I removed the idea of doing Rank 1/2/3 skills (requiring the previous or higher in the queue to be used) and will be letting you use all skills whenever. However, I'm currently reducing each character's unique skills set from 12 to 8. To make up for this cut, I'll be letting you upgrade your 8 skills in a customizing way.
Let's take X-Slash for example.
X-Slash:
X-Slash (a)
X-Slash (b)
When you earn 100 C.Exp, you can spend it to upgrade skills. X-Slash (a) will add a new effect to X-Slash making it able to interrupt casting, where as X-Slash (b) increases the base damage for the skill. If you choose, you can upgrade to both, but you can only have one upgrade active.
That pretty much covers it, since it really isn't that complex. So next update I'll hopefully be covering the growth system!
Saturday, February 25, 2012
Customizing Skills
Posted by Wings of Eternia at 12:17 AM 0 comments
Thursday, February 2, 2012
Battle Tutorial + More Info
Amagad I finally replaced the banner with another bad banner. One day I'll actually have all the resources to do something flashy for a blog layout/design ._.
Well, until then this is what I can do.
Anyways, I have been at work with HN, it's just slow like always. Mostly I've been working on a lot of art stuff. I've been getting better at drawing, and hopefully will not have crappy art =| Trying to get better. I've always been a technical person, where I have excelled at building stuff and logic structures rather then creating something from imagination and being able to put that on paper (or this case, SAI). Though, through forcing myself to get better, I have been. I guess in a nerdy way of thinking about it, it's like an elder scroll game. My major skills are stuff like programming, or building systems (so I level up really fast in that). Where as my art is a minor skill, so it takes a lot more work to level up.
Well, most of you have probably already seen the video, but figured I'd post it here as well:
I've also created a design for HN's main icon/symbol when doing spray paint stuff with a friend.
I'll eventually do a version in photoshop, but there have been designs based around it. I've been working on a lot of the side story stuff. Like how Mihli is a mechanic and such, since she doesn't dropkick stuff 24/7. So I've been working on wingcraft designs for my game. 
Wingcrafts will play a role in the game, however, they will not be the main focus (like, it's not all about flying and such). You'll get to upgrade and switch parts on some wingcrafts since I'm planning on doing a wingcraft battle system (like Skies of Arcadia).
Lastly, I'll be finally writing up some tutorials on stuff for eventing in RMVX when I get some free time. I've been putting it off, but my old tutorial is much outdated. So until then, I'll leave off with some character sketches of characters that will be in HN (not playable).

Posted by Wings of Eternia at 12:34 AM 0 comments
Thursday, October 13, 2011
Clean Up and Revival
So I realize I haven't been updating as often as I should, and a lot of stuff lately is kind of outdated (post previous to battle system change etc). Once I start getting resources done, the blog will get a facelift. New banner, and layout (hopefully). Also, I removed the chat box because of too many bots. If anyone has a better one they know of, please let me know.
As for the game, for the time being I'm only focusing on Mihli/Levin's side of the storyline. If the storyline draws out too long, I might have to cut them into two separate games. I'm doing all the art resources (pixel art/character design art) myself, so it may take a little time. However, the exchange is that everything will look nice (AND NOT RTP).
The Sunglow Weald is an example of this. The battle system is near completion. Only thing left is doing the animations~ and the Turn Bonus.
For now, have a Mihli sprite. I hope to bring good news in the following weeks.
Posted by Wings of Eternia at 8:53 PM 0 comments
Tuesday, April 19, 2011
Recommended Tools for Eventers
One of my major things when it comes to eventing is trying to remove as much scripting influence as possible when it comes to making something from the ground up. However, the exception to this is scripts that act as tools for eventers. These scripts are very nice from unlocking the limitations that were placed with the default VX system.
Two scripts I would recommend, and they are the only two I'm using at the moment, are Modern Algebra's Extra Event Pictures and Fix Pictures to Map. The first script is a no brainer. You need that if you are going to create any types of HUDs that display stats. 20 pictures is just not enough for anything extensive. My battle system uses over 60 pictures.
The 2nd script is used for it's Picture Z. By default, pictures are placed above everything else except "Fade in/out" feature. Animations play below them, and so forth. What this script does is enable a feature that lets you place pictures below events. The best part is, this script doesn't take effect unless you turn the switch on and change the Z variable (which you set what variable/switch # you want to use in the script setup). Now if you create a battle system, you can do multiple things that you couldn't do other wise. When using events as character/enemy graphics you are locked to the grid. Any smooth animations or custom effects would require a whole lot more resources then it does just moving the picture's X/Y. You can also do stuff now like Zoom effects and dynamic skills that blackout the background for special effects.
Here are the links to Modern Algebra's scripts (on rmrk.net)
Extra Event Pictures
Fix Pictures to Map
Make sure to credit him if you use them~
Also I leave you with some progress I'm making on the display. The actions you queue up are shown below the help text.
Posted by Wings of Eternia at 4:59 PM 0 comments
