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    Anaryu
  Fri Oct 10, 2008 4:47 am
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[SIZE=1]Anamei Productions, 2008




What is SkyE?

SkyE is our newest entry for a contest, the one for the RPGM Miniature Project Contest.
Play length: Around an hour per play-through.

What is SkyE about?

SkyE is a light sim-like game where you play the role of Celeste, a graduate Sky Knight who is taken on her final ranking assignment with her teacher, Knight Commander Svarus. You will be investigating the Rayth outbreak that has only begun at the newest Chromadus Academy for Raye Engineers and Directors. The game heavily centers around real-time shmup style side-scrolling combat.

Celeste


Svarus


Illiyana


Helios


Zavia


Theodore


Phineas


Alcina


Mia


What's unique about SkyE?

SkyE plays something like a sim, you'll be able to choose which locations to investigate at certain times of the day, uncovering the plot that haunts the new school. As you play you'll be thrown into a side-scrolling action system that mixes a brawler with a shooter to create a new unique style of gameplay. (Buzzword BINGO!)

Once you finish the game you'll find yourself able to play it over again; it will take a few times through to uncover all the different secrets and see the real answers to what's going on.

SkyE is developed entirely in RPG Maker VX from scratch starting from September 10th!

The combat system features pixel-checking collision for bullets, so moving your character around and flying forward through a wave of bullets is actually pretty fun!

Anything I need to know to play SkyE?

I just want everyone to be sure they pick the right difficulty level.
Easy: It's hard to lose, honestly.
Normal: Challenging for people new to the game.
Hard: Challenging for those feel confident they know how to play it.
Insane: I'm honestly not sure, I can't beat more than half a level in this mode.

What does the game look like?

Here's a released-state video showing the Titlescreen, the menu system, a short scene, and some actual combat:
Game Preview Video: Intro, Menu, Text, and Combat

Here's a newer demo showing off how enemy bullets become health, experience, shield, and power bonuses (stealing a page from hima's amazing shooters Hello Panda and USG!):
Combat system Alpha 2.0!

You can see an early combat demo here:
Alpha 1.0, with the basic movement and shooting.

Please note that both Alpha videos used cut-out temp backgrounds.

Give me Screenshots or go home!

Titlescreen

You can't really get 99 of 'em...

What?

Black-styled Journal

Combat Screenshot



OLD SCREENSHOTS (Outdated)

Early tileset and character set group photo!

Look, it's a menu!

Geez that looks familiar...

The Journal System, ie. How Not to Get Lost in All the Stupid Events

Wait, check what? Example of the new choice system and message system changes.

Is he trying to distract us from those blocky VX maps with images? 'Cuz I think it's working...

Oh look! Same menu but with a different color! And hey, it's the customization section!

No, that's not the real battle background either. I'm trying to induce seizures.

When your health is low... CHARGE! With a shield up anyway.


Who is responsible for this?

Beta Team and Testers:
Adalwulf (primary beta tester)
Iceplosion
GubiD
Zeriab (OMG fixed the evil bug!)

Graphics additions:
Whitecat (Icons)
Stephanie Shimerdla (Paintshop Brushes)

Music:
Sewind
Danman87
ColdCity
Anamei Productions

Base Costume Designs:
Rye

Characters, Original Tilesets, and Art:
Yaoumei

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Last edited by Anaryu on Thu Mar 05, 2009 1:00 am, edited 2 times in total.

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    e
  Fri Oct 10, 2008 4:57 am
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Looks nice, as always. I don't quite get the battle thing from the screenshots, so I guess I'll just have to play it out! :thumb:

Looks mighty weird though.


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    Anaryu
  Fri Oct 10, 2008 4:59 am
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Stauf wrote:
Looks nice, as always. I don't quite get the battle thing from the screenshots, so I guess I'll just have to play it out! :thumb:

Looks mighty weird though.


You can check out the two videos, they're there because screenshots really don't communicate it very well. :)

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    seven
  Fri Oct 10, 2008 5:00 am
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Geez Anaryu you just keep pumping out games. @_@
Though after looking at the second and third screenshot, a lot of your games seem to be vaguely similar. :p


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    Luthur
  Fri Oct 10, 2008 5:01 pm
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Just like all your other games, this looks amazing. Do you do all the art yourself? Whatever, still looks great. Good luck.

