramura
Guillaume777
Wyzrd
Arkbennett
Nisage
Kiriashi
(If i forgot about you, please, pm me so I may make the correction)

Notes
I made this game as an old-school homage.  If the storyline seems 'quick', and the cut-scenes a little lax, or the story seems a little 'cliche', that is the reason why.  
Further, to all who play the demo:  Please, keep a list of all minor and major bugs.  I would really appreciate this, as well as during each 'segment' of the story, record your play time, so I can give an approximate playtime.
One more note:  Jon does talk with that strange accent.

Demo v1.1
Demo from 2-shared (31.6MB, 2 hr playtime)
4
Recruitment / Re: Tech demo needs testing
September 21, 2009, 02:46:08 pm
The upper-left area is actually 15 sprite variables; and it goes through roughly 20-25 pictures to make it look like you are wandering through a maze.  I did this because 25 picture graphics is more appealing than 1 for each direction in each 'square' of the maze.

The idea behind this setup was to look similar to an old NES or DOS system first person RPG.  Since I have those 15 variables, If I want, I could actually use any graphics for the walls, so long as they fit the size of the image I originally set for that portion of the wall.

That being said, If i could find a graphical artist who would love to draw walls, stairs, etc, I could actually make the labyrinth 'window' itself look better with 24-bit colors.  I, however, haven't this talent.

Everything you see is graphics.  Now, the text is in a window with 0 opacity.
5
Recruitment / Tech demo needs testing
September 20, 2009, 11:32:04 pm
I know, I am a bit of a ghost here, and for this I apologize.  I have just been busy with life and working on different unique ideas.  With this one, I just need people to test this tech demo, and see if they can find any flaws in the graphics of it all.

Now, as for the description:  This is a first-person labyrinth style tech demo.  This is one of many systems needed for the game I am working on, but with all the work it entails, it is difficult for me to test every nook and cranny.

'screenshot': ShowHide



Demo Download (700kb) (2shared)
6
RMXP Script Database / Re: [XP] New Shop Interface
July 27, 2009, 11:27:48 pm
Should be 100% compatable.

You see, this script just makes new windows, and replaces the initial Scene_Shop script.  Nothing else.  Ergo, unless a script taps into or adds something to the original shop system, there are no conflicts.

So please, enjoy.
7
RMXP Script Database / Re: [XP] New Shop Interface
July 27, 2009, 11:19:02 pm
STCMS..?  I am unfamiliar with this term, or what it resembles.
8
Welcome! / Re: Hello ^_^
July 21, 2009, 07:52:28 pm
Hey, Kyrsty. 
9
General Discussion / Re: Screenshot Thread
July 19, 2009, 08:07:47 pm
@Aqua: I've been tinkering with either side, to see if I could get opinions from people

@game_guy:  Made it myself some year and a half ago. Thanks for the compliment.
10
General Discussion / Re: Screenshot Thread
July 19, 2009, 07:59:18 pm
I wanted to know what people's opinions is on this screenshot:
'screenshot': ShowHide

11
Welcome! / Re: Hey
July 19, 2009, 07:34:46 pm
Quote from: game_guy on July 19, 2009, 07:29:09 pm
Welcome back even though I really never knew you?
lol

Hey


I was here a long time ago, and posted a few scripts.  Then disappeared.  Few people knew me, so don't feel bad. lol.
12
RMXP Script Database / [XP] Screen Fog Debug menu
July 19, 2009, 07:08:27 pm
Screen Fog Debug Menu
Authors: Leon_Westbrooke
Version: 1.1
Type: Debug System


Introduction
This script is designed to assist in setting the fog exactly right in an RmXP project.



Features
Allows you to set the fog in-game and see what it looks like at that exact moment.



