ELDER71'S PROFILE
Elder71
1480
Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.
Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.
Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)
ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.
Cheers,
S.E
Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.
Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)
ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.
Cheers,
S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))
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OMNIS - the Erias Line (DEMO)
author=raidofrost97
I hate to necro post here, but I just have to say, this game is terrific. Crazy that its nearly a decade old now. Its a real shame that the project was cancelled - I felt that the story in the demo was just really starting and then it was over. The graphics are absolutely beautiful. It would be amazing if the original creators released the demo fully open source for fans to tinker with.
What an odd coincidence! I decide to check in on Omnis for nostalgia's sake and there's a new message only a few days old!
Thank you for your praise, it means a lot even now. It staggers me that Omnis--such a big part of me for so long--is so old and dusty already, but I guess that's just how time flies isn't it?
The Kickstarter (is Kickstarter even still a thing?) did very poorly, which was sad but inevitable I think given how little time I had left to devote to spreading word about it. Just wasn't meant to be.
I had never considered providing the original VX Ace editor file for people to have a look at but I think I will now that you've asked. Just as soon as I dig out the laptop it was created on!
The Allison Door
author=Dragnfly
A game is like your child, and all parents want what they feel is best for their kid.
You definitely get it. I still feel bad about announcing this game a million years ago with screenshots and wotnot though.
The Allison Door
Hi folks. Long time no see!
Dragnfly is correct, I've moved on to Unity. I went from trying to learn Ruby so that I could edit custom scripts to suit my needs to figuring "well, hell, if I'm learning Ruby may as well learn C# and get total control!"
The problem has been that while Unity has 1000x the power of RPG Maker, it comes with about 3% of the functionality. So I'm now working out ways to create switches and variables and events and parallel processes so I can THEN actually start making games again.
A dev log is a very good idea and I will get around to it. Maybe even tomorrow. Then I'll be back with a link!
Sorry for the absence and silence everyone.
Dragnfly is correct, I've moved on to Unity. I went from trying to learn Ruby so that I could edit custom scripts to suit my needs to figuring "well, hell, if I'm learning Ruby may as well learn C# and get total control!"
The problem has been that while Unity has 1000x the power of RPG Maker, it comes with about 3% of the functionality. So I'm now working out ways to create switches and variables and events and parallel processes so I can THEN actually start making games again.
A dev log is a very good idea and I will get around to it. Maybe even tomorrow. Then I'll be back with a link!
Sorry for the absence and silence everyone.
OMNIS - the Erias Line (DEMO)
author=Slimy_D6
Did you by any chance use 'Capiticus Calvaria' from The Binding of Isaac as a soundtrack for the game? Sounds awfully familiar, with minor changes(?).
No, I think that's pure coincidence; the music was all originally composed by my friend James. The similarity is striking, I agree, but I trust absolutely that no plagiarism took place :)
Sc2.png
Elements__TILESETS.png
author=Dragnfly
I tried using stock props in a 3D modelling software and after turning a bed around for, I kid you not like 2 hours, I'm like "Nope. I don't understand perspective at all." so when making my furniture I have a top view on the top and a front view on the bottom.
But with your perspective, maybe looking at a 3D model will help you line up the perspective of your furniture and stuff better.
Sound thinking, but I want to make props that 'fit' everywhere, reducing the need for scores of duplicates at different perspectives. I'll post some stuff when I get to that stage and y'all can tell me what you think
Elements__TILESETS.png
author=Dragnfly
Real nice and natural looking. I can picture myself complaining about "this stupid part that juts out makes <this piece of furniture that I want to place there> not fit!" like I've done in almost every home I've ever had. Very realistic. Just add some decor (or a screaming mouth filled with oversized teeth on the wall) and this is one of the better original tiled rooms I've seen lately.
I'm going to work on all the walls and floors first, make sure I'm happy with this forced perspective lark. I can picture my own self, in a couple of weeks, with a generic set of walls, some bathroom walls, some kitchen walls, settling down to design a sofa or something and going oh... f**k, I can't make it look right.
Elementsfas.png
author=Dragnfly
If only I would analyse my own stuff this much. LOL
This perspective always reminds me of these dungeon maps I had for tabletop roleplaying. Usually such things either
-go Zelda-style where you can see doorways on all 4 sides
or
-don't show a doorway on the bottom and whatever (left or right) side the perspective is supposed to be kerned to.
But those maps were unique in that they showed the top and sides as normal but the bottom was as you have it here, with the opening for the exit being south of top of the doorframe instead of north of it like it is in oldskool Zelda.
Yeah, I didn't want to over-force it and create a 'top down' look. I'm working on a tileset now and, I suppose, I won't really know how it looks or feels until I've had a wander around in a test map.
Elementsfas.png
author=Dragnfly
Looks fine to me. You're likely being put off by the right exit's slightly ajar door looking like a door frame whereas the left exit doesn't have one.
That definitely answers my question, since I thought it was the 'upright' sprite standing next to the slanted wall that was doing it.
Cheers for the feedback













