Elysium (RPGVX) Version 0.12 - 3/10/13

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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby StarkePT » Thu May 10, 2012 11:03 pm

Just played through it, you sir, deserve a slow clap.

Just a couple of quick questions:

1) Are we getting a Gallery system for Elysium?
2) Can we have more save games? Like 25.

That's all, thanks and keep up the good work.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby Seyser Koze » Fri May 11, 2012 6:55 am

A scene-recollect mode will hopefully be functional in the next version. Extra save slots are on the to-do list, but I haven't done any research on what's involved yet, so I'm not sure when I'll get around to making that happen.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby ker » Fri May 11, 2012 7:23 am

I found a script that doubles the number of save games that seems to be working without any issues in Harem. Feel free to use it if you want.

Code: Select All Code
#==============================================================================
# ** More savefiles 1.01 (http://erzvx.de.ms/scripts/MoreSavefiles.txt)
#------------------------------------------------------------------------------
#  written by ERZENGEL
#==============================================================================

# Max amount of savefiles
MAXSAVEFILES = 8

#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
#  This window displays save files on the save and load screens.
#==============================================================================

class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     file_index : save file index (0 to the value of MAXSAVEFILES)
  #     filename   : filename
  #--------------------------------------------------------------------------
  def initialize(file_index, filename)
    super(0, 56 + file_index % MAXSAVEFILES * 90, 544, 90)
    @file_index = file_index
    @filename = filename
    load_gamedata
    refresh
    @selected = false
  end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  This class performs the save and load screen processing.
#==============================================================================

class Scene_File
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start 
    super
    @file_max = MAXSAVEFILES
    create_menu_background
    @help_window = Window_Help.new
    create_savefile_windows
    if @saving
      @index = $game_temp.last_file_index
      @help_window.set_text(Vocab::SaveMessage)
    else
      @index = self.latest_file_index
      @help_window.set_text(Vocab::LoadMessage)
    end
    @savefile_windows[@index].selected = true
    @page_file_max = ((416 - @help_window.height) / 90).truncate
    for i in 0...@file_max
      window = @savefile_windows[i]
      if @index > @page_file_max - 1
        if @index < @file_max - @page_file_max - 1
          @top_row = @index
          window.y -= @index * window.height
        elsif @index >= @file_max - @page_file_max
          @top_row = @file_max - @page_file_max
          window.y -= (@file_max - @page_file_max) * window.height
        else
          @top_row = @index
          window.y -= @index * window.height
        end
      end
      window.visible = (window.y >= @help_window.height and
      window.y < @help_window.height + @page_file_max * window.height)
    end
  end
  #--------------------------------------------------------------------------
  # * Create Save File Window
  #--------------------------------------------------------------------------
  def create_savefile_windows
    @top_row = 0
    @savefile_windows = []
    for i in 0...@file_max
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
  end
  #--------------------------------------------------------------------------
  # * Move cursor down
  #     wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_down(wrap)
    if @index < @file_max - 1 or wrap
      @index = (@index + 1) % @file_max
      for i in 0...@file_max
        window = @savefile_windows[i]
        if @index == 0
          @top_row = 0
          window.y = @help_window.height + i % @file_max * window.height
        elsif @index - @top_row > @page_file_max - 1
          window.y -= window.height
        end
        window.visible = (window.y >= @help_window.height and
          window.y < @help_window.height + @page_file_max * window.height)
      end
      if @index - @top_row > @page_file_max - 1
        @top_row += 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move cursor up
  #     wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_up(wrap)
    if @index > 0 or wrap
      @index = (@index - 1 + @file_max) % @file_max
      for i in 0...@file_max
        window = @savefile_windows[i]
        if @index == @file_max - 1
          @top_row = @file_max - @page_file_max
          window.y = @help_window.height + i % @file_max * window.height
          window.y -= (@file_max - @page_file_max) * window.height
        elsif @index - @top_row < 0
          window.y += window.height
        end
        window.visible = (window.y >= @help_window.height and
          window.y < @help_window.height + @page_file_max * window.height)
      end
      if @index - @top_row < 0
        @top_row -= 1
      end
    end
  end
end


