Hi everyone,
I posted a more detailed report on my patreon, but right now all of the dialog, maps and lighting overlays, and most everything else is now completed. However, the development time needed for broken hymn is more than any game I've done in the past(but hopefully I'll get faster as I go along), and I've had less free time than I thought I would, so I will need a little bit more time to get the game ready. Sorry for the wait. The new version of broken hymn will be released sometime within the next few days.
That's all for now,
see you later.
Tuesday, January 31, 2017
Wednesday, January 11, 2017
broken hymn quick progress update 2
Hi everyone,
This is just a quick update, the new version of broken hymn is slowly getting closer and closer to completion and is set for release sometime this month.
In case anyone's curious, here's another preview screenshot(in debug, lighting will probably look different from this in the next version):
That's all for now,
see you all later.
This is just a quick update, the new version of broken hymn is slowly getting closer and closer to completion and is set for release sometime this month.
In case anyone's curious, here's another preview screenshot(in debug, lighting will probably look different from this in the next version):
I've done many things to the game since last version, but more recently, one thing in particular I did aside from storyline was write a script to help make debugging and editing the lighting setting easier. This allows me to test maps with different preset lightnings and to manually adjust lighting easily. I also noticed that on some computer monitors the keep's interior appears too dark, so the keep's lighting will be more subtle on the next version.
Another one of the major sprites I redid was Princess Mina's, I've done many variations for her appearance, but here's what the starting one looks like now:
That's all for now,
see you all later.
Saturday, December 24, 2016
broken hymn progress
Hi everyone,
This is a quick progress update preview, with screenshots of a few of the things I've been making for the next release of the game. I've mainly been adding to the storyline, adding/editing events and making new maps for Reulan Keep, here's an example of a few of the new maps:
Here's an in-game screenshot of one of the new parts of the game:
I've also remade and created a number of new prince lean sprites for the game:
Um, this maybe a bit confusing, but I've also created a script that automatically loads all side-doors circles, so I won't have to manually create an extra page for each event to show the circle sprites(Previously I would have to add an extra page to every event that is a side-doors). Basically, this makes showing/hiding side-door circles automatic.
For the next release, the story might be reorganized a little and the game's new content will probably focus mainly on lean's storyline.
I've also been planning the first h-scene for the game lately and started putting it together, but I'm not sure right now if I'll have enough time to complete it for the next release. So if an h-scene is not on the next version of the game, there will be at least one h-scene on the version after the next. I was hoping to release a new version of the game this month, but due to a number of factors(such as limited free-time, and that this time of year is especially busy for me right now and the complexity of this game being more difficult(mainly the writing and mapping) than anything I've done before on rpg maker), the game may not be ready until sometime next month. So right now, if not sometime this month, the new version should be released sometime next month.
Um, that's all for now,
see you later
This is a quick progress update preview, with screenshots of a few of the things I've been making for the next release of the game. I've mainly been adding to the storyline, adding/editing events and making new maps for Reulan Keep, here's an example of a few of the new maps:
Reulan Keep - East Hall (map)
Reulan Keep - Balcony (map)
Here's an in-game screenshot of one of the new parts of the game:
I've also remade and created a number of new prince lean sprites for the game:
Um, this maybe a bit confusing, but I've also created a script that automatically loads all side-doors circles, so I won't have to manually create an extra page for each event to show the circle sprites(Previously I would have to add an extra page to every event that is a side-doors). Basically, this makes showing/hiding side-door circles automatic.
For the next release, the story might be reorganized a little and the game's new content will probably focus mainly on lean's storyline.
I've also been planning the first h-scene for the game lately and started putting it together, but I'm not sure right now if I'll have enough time to complete it for the next release. So if an h-scene is not on the next version of the game, there will be at least one h-scene on the version after the next. I was hoping to release a new version of the game this month, but due to a number of factors(such as limited free-time, and that this time of year is especially busy for me right now and the complexity of this game being more difficult(mainly the writing and mapping) than anything I've done before on rpg maker), the game may not be ready until sometime next month. So right now, if not sometime this month, the new version should be released sometime next month.
Um, that's all for now,
see you later
Saturday, December 3, 2016
Broken Hymn v0.1.5
Here's a new version of Broken Hymn.
It's really been far too long since the last release. This is primarily a battle system update, but there are many other additions/changes here too. You can find the list of main changes since the last version here. Also, I will begin progressing the main storyline on the next release.
Also, the fate of this game will likely be decided on the next few releases, I would love to make this a long, completed game, so if alot of you guys like this game, I will continue making it. However if most of you guys aren't interested in this game, it may be canceled after about 2 more releases. So please let me know if you guys like this type of game.
Download
Download (no rtp)
Download (with rtp merged)
If you downloaded the "no rtp"version, you'll also need to download rpgmaker vxace run-time package(if you don't have it installed already), you can download it here: http://www.rpgmakerweb.com/download/run-time-package
If you enjoy any of my works and feel as though you would like to help ensure that I'm able continue developing them in the future, possibly someday as more than just a hobby, I would be very grateful for a pledge on my patreon. I would also like to thank all the people who are or who have supported me in the past. I really, really appreciate it.
um, that's all for now,
enjoy. ^^
Sunday, November 27, 2016
Broken Hymn v0.1.5 live on patreon
Hi everyone,
A new Broken Hymn release is finally out, it is now on Patreon as early access for patrons of alpha/beta level.