Screenshots
'screenshot': ShowHide






Script
'fogdebug': ShowHide
#===============================================================================
#  Leon_Westbrooke's Fog Debug Menu  (a.k.a. Leon)
#-------------------------------------------------------------------------------
#  Release: July 1st, 2009
#  version: 1.0
#-------------------------------------------------------------------------------
#  Instructions:
# Place above Main, but below all other default scripts.
# Any imported fogs must be added to the 'Names' array in the 'Fogs' module.
# Press F6 in Debug mode to call up this menu.
# Use the various controls to set your fog.
#-------------------------------------------------------------------------------
#  Features:
# Allows you to choose a fog for your current map, and set the following
# parameters:
#  Hue
#  Opacity
#  Blending
#  Starting Location (x and y)
#  Speed of Fog Scrolling (x and y)
#  Zoom
#  Tone
#
# This will only give you the values.  You MUST set these values up in an
# event to get the effect of them.  So, in essence, this to keep from having
# to test over and again.
#-------------------------------------------------------------------------------
#  Notes:
# The Starting Locations (ox and oy) will go haywire if you set the speed
# scroll options.  This is normal as it is just showing its current x and y
# of the upper left corner of the original fog graphic.
#-------------------------------------------------------------------------------
#  Credits:
# Credits go to Leon/Leon_Westbrooke for this one. It is really the same
# person.  I just added the '_Westbrooke' to I.D. myself better.
#-------------------------------------------------------------------------------


#===============================================================================
#  *  module Fogs
#===============================================================================
module Fogs
 #------------------------------------------------------------
 #  Add any imported fogs to this list.
 #------------------------------------------------------------
 Names = [ '',
'001-Fog01',
'002-Clouds01',
'003-Shade01',
'004-Shade02',
'005-Sandstorm01',
'006-Sandstorm02',
'007-Water01',
'008-Water02',
'009-Water03',
'010-Water04']
end
#===============================================================================
#  *  END Module
#===============================================================================



#===============================================================================
#  *  Game_Map
#===============================================================================
class Game_Map
 attr_accessor :fog_ox
 attr_accessor :fog_oy
 attr_accessor :fog_tone
end
#===============================================================================
# END Game_Map
#===============================================================================


#===============================================================================
#  *  Scene_Map
#===============================================================================
class Scene_Map
 
 alias leon_fogdebug_scenemap_update update

 def update
leon_fogdebug_scenemap_update
if $DEBUG and Input.press?(Input::F6)
 $scene = Scene_FogChange.new
end
 end
end
#===============================================================================
# END Scene_Map
#===============================================================================


#===============================================================================
#  *  Window_FogNames
#===============================================================================
class Window_FogNames < Window_Selectable
 def initialize
super(0, 0, 192, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = Fogs::Names.size
@index = 0
@active = true
self.opacity = 96
refresh
 end
 
 def item
return @data[index]
 end
 
 
 def refresh
if self.contents != nil
 self.contents.dispose
 self.contents = nil
end
@data = []
for i in 0...Fogs::Names.size
 @data.push(Fogs::Names[i])
end
@item_max = @data.size
if @item_max > 0
 self.contents = Bitmap.new(width - 32, row_max * 32)
 for i in 0...@item_max
draw_item(i)
 end
end
 end
 
 def draw_item(index)
item = @data[index]
x = 4
y = index * 32
self.contents.draw_text(x, y, 160, 32, item)
 end
end
#===============================================================================
# END Window_FogNames
#===============================================================================


#===============================================================================
#  *  Window_FogSettings
#===============================================================================
class Window_FogSettings < Window_Selectable
 def initialize
super(0, 160, 192, 288)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 8
self.index = -1
self.active = false
self.opacity = 96
refresh
 end
 
 def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 128, 32, "Hue:")
self.contents.draw_text(0, 32, 128, 32, "Opacity:")
self.contents.draw_text(0, 64, 128, 32, "Blending:")
self.contents.draw_text(0, 96, 128, 32, "Starting X:")
self.contents.draw_text(0, 128, 128, 32, "Starting Y:")
self.contents.draw_text(0, 160, 128, 32, "Move X:")
self.contents.draw_text(0, 192, 128, 32, "Move Y:")
self.contents.draw_text(0, 224, 128, 32, "Zoom:")

