Posts Tagged ‘ A PAWN AND A KNIGHT ’

Remaking Maps and editing some pages on my blog

I’ve been really busy with life lately, but I’ve been slowly reworking the maps of APAAK, trying to get them just right. Since I have no real creative drive right now, reworking pre-made maps is just what I can do right now. I still need to create two whole new themed areas and at least two dungeons before I can call my game finished… (Not to mention my traits that I need to flesh out…) I also need to add more indepth plot into my game, with better characters. I’m currently (as I’m writing this) editing the character bios page to include more indepth information about my characters and I will later update the plot of the game, as well as the main forum topic and the main page of the game here on this blog. Hopefully I can revive my creative drive by doing this kind of stuff. Who knows. Well here’s a screenshot of the WIP re-worked main town! I need to give it a name… Hmmm….

Reworked Village


APaaK Demo 1.3 errors, and 1.3.1

I accidentally uploaded the wrong version of APaaK which causes unnecessary problems… So I’ve corrected my mistake, and even ran through my game once again, fixing some minor things. No real major fixes and there are still some odd things that I have left to fix, but for now, I’m content. YES I KNOW CLOUD CAN FLOAT! IGNORE IT! I’LL FIX IT LATER ONCE I RE-DO THE WHOLE CASTLE ENTRANCE THING!

I’ve edited my post with the download links to include 1.3.1, since 1.3 is dysfunctional, the files have been removed from dropbox. Please, if you have downloaded 1.3, delete it and download 1.3.1.

A Pawn and a Knight Demo version 1.3

The Newest release of A Pawn and a Knight v1.3 is out NOW!

I’ve made the following changes to the whole demo. Most are minor little things, but some are game changing. Check out the changes down below

  • Lowered the encounter rate in most places.
  • Changed the windowskin.
  • Changed the message system to Yami’s message system
  • Added newer music from the RMN Music Pack. (Possibly a permanent change. Depends on your feedbacks.)
  • Updated the Credits.
  • Added a few extra scenes here and there. Nothing really major.
  • Shortened the demo slightly to end after you destroy your first crystal. (The 2nd Boss)
  • Changed the battle rewards to match the lower encounter rate. (Let me know if they’re now too generous. My hope is that the players still end up the same levels as before. Hopefully.)
  • And finally, the most important change is. I’ve rewritten to important scenes. First the prison scene has been re-written to match each characters personalities a little better. And the biggest change was I’ve changed the whole scene after you’ve destroyed your first crystal. Illiana no longer gives you a bulls**t response and actually goes into some details.

Also I’ll include the downloads of the demos here on this blog this time. The files are a lot smaller than the previous demos. Hopefully they’ll still function properly. I still need to shrink their size a lot more though. 180MBs is a big file for just a roughly 1 hour game.
Here are the two files. Both are 180MBs.

RTP means Run-Time Package. If you do not own RPG Maker VX Ace, then download the Demo that includes the RTP. 
If you DO own VXAce, then either file will work for you.

Demo Version 1.3.1 (RTP Included)

Demo Version 1.3.1 (RTP NOT Included)

Please leave your feedback in this Forum Topic on the RPG Maker Web forums!
I need all of the feedback I can get! Any ideas from you guys and galls will be greatly appreciated! This game cannot be as great as it possibly can be without your feedback!

The Controls!

I know that now that I’m sharing this on facebook, that most of you have NEVER played an RPG Maker game before. So here are the basic controls of the game.

ARROW KEYS - Move the cursor and the player.
ENTER/SPACE/Z - Selects an option. Moves through text. Initiates action.
0(Numpad)/ESC/X - Opens up the Menu. Closes the Menu. Backs out of an option.
SHIFT - Sprint.

Multiparts! Yay!

So I’ve decided I will be splitting up my game into multiple parts.

Why? You ask? Because having multiple parts means I can release part of my game, and call it a finished game. Receive feedback from that game, and then make the second part. Kind of like a sequel, but not exactly.  I expect only 2 different parts of my game. However these parts will have different paths inside of them. Depending on which path you take, you’ll end up with a different story. Hopefully I’ll have 4 different endings to this game. So expect a lengthy game with each part taking about 5 hours or so to complete. So about 10 hours for just one path, 30~40 hours to complete all stories. Talk about replay value!

Also, having my game split into two different parts means that after I finish Part 1 I can take a bit of a break, and bask in the light of finishing a game. It’ll also allow me to take notes on all of the feedback I get from finishing a game and put all of my effort into making Part 2 a better game. While I make Part 2, I’ll be using Part 1 as a base, making it so that I don’t have to: recreate the database, recreate the maps I have made before, pretty much so I don’t have to start over. Also having Part 1 as a base, it’ll allow the use to import his/her previous save into Part 2. (Hence why growing off of Part 1 is necessary. The player might still be using ancient equipment and bug out. Equipment I might have deemed unnecessary for so far in the game. Just an example.)

I've also updated the picture gallery in the main page of A Pawn and A Knight. It should have newer pictures based on the Demo 1.1, and removed the out-dated pictures as well.

Progress Log #5 Demo v1.1 complete!


I just recently finished the upgrading the first demo just a while ago. I’ve made a lot of changes, the first noticeable change are the battles. I’ve finally figured out how to work Saba Kan’s battle system, and now the battles are MUCH more fun. I’ve also updated the Intro as well. Making the introduction a little more “smart”. You’ll see what I mean when you try it out. I’ve also upgraded the Traits system, making the traits grow along with you. So your first trait will not become obsolete stat-wise later in the game. I’ve also extended the gameplay of the demo. Keep in mind, there will probably be some bugs, or errors, after the fight with the crystal, because I haven’t really tested beyond that point very much. (I will get on that tomorrow.)

So the file you’ve all been waiting for:


Demo v1.1(RTP Included) (302MB)Demo v1.1(No RTP) (115MB)

I don’t really have much to show yet, screenshot wise, so expect a thorough progress log with loads of new screenshots!


Progress Log #4

So I’ve been making progress

But not as much as I’d like….

I’ve spent some time spicing up my intro, taking all the feedback I have received and then I’ll be turning that into the next demo. Hopefully the demo v1.1 will have fixed most of the bugs that have been pointed out to me. Also the demo v1.1 will have the new intro. It won’t be final, I’m saving that for demo v2.0, but it’ll have enough spice in it, to get some characters introduced, and establish some setting and lore.

For the most part however, I’ve spent most of my weekend making maps. Wonderful maps, if I do say so myself. But these will probably not be included until VERY late in my demo process. I really need more people to vote in my poll over at RPG Maker Web that poll will really help me out. I need to see what you guys like the best when it comes to areas and locations! So far you guys like the snowy mountain area type, but I need more votes! 5 just isn’t enough! Which ever area’s in the lead will be used for the final level, essentially. It’ll become the largest, and most important area to the story. (which so far, the snowy mountains fit my idea for the final area.

Here are some of my current progress on maps: (That are not spoilers.) (Using Indrah’s lovely edits.)

-So these two maps are connected. you enter the forest, walk around, enter a cave, then back out into the forest, and back into the cave. It’s going to be like that. I have yet to decide if this just leads you to a town, or this is the dungeon itself…