Dev Log #13 Battle System

Apologies for the late update. Been quite busy lately.

I have recently converted to using Yami’s Battle Symphony as the battle system utilized in Event Horizon. As you can see, having the character animation on the screen greatly improves the general presentation during a battle. The battle engine is flexible in defining the action of the actors which allows for great customizability and variation among different skills. This is used in conjunction with Moghunt’s Battle Hud which will be providing the interface as well as the battle menu.

I have a really bad habit of forgetting to update this blog, but I will try my best to roll out new updates on a timely manner.

Right now, I am mostly working on issues regarding the artistic style of the maps. I seem to have went a bit overboard with making the forest, and now all the towns and the cities pales in comparison which creates a consistency gap between the different art styles. It is something I am actively trying to address and something I am spending the majority of my time on.

There are of course, many other changes to the game that has happened in the last month, but I will spread them out in future updates.

For now, thank you for reading!


Dev Log #12 – Title Screen!

Hey all,

Been a little busy with back end stuff lately so didn’t have the energy to keep up the log X_x.

Progress update! Title screen is now done with the full logo as well as the background, all designed by the talented yolichan of course, as seen below.

The music on the title screen is a piece called 変わってゆく町, which roughly translates to The Changing Town. It is composed by Hurt Records, which provides a lot of  music for commercial and non-commercial use.  They specialize in providing soothing and emotional tracks, I’d say give it a look if you’re looking for some music that is easy on the ears.

Website design is starting real soon, as the contract is just being finalized. I am hoping that the new website’s release will coincide with the first demo, which has admittedly been postponed a lot more than it should. That being said, the reason for these delays are simply to make the game more appealing by improving both the gameplay and the presentation. I am currently in in the process of converting the game into utilizing the side view battle system, much like the older Final Fantasy series. There is a bit of compatibility issues that I need to fix as well as some customizations. All in all, I am hoping that once these technical issues have been resolved, the actual content development will smooth out. I am also talking to several pixel artists regarding the potential of outsourcing the map design aspect of the game. If the price is right, then future maps can be designed by people that actually knows what they’re doing, instead of me ghettoing it out T_T.

But yes, that concludes the quick update.

Thank you for reading and I hope to see you again soon!


Dev Log #11: Script Corner – Himeworks Instance Item

Awhile ago, I came across the concept of Instance Items in RPG Maker. To put it simply, it is a form of script that allocates a unique ID to each individual armor, weapons and even items, though it is generally not recommended to use the function for items. By allocating a unique ID between different items, the system is able to alternate and manipulate stats and characteristics of the same item!

In Event Horizon, I decided to adopt Himeworks’ version of this script, due to the relative simplicity of this version. There are of course, tons of other similar script by different authors out there but this one also comes with a particular add-on that I find really amusing, which is the Affix system and the Random Affix addon by Selchar. In the image above, you can see the different versions of a hand axe. Every time the weapon spawns, it is assigned its unique weapon ID as well as a randomized suffix and prefix to give it the special name and the customized item features.

These affixes are created under the Armor tap in the database. For all intents and purposes, it is just a place holder for you to place the name and stats/features of the weapon or armor that has this specific affix.

Right now, this script is being utilized to create randomized “rare” weapon / armor in the game that players can find, similar to the system used in the Diablo franchise. I think adding a bit of a randomized factor enhances gameplay so long as the rare affixes are not too powerful and will not overshadow legendary and unique equipments.

This script is extremely easy to use and is plug and play for the most part. If there is any confusion regarding the usage of the script, I have created a mini demo that demonstrates using the script for the purpose I have just outlined above.

Demo Link

Himeworks Link

That’s it for now! Thank you for reading!


Dev Log #10 : Finalized Logo, website, and development progress.

Alright, alright! The logo commission has been completed, as you can no doubt see in the header of the site.

But just in case I change anything in the future, I am going to post a link to the image here as well.

Like I previously mentioned, this logo is designed by the extremely talented yolichan. Her work turned out to be far better than I expected and I am extremely happy with the end results.

On other news, a new website for Event Horizon is currently under development! It is being designed also by yolichan and once it’s done, it will replace this wordpress site as the primary Event Horizon website.

In terms of development, I have been spending most of my time on remapping and updating all the older and existing maps to maintain a consistent style among all the maps. As many of you know, Event Horizon have recently switched over to parallax mapping so all the older maps that were mapped using the in game map editor became obsolete. Which is quite a shame because I spent quite a lot of time on them. That being said, I think with this change, the game will look infinitely better and grants me a lot more freedom on how I would like the maps to look and feel like.