Here is the information about the release date:
November 27th, 2016 - Patrons/Donators Early Access
December 3rd, 2016 - Public Release(on blog and anywhere else)
You can also find more information about v0.1.5 release here, and if you would like to know more about Broken Hymn in general, I've post a bit more about it here and here.
That's all for now,
see you all later.
A new Broken Hymn release is finally out, it is now on Patreon as early access for patrons of alpha/beta level.
Here is the information about the release date:
November 27th, 2016 - Patrons/Donators Early Access
December 3rd, 2016 - Public Release(on blog and anywhere else)
You can also find more information about v0.1.5 release here, and if you would like to know more about Broken Hymn in general, I've post a bit more about it here and here.
That's all for now,
see you all later.
Wednesday, November 23, 2016
Broken Hymn Progress Update
Hi everyone,
The next version of Broken Hymn is almost ready. This update will focus on the battle system but there is a number of other things too. Including the following:
Here's an example of how the redone outside region near Reulan Keep looks like now without lighting/effects(Around the royal garden).
Shouko can now block attacks with her sword by holding the A key. She will block attacks coming from the direction she's facing.
A quest log system has been added, which list all your active and past quests.
The game now has an auto-save features, this means that the game can now automatically save at certain points in the reserved autosave slots. The save/load menus will now also show screenshots taken the time each savefile was saved. These are saved as png files and named the same way the savefile is.
There are alot of other stuff too, I will be keeping a changelog for this game where I'll try to note the changes in the game from now on. Here's a list of the main changes for the next version of the game:
Also, if you like to support me and my development of h-content such as this, please consider becoming my patron on patreon.
That's all for now,
see you later
The next version of Broken Hymn is almost ready. This update will focus on the battle system but there is a number of other things too. Including the following:
Here's an example of how the redone outside region near Reulan Keep looks like now without lighting/effects(Around the royal garden).
Shouko can now block attacks with her sword by holding the A key. She will block attacks coming from the direction she's facing.
A quest log system has been added, which list all your active and past quests.
The game now has an auto-save features, this means that the game can now automatically save at certain points in the reserved autosave slots. The save/load menus will now also show screenshots taken the time each savefile was saved. These are saved as png files and named the same way the savefile is.
There are alot of other stuff too, I will be keeping a changelog for this game where I'll try to note the changes in the game from now on. Here's a list of the main changes for the next version of the game:
- Shouko now has sword sprite animations for attacking(weapon now visible while attacking)
- Enemies now have sword and bow sprite animations for attacking
- Shouko can now do a defensive sword-block to protect her from attacks by holding the A key
- Removed player diagonal movement
- Re-balanced battle system
- Enemy attacks do a lot less damage and armor has lower defense
- Teammates attacks do less damage to enemies
- Teammates AIs improved, will now attack enemies throughout the maps
- Teammate sprites updated slightly
- Added Optional battle tutorial at beginning of game
- Added Auto-Save system, the game can now auto-save in 3 different save-slots
- Added Auto-Save points throughout game
- Added Screenshot with Saves system, the game will now show screenshots of each save file when saving/loading
- Added Quest Log system, can be used to keep track of objectives
- Added Icon that flashes on top-left of screen shortly when quest log is updated
- Added animated circles to doors that could be difficult to find
- Edited medical herb sprite, it now sparkles near the ground to help make it easier to locate
- Fixed collision bugs that allow you to pass-through solid objects
- Deleted many unneeded events from valley maps to help improve game performance
- Changed key to fast-scroll game text to x key
- Fixed fatal bug that could make player to freeze during combat(should be fixed now)
- Fixed bug causing certain teammates from walking to the second part of the valley map
- Fixed bug causing Shouko's experience to reinitialize
- Redesigned Reulan Keep's outside map completely(only shown for a few seconds in demo1)
- Disabled shouko's attacking during non-combat portion of game
- Fixed a number of spelling/grammar errors
Also, if you like to support me and my development of h-content such as this, please consider becoming my patron on patreon.
That's all for now,
see you later
Sunday, November 20, 2016
GxL blog poll results
Hi everyone,
While GxL was in development, I did a number of polls just for fun on this blog(these polls didn't effect the game like the patreon polls). So I thought you'll might like to see some of the results just for fun.
First, here's one from around January 2016 for the favorite erotic scene at the time(I originally had planned to do more than one poll like this, but only ended up doing one before the game's completion):
I also did 3 different favorite character polls at different points in the game's development:
For all 3 of the polls, Colette ended up the winner of each of them, with 2nd and 3rd place varying between each poll. If we only look at the most recent poll, the 2nd place winner be Divina and the 3rd place winner would be Sophia. Thanks for voting everyone!
Also Broken Hymn's next update is on the way,
that's all for now,
see you later.
While GxL was in development, I did a number of polls just for fun on this blog(these polls didn't effect the game like the patreon polls). So I thought you'll might like to see some of the results just for fun.
First, here's one from around January 2016 for the favorite erotic scene at the time(I originally had planned to do more than one poll like this, but only ended up doing one before the game's completion):
I also did 3 different favorite character polls at different points in the game's development:
Poll done around October 2015:
Poll done around April:
Poll done around the completion of gxl:
For all 3 of the polls, Colette ended up the winner of each of them, with 2nd and 3rd place varying between each poll. If we only look at the most recent poll, the 2nd place winner be Divina and the 3rd place winner would be Sophia. Thanks for voting everyone!
Also Broken Hymn's next update is on the way,
that's all for now,
see you later.
Subscribe to:
Posts (Atom)