Edit : actually reading the script, it seems to let me define the number of save game slots and by default it increases it to 8. And if you have any questions on the CG mode script, please let me know.
I'm making a H game of my own called Harem. Version c6m0 released 4/5/17
viewtopic.php?f=35&t=2237

Blog http://harem-vx.blogspot.com/ Patreon https://www.patreon.com/user?u=2583450&ty=h
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby StarkePT » Fri May 11, 2012 7:55 am

Seyser Koze Wrote:A scene-recollect mode will hopefully be functional in the next version. Extra save slots are on the to-do list, but I haven't done any research on what's involved yet, so I'm not sure when I'll get around to making that happen.


Well there you go, my boss @ Harem just gave you the resources, It's great to see you guys helping each others, also, I believe KITAmaru knows how to make as many save game slots as you want so you should ask him how (Dlaby at one point had 25 and currently has 20) but might be the one that ker posted altered to 20.

Code: Select All Code
#==============================================================================
# ** More savefiles 1.01 (http://erzvx.de.ms/scripts/MoreSavefiles.txt)
#------------------------------------------------------------------------------
#  written by ERZENGEL
#==============================================================================

# Max amount of savefiles
MAXSAVEFILES = 20

#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
#  This window displays save files on the save and load screens.
#==============================================================================

class Window_SaveFile < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     file_index : save file index (0 to the value of MAXSAVEFILES)
  #     filename   : filename
  #--------------------------------------------------------------------------
  def initialize(file_index, filename)
    super(0, 56 + file_index % MAXSAVEFILES * 90, 544, 90)
    @file_index = file_index
    @filename = filename
    load_gamedata
    refresh
    @selected = false
  end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  This class performs the save and load screen processing.
#==============================================================================

class Scene_File
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start 
    super
    @file_max = MAXSAVEFILES
    create_menu_background
    @help_window = Window_Help.new
    create_savefile_windows
    if @saving
      @index = $game_temp.last_file_index
      @help_window.set_text(Vocab::SaveMessage)
    else
      @index = self.latest_file_index
      @help_window.set_text(Vocab::LoadMessage)
    end
    @savefile_windows[@index].selected = true
    @page_file_max = ((416 - @help_window.height) / 90).truncate
    for i in 0...@file_max
      window = @savefile_windows[i]
      if @index > @page_file_max - 1
        if @index < @file_max - @page_file_max - 1
          @top_row = @index
          window.y -= @index * window.height
        elsif @index >= @file_max - @page_file_max
          @top_row = @file_max - @page_file_max
          window.y -= (@file_max - @page_file_max) * window.height
        else
          @top_row = @index
          window.y -= @index * window.height
        end
      end
      window.visible = (window.y >= @help_window.height and
      window.y < @help_window.height + @page_file_max * window.height)
    end
  end
  #--------------------------------------------------------------------------
  # * Create Save File Window
  #--------------------------------------------------------------------------
  def create_savefile_windows
    @top_row = 0
    @savefile_windows = []
    for i in 0...@file_max
      @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
    end
  end
  #--------------------------------------------------------------------------
  # * Move cursor down
  #     wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_down(wrap)
    if @index < @file_max - 1 or wrap
      @index = (@index + 1) % @file_max
      for i in 0...@file_max
        window = @savefile_windows[i]
        if @index == 0
          @top_row = 0
          window.y = @help_window.height + i % @file_max * window.height
        elsif @index - @top_row > @page_file_max - 1
          window.y -= window.height
        end
        window.visible = (window.y >= @help_window.height and
          window.y < @help_window.height + @page_file_max * window.height)
      end
      if @index - @top_row > @page_file_max - 1
        @top_row += 1
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Move cursor up
  #     wrap : Wraparound allowed
  #--------------------------------------------------------------------------
  def cursor_up(wrap)
    if @index > 0 or wrap
      @index = (@index - 1 + @file_max) % @file_max
      for i in 0...@file_max
        window = @savefile_windows[i]
        if @index == @file_max - 1
          @top_row = @file_max - @page_file_max
          window.y = @help_window.height + i % @file_max * window.height
          window.y -= (@file_max - @page_file_max) * window.height
        elsif @index - @top_row < 0
          window.y += window.height
        end
        window.visible = (window.y >= @help_window.height and
          window.y < @help_window.height + @page_file_max * window.height)
      end
      if @index - @top_row < 0
        @top_row -= 1
      end
    end
  end
end