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    Anaryu
  Fri Oct 10, 2008 5:18 pm
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fox5 wrote:
Just like all your other games, this looks amazing. Do you do all the art yourself? Whatever, still looks great. Good luck.


Characters, Original Tilesets, and Art:
Yaoumei

Yaoumei and I are a team (she's my wife). Our name, Anamei, comes from the first half of my name ANAryu, and the last half of her's YaouMEI. So far she's done all the art and custom spriting for all 5 of our finished projects, and now this one as well. Its' nice being married to an artist! They have nowhere to run. :)

(She also does all our custom graphicy stuff like the userbars and our website, etc.)

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    Reives
  Fri Oct 10, 2008 5:31 pm
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Location: Canada
Ah, so this is what those vids from back then are from. Looks great so far, I'm especially interested in seeing the final version of the battle system in action. Char-arts are well done as well, although Svarus' character pic gives me the creeps for some reason, heheh.


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    SorcerGamble2
  Fri Oct 10, 2008 6:59 pm
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wow... so ur the maker of OutlawCity... i remember that from back in the day.

you've been pushing the envelope for some time now.  good work man.  the battle system makes me very envious, especially the projectile paths and such... thats got to be scripted or something.  i wish i had "Scripting Power"... all i do is evented stuff and graphic edits.


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    GreenGreen
  Fri Oct 10, 2008 11:51 pm
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This game looks pretty good, but its rather a turn-off for me that your using VX.

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    iceplosion
  Sat Oct 11, 2008 6:20 pm
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Quote:
Play length: *Around an hour.
*(Per play-through, ha!)


Heh, clever.

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    Anaryu
  Sat Oct 11, 2008 6:24 pm
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iceplosion wrote:
Quote:
Play length: *Around an hour.
*(Per play-through, ha!)


Heh, clever.


I couldn't stand making something only an hour, and this was a perfect chance to try out 3 mechanics I always wanted: A sim type game, a shooter, and an arcing storyline that you need to repeat. I just wish I had more time polish it... but if the formula works well I can always use it again. :)

@RojoBo: There is very little emphasis on the mapping and moving around. I'm trying to concentrate on using the maps in place of a the backgrounds in most sim-type games and help give perspective to what's going on. Hopefully it comes across, if you can stomach VX long enough maybe you can give it a try and let me know if the VX-ness comes through too much.

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Last edited by Anaryu on Sat Oct 11, 2008 6:26 pm, edited 1 time in total.

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    Despain
  Sat Oct 11, 2008 6:39 pm
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Location: New Haven, CT
This looks fantastic. It looks like... no... can it be? Actual gameplay in an RMXP game?

You guys are awesome. Keep this shit up. You have a very good record of making playable and entertaining games.

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    Twirly
  Sat Oct 11, 2008 7:36 pm
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It looks really good! Especially the tilesets and the combat system look great!
Quote:
Actual gameplay in an RMXP game?

You mean RMVX game...


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    iceplosion
  Sat Oct 11, 2008 9:51 pm
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Quote:
I couldn't stand making something only an hour, and this was a perfect chance to try out 3 mechanics I always wanted: A sim type game, a shooter, and an arcing storyline that you need to repeat. I just wish I had more time polish it... but if the formula works well I can always use it again. :)


Well you've got until November 1st, that's a lot of time >_>

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    Xaixis
  Sun Oct 12, 2008 4:30 am
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Location: US -- East Coast
Wow! This looks promising!

I really like unique games, and I can't wait for this to come out! I'm adding this to my list!

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    Anaryu
  Sun Oct 12, 2008 9:02 pm
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Project future questionable right now, game-crashing bug that I can't track.

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Last edited by Anaryu on Sun Oct 12, 2008 10:03 pm, edited 1 time in total.

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    Blaredose
  Mon Oct 13, 2008 7:26 am
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Fuck I think I just orgasmed. I want to play this game.


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    hima
  Tue Oct 14, 2008 1:07 pm
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Location: Thailand
I wish you good luck and hope you find that critical bug soon. I'm really looking forward to play this.

Though, I don't think this is really 'miniature' project! (j/k) Also, how come you're not in the credit? :P

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    Anaryu
  Thu Oct 23, 2008 8:23 am
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Zeriab is probably more awesome than anything.

He managed to find the problem and now it's fixed! Yay!