self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 160, 32, $game_map.fog_hue.to_s, 2)
self.contents.draw_text(0, 32, 160, 32, $game_map.fog_opacity.to_s, 2)
self.contents.draw_text(0, 64, 160, 32, $game_map.fog_blend_type.to_s, 2)
self.contents.draw_text(0, 96, 160, 32, $game_map.fog_ox.to_s, 2)
self.contents.draw_text(0, 128, 160, 32, $game_map.fog_oy.to_s, 2)
self.contents.draw_text(0, 160, 160, 32, $game_map.fog_sx.to_s, 2)
self.contents.draw_text(0, 192, 160, 32, $game_map.fog_sy.to_s, 2)
self.contents.draw_text(0, 224, 160, 32, $game_map.fog_zoom.to_s, 2)
 end
 
 def update_cursor_rect

if @index < 0
 self.cursor_rect.empty
else
 self.cursor_rect.set(100, @index * 32, 64, 32)
end
 end
end
#===============================================================================
# END Window_FogSettings
#===============================================================================


#===============================================================================
#  *  Window_FogTint
#===============================================================================
class Window_FogTint < Window_Selectable
 def initialize
super(192, 0, 192, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 4
self.index = -1
self.active = false
self.opacity = 96
refresh
 end
 
 def refresh
self.contents.clear
self.contents.draw_text(4, 0, 160, 32, "Red")
self.contents.draw_text(4, 32, 160, 32, "Green")
self.contents.draw_text(4, 64, 160, 32, "Blue")
self.contents.draw_text(4, 96, 160, 32, "Gray")
self.contents.draw_text(-4, 0, 160, 32, $game_map.fog_tone.red.to_i.to_s, 2)
self.contents.draw_text(-4, 32, 160, 32, $game_map.fog_tone.green.to_i.to_s, 2)
self.contents.draw_text(-4, 64, 160, 32, $game_map.fog_tone.blue.to_i.to_s, 2)
self.contents.draw_text(-4, 96, 160, 32, $game_map.fog_tone.gray.to_i.to_s, 2)
 end
end
#===============================================================================
# END Window_FogTint
#===============================================================================


#===============================================================================
#  *  Scene_FogChange
#===============================================================================
class Scene_FogChange
 def main
@spriteset = Spriteset_Map.new
@name_window = Window_FogNames.new
@settings_window = Window_FogSettings.new
@tint_window = Window_FogTint.new

Graphics.transition
loop do
 Graphics.update
 Input.update
 update
 if $scene != self
break
 end
end
Graphics.freeze

@name_window.dispose
@settings_window.dispose
@spriteset.dispose
@tint_window.dispose
 end
 
 def update
$game_map.update
@spriteset.update

if @name_window.active
 update_name
 return
end

if @settings_window.active
 update_settings
 return
end

if @tint_window.active
 update_tint
 return
end
 end
 
 def update_name
@name_window.update
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or Input.repeat?(Input::DOWN) or Input.repeat?(Input::UP)
 $game_map.fog_name = @name_window.item
end
if Input.trigger?(Input::C)
 @name_window.active = false
 @settings_window.active = true
 @settings_window.index = 0
end
if Input.trigger?(Input::B)
 $game_system.se_play($data_system.decision_se)
 $scene = Scene_Map.new
end
 end
 