Speaking of next patch, any idea when it will come out?
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby ker » Fri May 11, 2012 8:23 am

That's actually kinda normal for us. Elysium 0.1 came out 2/25/11 over at hongfire and Harem 0.1 came out 3/1/11 on hongfire as well. We've been borrowing (stealing) from each other for quite some time now. We're just both rather new to LoK.
I'm making a H game of my own called Harem. Version c6m0 released 4/5/17
viewtopic.php?f=35&t=2237

Blog http://harem-vx.blogspot.com/ Patreon https://www.patreon.com/user?u=2583450&ty=h
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby StarkePT » Fri May 11, 2012 1:12 pm

Also, does anyone have any clue how to get the scenes where Meridia/Juliet are raped by an Ogre?
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby Seyser Koze » Fri May 11, 2012 4:49 pm

StarkePT Wrote:Also, does anyone have any clue how to get the scenes where Meridia/Juliet are raped by an Ogre?


The Meridia scene isn't actually in yet. The Juliet scene is in, but in my ineffable wisdom and competence I didn't include the CGs in the actual scene. To get the Juliet scene, once you've captured the fort you need to go down to the barracks and talk to the ogre who's harassing the female prisoner. This triggers a scene later in one of the rooms on the second floor. If your alignment is 3 or higher, it'll be a scene with Juliet and the prisoner; if it's less, it'll be a scene with Juliet and the ogre. Also, Juliet needs to like you for this to happen.

If you've been playing a general good guy, you're pretty much always going to get the prisoner's scene instead. I should probably raise the alignment necessary so that you have to actively seek out a couple of optional alignment-raising conversations if you want that scene.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby BlueBody » Sat May 12, 2012 1:56 am

-gasp- I can't believe I accidentally missed all of the Ch5 Dark Path stuff all this time. I've been going to Palmova with all my games... /fail
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby StarkePT » Sat May 12, 2012 2:01 am

BlueBody Wrote:-gasp- I can't believe I accidentally missed all of the Ch5 Dark Path stuff all this time. I've been going to Palmova with all my games... /fail


Did 1 with Velvet and 2 for Palmova at the moment, did it all saw it all apparently
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby Seyser Koze » Sat May 12, 2012 2:38 am

BlueBody Wrote:-gasp- I can't believe I accidentally missed all of the Ch5 Dark Path stuff all this time. I've been going to Palmova with all my games... /fail


Well, Palmova will have dark stuff too. Eventually. At the rate I'm going, probably sometime next year. Yup.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby BlueBody » Sat May 12, 2012 2:46 am

Seyser Koze Wrote:
BlueBody Wrote:-gasp- I can't believe I accidentally missed all of the Ch5 Dark Path stuff all this time. I've been going to Palmova with all my games... /fail


Well, Palmova will have dark stuff too. Eventually. At the rate I'm going, probably sometime next year. Yup.


Yeah, I noticed that the differences from the Light Path are a little subtle though. And the only major difference was when the scene with Yolande had a choice about being forced to have sex or not with Ralph.