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Last edited by Anaryu on Fri Oct 24, 2008 6:18 am, edited 1 time in total.

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    Anaryu
  Sun Nov 02, 2008 4:30 am
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Check out the new video!

Or if you're bored you can also download the completed game.

Please report any bugs you find, we had a pretty strenuous beta this time around, but I'm sure they're still lurking all over.

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    seven
  Sun Nov 02, 2008 6:24 am
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Hitting 'New Game' gives an error about not finding a 'Mountains' parallax.


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    Anaryu
  Sun Nov 02, 2008 6:51 am
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KRoP wrote:
Hitting 'New Game' gives an error about not finding a 'Mountains' parallax.


You'll need to install the VX RTP until I finish pruning all the resources I need from the VX RTP to create a non-RTP installer version, sorry.

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    seven
  Sun Nov 02, 2008 6:57 am
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I've already installed the VX RTP before I downloaded this game.


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    Anaryu
  Sun Nov 02, 2008 7:14 am
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KRoP wrote:
I've already installed the VX RTP before I downloaded this game.


Hmm, that's really odd, especially since "Mountains" is one of the images in the VX RTP.

Okay, I've added a download that doesn't require the RTP, see if that helps at all since it'll have the files in it.

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Last edited by Anaryu on Sun Nov 02, 2008 8:45 am, edited 1 time in total.

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    hima
  Mon Nov 03, 2008 2:06 pm
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Location: Thailand
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    Anaryu
  Mon Nov 03, 2008 6:47 pm
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hima wrote:
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You might want to give it a second go, there were a couple errors like this and they don't always happen, I thought we caught all of them, but I'll fix this one right away!

I also see a tear in the middle-ground parallax that needs to be fixed! Can't believe I never noticed it before. :)

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    Hevendor
  Mon Nov 03, 2008 8:00 pm
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Insane is crazy fun. I do have a gripe with it though, the character is way too big to dodge anything at all, and the only way to actually win is through good use of shield and crest attacks to kill trash monsters fast and regen (I'm stacking Purity just because of this (hope i got the aura name right, the one that regens your raye when stuff dies)), though I'm not sure if this is intended. dodging is pretty much out of the question though =\

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    Anaryu
  Mon Nov 03, 2008 9:06 pm
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@hima

Okay! Uploaded a new version for both the RTP and Non-RTP downloads that should help that problem if I identified it right!
(The download links from the first post are updated.)

@Hevendor

Actually dodging works a bit differently; since it's pixel-hit (not hit-box based) when your character is in different flying poses you get hit differently.

You certainly won't be sitting still twitching a bit back and forth to carefully skirt bullets around your hit-box, instead you need to move around and then fly forward through openings to "dodge" the bullets. Or find the least damaging route and plow through with your shield. The shield exists for that reason actually.

I actually thought it was super fun to find an opening and zip through the bullets with them skirting me!

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    ArtBane
  Tue Nov 04, 2008 1:38 am
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I did find that retreating till the shots became more widespread was a useful tactic for dodging. For the most part though it does come down to good shield use. Whenever my shield broke I was screwed. I learned to put more stats into my shield after a few tragic battles.

Beyond just that though, I wanted to congratulate Anaryu on making the most original game I've played in RPG Maker since USG (which definitely had some influence on it). I really love the journal system and the choice to explore only one area of the school at different times of the day. It makes the story easier to keep track of and allows for great re-playability; something most game designers don't consider. The main feature though of course is the open arena shooter segments. They were fun and challenging although I wish there was more strategy to them. Once I got the crest that shot the beam I didn't find any need to switch back to the other one. Also loved the soundtrack. It had that funky J-pop feel to it and really added a lot. I should also mention that Yaoumei did a real solid job with the character profiles and battle backgrounds. They were very detailed and unique but also worked well together in creating a uniform style to the game. I guess my only major complaint was that you used RTP sounds. Maybe next time you could take the time to make your own instead of using the same tired effects we've all heard before. And yes, I'm only kidding.

I'll most likely be playing through again to discover more of the story I missed on my first playthrough. Even though I know the payoff probably won't be too great, it's still a nice incentive.

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Last edited by ArtBane on Tue Nov 04, 2008 1:43 am, edited 1 time in total.

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    iceplosion
  Thu Nov 06, 2008 8:39 pm
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Actually the game has different endings each time you play through (That feature is still there in the final version, right?)

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