 def update_settings
@settings_window.update
case @settings_window.index
when 0
 if Input.trigger?(Input::RIGHT)
$game_map.fog_hue += 1
if $game_map.fog_hue >= 360
 $game_map.fog_hue = 360
end
@settings_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_hue -= 1
if $game_map.fog_hue <= 0
 $game_map.fog_hue = 0
end
@settings_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_hue += 5
if $game_map.fog_hue >= 360
 $game_map.fog_hue = 360
end
@settings_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_hue -= 5
if $game_map.fog_hue <= 0
 $game_map.fog_hue = 0
end
@settings_window.refresh
 end
when 1
 if Input.trigger?(Input::RIGHT)
$game_map.fog_opacity += 1
if $game_map.fog_opacity >= 255
 $game_map.fog_opacity = 255
end
@settings_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_opacity -= 1
if $game_map.fog_opacity <= 0
 $game_map.fog_opacity = 0
end
@settings_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_opacity += 5
if $game_map.fog_opacity >= 255
 $game_map.fog_opacity = 255
end
@settings_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_opacity -= 5
if $game_map.fog_opacity <= 0
 $game_map.fog_opacity = 0
end
@settings_window.refresh
 end
when 2
 if Input.trigger?(Input::RIGHT)
$game_map.fog_blend_type += 1
if $game_map.fog_blend_type >= 2
 $game_map.fog_blend_type = 2
end
@settings_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_blend_type -= 1
if $game_map.fog_blend_type <= 0
 $game_map.fog_blend_type = 0
end
@settings_window.refresh
 end
when 3
 if Input.trigger?(Input::RIGHT)
$game_map.fog_ox += 0.1
if $game_map.fog_ox >= 640
 $game_map.fog_ox = 640
end
@settings_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_ox -= 0.1
if $game_map.fog_ox <= -640
 $game_map.fog_ox = -640
end
@settings_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_ox += 0.5
if $game_map.fog_ox >= 640
 $game_map.fog_ox = 640
end
@settings_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_ox -= 0.5
if $game_map.fog_ox <= -640
 $game_map.fog_ox = -640
end
@settings_window.refresh
 end
when 4
 if Input.trigger?(Input::RIGHT)
$game_map.fog_oy += 0.1
if $game_map.fog_oy >= 640
 $game_map.fog_oy = 640
end
@settings_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_oy -= 0.1
if $game_map.fog_oy <= -640
 $game_map.fog_oy = -640
end
@settings_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_oy += 0.5
if $game_map.fog_oy >= 640
 $game_map.fog_oy = 640
end
@settings_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_oy -= 0.5
if $game_map.fog_oy <= -640
 $game_map.fog_oy = -640
end
@settings_window.refresh
 end
when 5
 if Input.trigger?(Input::RIGHT)
$game_map.fog_sx += 1
if $game_map.fog_sx >= 256
 $game_map.fog_sx = 256
end
@settings_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_sx -= 1
if $game_map.fog_sx <= -256
 $game_map.fog_sx = -256
end
@settings_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_sx += 5
if $game_map.fog_sx >= 256
 $game_map.fog_sx = 256
end
@settings_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_sx -= 5
if $game_map.fog_sx <= -256
 $game_map.fog_sx = -256
end
@settings_window.refresh
 end
when 6
 if Input.trigger?(Input::RIGHT)
$game_map.fog_sy += 1
if $game_map.fog_sy >= 256
 $game_map.fog_sy = 256
end
@settings_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_sy -= 1
if $game_map.fog_sy <= -256
 $game_map.fog_sy = -256
end
@settings_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_sy += 5
if $game_map.fog_sy >= 256
 $game_map.fog_sy = 256
end
@settings_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_sy -= 5
if $game_map.fog_sy <= -256
 $game_map.fog_sy = -256
end
@settings_window.refresh
 end
when 7
 if Input.trigger?(Input::RIGHT)
$game_map.fog_zoom += 1
if $game_map.fog_zoom >= 800
 $game_map.fog_zoom = 800
end
@settings_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_zoom -= 1
if $game_map.fog_zoom <= 100
 $game_map.fog_zoom = 100
end
@settings_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_zoom += 5
if $game_map.fog_zoom >= 800
 $game_map.fog_zoom = 800
end
@settings_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_zoom -= 5
if $game_map.fog_zoom <= 100
 $game_map.fog_zoom = 100
end
@settings_window.refresh
 end
end
if Input.trigger?(Input::C)
 @settings_window.index = -1
 @settings_window.active = false
 @tint_window.active = true
 @tint_window.index = 0
end
if Input.trigger?(Input::B)
 $game_system.se_play($data_system.cancel_se)
 @name_window.active = true
 @settings_window.index = -1
 @settings_window.active = false
end
 end
 
