The H-series of mechanical walkers were the first attempts to create machines that could heal, reducing the need for clerics. Its healing abilities are more potent when it is in danger.
In the old version of Catharsis, enemy bios were only viewable when you were fighting that enemy. In the upcoming newer version, they can be read in the Bestiary menu if you’ve scanned the enemy. While writing these entries, I wanted to include gameplay hints. Some enemies have some creepy backstory as well—I was a big fan of the strange enemy descriptions in the Shadow Hearts games.
Pixeling machines are so much fun. I’ve been churning out some of the last couple of enemy sprites I need for the game’s revised demo, which should be available soon! (There’s an event going on at rpgmaker.net whose deadline is the weekend of May 4)
These were two versions of the same enemy; the one on the right was finished first. The one on the left was an experiment with colors, but I think it turned out so much better!
This is a shot of another dungeon, but with a cute little meter thing!
I put together a new system regarding the touch encounters in Catharsis. Instead of having monsters respawn every time you leave a map, they respawn every 10 times or so.
If you’d like to read more about this, I went into more detail on its gamepage: http://rpgmaker.net/games/3027/blog/8243/
I’ve been working hard on this dang thing, and now you can play through some of it! It won’t take much of your time. Simply click the link below and click the “Download Now” button on the right.
Hope you have fun! :D Please let me know if you encounter error messages, and I’ll try my best to fix them. Any and all constructive feedback would be great.
It’s been quiet around here…probably because most of my finalized progress on Catharsis has been moved to rmn. But here, have a free screen tint!
When I started using VX, I used “screen tints” on all my maps because I didn’t know you could recolor and desaturate the tilesets in photoshop. That habit has stuck around to this day :v
For being a “first town”, Dejanor is one of the largest ones in the game! It’s split into 4 maps: the western side, central, eastern (pictured), and a small upper area. The theme of this port city is somewhat inspired by 1800s/1900s London, and the industrial dirt and grime that went along with it. Thanks to the steampunk tiles that Celianna and Lunarea made, I can get closer to what I was picturing in my head!
This is still a WIP, though. Doors are missing, the old gray wall tops by Mack clash horribly, and so on.
I’m often bogged down by coursework now, but I try to update when I can.