Any major Light/Dark Path exclusive stuff coming up?
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby BlueBody » Sat May 12, 2012 2:48 am

Dang. Now I just realized I have to go back and try Light Path with Velvet area...
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby Seyser Koze » Sat May 12, 2012 2:56 am

BlueBody Wrote:
Seyser Koze Wrote:
BlueBody Wrote:-gasp- I can't believe I accidentally missed all of the Ch5 Dark Path stuff all this time. I've been going to Palmova with all my games... /fail


Well, Palmova will have dark stuff too. Eventually. At the rate I'm going, probably sometime next year. Yup.


Yeah, I noticed that the differences from the Light Path are a little subtle though. And the only major difference was when the scene with Yolande had a choice about being forced to have sex or not with Ralph.

Any major Light/Dark Path exclusive stuff coming up?


Like I said. Eventually.

And most of the differences in the first half of Palmova are based on whether Yolande likes you, rather than your alignment.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby BlueBody » Sat May 12, 2012 3:05 am

Seyser Koze Wrote:Like I said. Eventually.

And most of the differences in the first half of Palmova are based on whether Yolande likes you, rather than your alignment.


Hmm. I've always associated with my alignment with how much the girls like you. Maybe I'm just an asshole Dark-Pather and a benevolent Light-Path guy then. =/
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby JackalMask » Sat May 12, 2012 8:37 am

Seyser Koze Wrote:
StarkePT Wrote:Also, does anyone have any clue how to get the scenes where Meridia/Juliet are raped by an Ogre?


The Meridia scene isn't actually in yet. The Juliet scene is in, but in my ineffable wisdom and competence I didn't include the CGs in the actual scene. To get the Juliet scene, once you've captured the fort you need to go down to the barracks and talk to the ogre who's harassing the female prisoner. This triggers a scene later in one of the rooms on the second floor. If your alignment is 3 or higher, it'll be a scene with Juliet and the prisoner; if it's less, it'll be a scene with Juliet and the ogre. Also, Juliet needs to like you for this to happen.

If you've been playing a general good guy, you're pretty much always going to get the prisoner's scene instead. I should probably raise the alignment necessary so that you have to actively seek out a couple of optional alignment-raising conversations if you want that scene.

Damn, are you going to make CGs for the Juliet/Ogre scene in the update?
Also it's be pretty awesome if we actually were able to control Juliet in the game of rock, paper, scissors.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby Seyser Koze » Sat May 12, 2012 8:57 am

The CGs are actually already there, the scene just doesn't display them.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby StarkePT » Sat May 12, 2012 8:58 am

Seyser Koze Wrote:The CGs are actually already there, the scene just doesn't display them.


I'm new to this so yeah, you know why it doesn't? xD

Maybe I'll understand why in one week xD
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby Seyser Koze » Sat May 12, 2012 9:17 am

StarkePT Wrote:
Seyser Koze Wrote:The CGs are actually already there, the scene just doesn't display them.


I'm new to this so yeah, you know why it doesn't? xD

Maybe I'll understand why in one week xD

Because, in my ineffable wisdom and competence, I neglected to tell it to.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby sybreal » Sat May 12, 2012 3:59 pm

Any ETA on a new update? I love the game so far. I find that it has a better story line than normal non-hentai games that big companies make nowadays which is pretty sad.
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Re: Elysium (RPGVX) Version 0.11 - 3/31/12

Postby iamnuff » Sun May 13, 2012 8:59 am

i noticed that after you beat the Palmova route, you get a comment (in the joke bit at the end) about the dark path, when she says something along the lines of "how would it fit"

but nothing like that happens in the game, is this just a teaser or do i need to play through the full game again?

i save before i make choices so i can see both sides, but if i want to make a full dickish "everyone hates me" character, it means i need to go back to the start of chapter 3, at the very least, thats like an hour of replaying to get to a scene im not even sure is in this release.

i will do full dual path playthroughs when theres more content.
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