 def update_tint
@tint_window.update
case @tint_window.index
when 0
 if Input.trigger?(Input::RIGHT)
$game_map.fog_tone.red += 1
if $game_map.fog_tone.red >= 255
 $game_map.fog_tone.red = 255
end
@tint_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_tone.red -= 1
if $game_map.fog_tone.red <= -255
 $game_map.fog_tone.red = -255
end
@tint_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_tone.red += 5
if $game_map.fog_tone.red >= 255
 $game_map.fog_tone.red = 255
end
@tint_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_tone.red -= 5
if $game_map.fog_tone.red <= -255
 $game_map.fog_tone.red = -255
end
@tint_window.refresh
 end
when 1
 if Input.trigger?(Input::RIGHT)
$game_map.fog_tone.green += 1
if $game_map.fog_tone.green >= 255
 $game_map.fog_tone.green = 255
end
@tint_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_tone.green -= 1
if $game_map.fog_tone.green <= -255
 $game_map.fog_tone.green = -255
end
@tint_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_tone.green += 5
if $game_map.fog_tone.green >= 255
 $game_map.fog_tone.green = 255
end
@tint_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_tone.green -= 5
if $game_map.fog_tone.green <= -255
 $game_map.fog_tone.green = -255
end
@tint_window.refresh
 end
when 2
 if Input.trigger?(Input::RIGHT)
$game_map.fog_tone.blue += 1
if $game_map.fog_tone.blue >= 255
 $game_map.fog_tone.blue = 255
end
@tint_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_tone.blue -= 1
if $game_map.fog_tone.blue <= -255
 $game_map.fog_tone.blue = -255
end
@tint_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_tone.blue += 5
if $game_map.fog_tone.blue >= 255
 $game_map.fog_tone.blue = 255
end
@tint_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_tone.blue -= 5
if $game_map.fog_tone.blue <= -255
 $game_map.fog_tone.blue = -255
end
@tint_window.refresh
 end
when 3
 if Input.trigger?(Input::RIGHT)
$game_map.fog_tone.gray += 1
if $game_map.fog_tone.gray >= 255
 $game_map.fog_tone.gray = 255
end
@tint_window.refresh
 elsif Input.trigger?(Input::LEFT)
$game_map.fog_tone.gray -= 1
if $game_map.fog_tone.gray <= -255
 $game_map.fog_tone.gray = -255
end
@tint_window.refresh
 elsif Input.repeat?(Input::RIGHT)
$game_map.fog_tone.gray += 5
if $game_map.fog_tone.gray >= 255
 $game_map.fog_tone.gray = 255
end
@tint_window.refresh
 elsif Input.repeat?(Input::LEFT)
$game_map.fog_tone.gray -= 5
if $game_map.fog_tone.gray <= -255
 $game_map.fog_tone.gray = -255
end
@tint_window.refresh
 end
end
if Input.trigger?(Input::C)
 $game_system.se_play($data_system.decision_se)
 $scene = Scene_Map.new
end
if Input.trigger?(Input::B)
 @tint_window.active = false
 @tint_window.index = -1
 @settings_window.active = true
 @settings_window.index = 0
end
 end
end
#===============================================================================
# END Scene_FogChange
#===============================================================================




Instructions
Place the script below the default scripts, and above main.
In game, press 'F6' to access the Fog debug menu.



Compatibility
No known issues.



Credits and Thanks

  • Just myself.





Author's Notes
13
RMXP Script Database / Re: [XP] New Shop Interface
July 19, 2009, 06:50:55 pm
I'm glad to see everyone enjoys this script.  As for an older version, this is the only version that was ever written.
14
Welcome! / Hey
July 19, 2009, 06:44:20 pm
Hey, I disappeared for quite some time, due to lack of interest in the RmXP project.  Now that i am starting to get back into it, I thought I'd drop by and see how things are going.
15
Projects / Games / Re: Shadows of the Forgotten
March 31, 2008, 12:43:58 pm
Quote from: UltaFlame on March 30, 2008, 10:06:33 pm
QuoteHe was believed to have died at the hands of his own soldiers.


thats what makes me think he is alive.


