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Jan 04, 2026 07:36 am
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TDLT #1 - Sweet Release
I started releasing this thing! I can’t believe it.
With this post being published, we’re setting this thing in motion.
I will post on the progress and drop updates regularly.
The word “Reboot” will be removed from the title as soon as the project catches up with the content of the old build. If I don't get used to it and decide to keep it.
As I mentioned in the previous post, this is a short foundation build. It has been prepared so that it can be properly tested (contact me, or leave a comment if you’ll encounter bugs), to make it easier for me to add other content to it and to finally kick start this thing. There’s a lot to add: Map-wise, almost the entire Corona continent is done, not including indoor maps. Event-wise (quests, characters, art, etc.), it’s fragmented. So, before adding those, I need to fill it with content in between.
The next build will include couple of “CG scenes”, text for which Lyk haven’t received for editing yet. I'll send it to him last thing, so the update on his page will signal that the next build is about to be released.
- I’m trying to make a CRPG game out of this thing. Therefore, I recommend using mouse all the time, as you do in classic CRPG games. Pathfinding and UI responsiveness were edited to make using the mouse more natural. I also pushed for controller to feel more fluent while browsing UI too (if you played a lot of RPG Maker games, you will notice the difference), but the game is still designed for mouse control.
- Save a lot. It’s a game with various choices that affect things, with no auto-saves. So it’s good sense to develop the habit of saving the game after each completed quest or entering a new location, as well as after/before each battle.
- You can save during dialogues. This feature is not included in the engine by default, so seasoned RPG Maker players may not notice it.
As is typical for CRPGs, the dialogue branches in this game are complex, and your decisions affect a variety of things. So now if you press Cancel during the dialogue, a menu will open that you can use to save your game. In case you want to check other answer options without restarting the entire dialogue.
- Dash is on by default. I recommend keeping it on. I deviated from the standard map sizes that the engine suggests to make. The maps are large, using the old school tile sizes, and the new resolution fot the game covers a larger area, which again makes using the mouse more convenient.
- The cost of skills on the skill tree screen may seem like it doesn’t make sense. It doesn’t, I’ll work it later.
To translators: From the game’s root directory, proceed to “www\text\” and read “0_Readme Translators.txt”. Have fun.
I’m considering to create “translate.com” thingy (like this: LINK), to make it more accessible to you translation enthusiasts.
Regarding AI.
Some changes regarding the use of AI. I've decided against using AI-generated graphics in the game. When you work a lot with it, you begin to notice flaws it makes. At some point, I launched the game and looked at all the added AI graphics and I cringed the fuck out. At first glance it may not be noticeable, but upon zooming in it becomes clear that this art is a mess:
So, I just drew my stuff over every AI art in the game and decided not to add AI anymore. There are probably better models and ways to generate it, but I don’t want to bother. I’m not saying I’m not using AI at all now. It still gives me good references, if Google can’t find any. But straight up AI art won’t be added in the game.
Mac builds issue:
Recently I’ve discovered that the latest versions of Mac OS do not run games made in RPG Maker MV.
“RPG Maker MV is still compatible with macOS 10.10-10.15 but will not be compatible with macOS Big Sur 11.0 or later.”
To run it, I need to port the project to RPG Maker MZ.
Naturally, more than half of the plugins I use for MV don't work in MZ.
Which is over 100 plugins to work on.
Wonderful.
Many of which I edited, paid to have edited, or created new ones. Sinking numerous hours into it. Meaning, if I’ll move to MZ, I will have to do it all over again.
I noticed that the download counter for the Mac versions of the old TDLT game is still going up, so I'm guessing some of you have found a workaround or are still using macOS 10.10-10.15. Therefore I will keep uploading Mac versions. But if it becomes clear that Mac builds are not needed, I will let Mac go.
Eventually, maybe I will hire a dedicated programmer to properly port the game to MZ. But for now this is how things are.
***
So, guys. It’s finally happening. The project experienced a lot of ups and downs. Development was stopped dead several times, but never cancelled. It endured severe turbulence but finally made it here.
Now the project looks tidy, pretty and it looks at me with confidence wanting me to add content to it to grow larger. Let’s give it what it wants.
Starting Monday, I'll start adding content to the foundation build and will keep you updated on the progress.
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