I haven’t been spending too much time on the scripts lately but there are quite a few compatibility issues right now within the game that I am unable to fix. I will likely need to commission someone to fix them eventually but for now, my efforts are focused on new game contents and maps.

I don’t actually have a schedule on anything anymore as there are just way too many things happening with this project. But rest assured, the production is going smoothly with the production value increasing with each passing day!

Anyways, that’s about it for now. Thank you so much for visiting and I hope to see you again!


Dev Log #9 – Script Corner

One of the primary features of Event Horizon is the encounter system utilized in the game. This is a topic I’ve brought up in the past but never gone into details.

When it comes to JRPGs, especially the more traditional variants, it is common for random encounters to work in such a way that the player is forced to fight a pack of monster after taking a random amount of steps. Some people might like the concept of this random, and often times disruptive, approach to encountering enemies but it is not something that I personally enjoy. Therefore in Event Horizon, the enemies are made as events that exists on the map that will only engage in combat once the player makes physical contact with the event.

From the video shown in the previous Dev Log, you can see that there are rats that run away from the player when the player character is within a certain proximity to the rats. This is one of the monster behaviours utilized in the game.

In general, there are three types of monster behaviors.

1) The ones that comes at you.

2) The ones that runs away from you.

3) The ones that are indifferent to whether or not the player is near them.

While theoretically possible to do with eventing, the end result would be rather clunky, limited and tedious to create. However, thanks to Yanfly and his Event Chase Player script, this is made a lot easier!

The script comes with various options that you can set individually in each event’s move route. Some of the options include how many tiles before the enemy loses interest in chasing, does the enemy need to have line of sight of the player before engaging, chasing speed and other neat features. There are quite a bit of similar scripts out there as well so I encourage you to try them all to see which one works best for your project!

That’s it for today, thank you for dropping by and I hope to see you again soon!



Dev Log #8 – Mapping

Waterfalls always feel tricky when it comes to parallax mapping. However, it isn’t really that hard once you get the hang of it.

By utilizing transparent waterfall sprites, you can place a waterfall regardless of what the wall is like behind the waterfall!

You can find transparent waterfall sprites here.

The end result would be something similar to this

You can see here that the wall behind the waterfall is the same as the rest of the parallax mapped hill. With this method, you don’t need to find a specific waterfall sprites everytime you have a different wall! This doesn’t only apply to parallel mapping of course, as the same concept can be applied with waterfall events over regular tilesets.

This link teaches you step by step how to create animated water, which is the tutorial I used to create the animated water texture in Event Horizon.

That’s it for now! Thank you for reading and I hope to see you again soon!


Dev Log #7 – Script Corner #1

Going to start a mini-segment in our daily dev logs that specifically covers a script featured in Event Horizon.

Today, we’ll be talking about Himeworks’ Random Event Positions!

As I have covered in the past, this game does not use the generic “step encounter” employed in traditional JRPGs. Instead, for an encounter to start, the monster must made some form of contact with the players. In the case of more passive and peaceful monsters, combat is engaged when the players interact with them.

A problem with this system is that by default, there is no good way of placing the monsters in random locations. The monsters would always be in a specific location and every time the players leave and come back to the same map, the monster would always be at the exact X and Y coordinates. There are ways to use parallel processing and randomized variable to move these monster events but the process is honestly way too tedious to do for every single event.

The Random Event Positions script fixes this problem in the simplest way possible.

By putting the comment : <random position region: x page>, where x is the region tiles, the event will automatically be moved to one of the tiles that is specified as that particular region whenever that page is active.

There are other options in the script that allows for randomizing position at different time frames such as when the event is created or only on the first time the event is loaded.

It is a convenient script that works wonders not only for the monsters spawn locations, but also for other randomized events such as treasure chests, NPCs, etc etc.

I personally find this script to be highly compatible with my other scripts and so far, have had no issues running it with my other scripts. But don’t take my words for it, try it yourself!

You may find more about this particular script as well as other Himeworks scripts at

This script corner will be my way of sharing these wonderful scripts with everyone as well as my personal take and usage on the scripts.

Also, there will be no Dev’s Log in the weekends, so I guess I’ll see you all on Monday!

Once again, thank you for reading!