This is why the english language is such fun.

As for a full version release, I don't want to rush the project, else it will turn to crap, you know?  I'll keep you all updated on any major progress made.
16
Script Troubleshooting / Re: Does this syntax exist?
March 30, 2008, 10:34:27 am
It is for a window. I want to set it up to where it will drop down a line under certain conditions, but it needs to be a command that is in-text. 
17
Script Troubleshooting / Does this syntax exist?
March 29, 2008, 09:05:28 pm
Is there a syntax that will allow text to skip down to the next line?  In the help file, it says to use "\n" for a new line, but it did nothing for me.  if there isn't a syntax for it, please, let me know. 
18
Projects / Games / Re: Shadows of the Forgotten
March 28, 2008, 09:43:45 am
Quote from: UltaFlame on March 27, 2008, 08:32:58 pm
heres a spoilie: Tyeg is alive

he made it obvious.

unless that was his objective.



What makes you think he is alive?  Because far as I'm concerned, he won't appear in the game again.  Though, that would make for an interesting twist, I won't take the story down that road.
19
Projects / Games / Shadows of the Forgotten
March 27, 2008, 04:30:13 pm
Shadows of the Forgotten

Story
"Five years ago, in the midst of battle, General Tyeg was betrayed by his own soldiers under his command."  This was a popular story told by Maraux to the kids of the small village of Warlyth, when the war was over.  However, this story always enraged General Tyeg's daughter, Annabel.  Armed with anger and thoughts of revenge, she decides she wants to set out for the man who killed her father, Nyral.

You play as Reiner, General Tyeg's son.  One who would rather stay at home and put the past behind him.  However, with Annabel's wanting to leave, you must set out with her and help her find truth and peace, so that she too can finally put the past behind her.


Characters

General Tyeg
  A general in the King's army.  He was believed to have died at the hands of his own soldiers.

Reiner
  A easy-going young man, and older brother to Annabel.

Annabel
  A young lady bent on revenging the death of her father, who died at the hands of Nyral.

Maraux
  An old friend of General Tyeg.  He practically raised Reiner and Annabel.


Features

  • Keep tabs on your current party with a graphic HUD.
  • Although you level, it won't raise your stats.  You must create stat enhancing items.  Just bear in mind your level determines the maximum.
  • The Real Time Active Battle System (by Cogwheel) will keep you on your toes as you battle fierce enemies.
  • A weapon system where the weapon itself will level.  The higher the level, the more customizable the weapon is with the use of 'Tags'.
  • Hidden tag keywords will enhance your weapons even more.
  • Learn skills with a new Chart System.  Customize the skills each character learns using Chart Points gained by leveling.



Screenshots
Spoiler: ShowHide







Demo
http://www.sendspace.com/file/8hy16g


Other Notes
The font Monotype Corsiva is recommended, but not required:
Font

Credits
This is everyone who helped.
  Graphics:
    Wyzrd
    Ryan
    Phlegming Street Studios
   
  Scripting:
    Dubealex
    Ryethe
    Blizzard
    Guillaume777
    Rataime
    Cogwheel
    Leon
 
  Eventing:
    Arkbennett
    Leon
   
  System Development
    Arkbennett
    ViolentPurge
    Leon
   
  Story:
    Desiree
    Leon
    Phlegming Street Studios
   
  Beta Testers and Proofreaders:
    Arkbennett
    Wyzrd
    The Flaming Red
    Massampage
    Vikirosen
   
  Special Thanks to:
    Fish E Bloop
    Tiberius
20
Now that everyone is getting along, i would like to say that the additiosn to this script are nice.  You both did a good job with it.