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Latest Entry
Quite the Event
In the few weeks I've had RPG Maker VX Ace, the amount of mistakes I have made is insane. Many of them involve creating elaborate events for a few hours only to accidentally remove it permanently. To all the newbies out there, be cautious when finishing up an event and dealing with them.
Recently, I used a script for the first time. I needed a certain movement pattern and, of course, I was unable to do that without Galv's Move Route Extras Script. I have but one thing to say about scripting: Always remember your ends. I ended up getting multiple errors and all of them were due to a singular missing end. So, make sure you copy the entire script when you use one.
That's all for now. Try not to be as clumsy as me when working on your projects.

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Re-mapping!
While Prologue and Chapter 1 concept went done, I think I really NEED to re-mapping my... old gibberish villages and some stuffs.
This is the final result of me spending hours completing:

So what do you guys think?

Second remapping : Elven Forest :3

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Latest Entry
I'm making a RPG Maker game! :-D
So im making my first RPG maker game! Its called "Blobfest!"
Blobeo and Blobette are going to a theme park! They goto a city to get a truck to drive there but when they get there Slimos there and trys to beat up Blobeo!
Thats all i have so far.
Even tho im using RPG Maker VX Ace litle its still looking pretty awesome!
It would be nice if you could give me some tips and ask me about the game! (it might help me think of ideas for the game!)
This is my first game so once its released please don't be rude.
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Beyond the Dark is 100% complete!
Firstly, I apologize for neglecting to post an entry here. I focused more on posting all my updates on Twitter.
Secondly, Beyond the Dark is officially finished and you can play the DEMO here: http://www.mediafire.com/download/3a3f55c6zpxr6vo/Beyond_the_Dark_DEMO.exe
Watch the official trailer here:
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Latest Entry
Lurking and Learning Again Today~
I entered a comic contest a friend was hosting on DA yesterday, and noticed a lot of people could relate to the basic story of it- Winter, known for the cold, can be quite overheating sometimes. Currently thinking of how my characters in my RPG project would handle the cold. While I do that, I'll make derpy face sets for some NPCs and work on more houses and such. And maybe add random events for items to look at. I already made one with Ilda's bookshelf. When did she decide to read, anyway? o.o;
Trying to decide how much beach should be near Vanna's house is a pain. And I still haven't decided how each house connects in the town. -.- Somehow it's really hard to decide between a general World Map of sorts, or just mapping the rest of the town pieces and randomly mushing them together.
I just noticed there's an 'Entry Poll' thing. Maybe I'll try it later and see if it can help me

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Expedition 139: Quest for the Four Stones
Welcome to the story of Expedition 139. In this "alternative rogue" RPG, you play as a squad of four young fighters known only as Alpha, Beta, Delta and Gamma. Their goal? Seal the Four Stones back in their altars to prevent the balance of Earthrealm from being disturbed. The Expedition Squads sent before them have failed to secure even one stone, and there is not enough time or resources to assemble another squad. If this squad falls, so will humanity.
The Four Stones:
Stone of the Blood Dragon: As you'd expect, this stone is defended by the great Blood Dragon found inside the Castle of the Demon God. However, as you may not know, the stone is obtained by slaying the Dragon, pulling out its heart, and removing the stone from the heart. If this stone is not sealed, it is rumored to bring about the rise of the dragons.
Stone of Angel Death: This stone is acquired by venturing into the Forest of Spirits and slaying the spirit that refers to itself by one word "Death". This stone composes this deadly enemy's notorious scythe, and it is obtained by removing the blade. If this stone is not sealed. the Four Horsemen will have at the world.
Stone of the Gargoyles: This stone is found in the Blood Mythril Caves, where four Gargoyles defend it, not with the might of one man, but with strength in numbers. It composes the Gargoyles' stone shell, and is acquired by exposing the dead gargoyles to direct sunlight. If this stone is not sealed, Earthrealm will be locked in an endless darkness.
Stone of the False Heavens: This stone is special, noting its origin. After sealing the first three stones, the squad gains access to New Eden, a strange island in the sky that made its appearance the same day the "imbalance" occurred. Here, an "angel" defends the last stone. The stone is acquired by defeating this "angel" and removing it from the altar she stands on. If this stone is not sealed, the coming of a false God will occur, the worst of all fates.
Characters:
α:

Alpha is the leader of this great squad. After mastering the legendary arts of Shadowblade and Runeblade, he was highly sought after by the Guard. Soon after his first battle, he was selected to lead the Four Stones Expedition Team's last expedition, due to his superb display of leadership skills and extreme effectiveness in battle. He was able to take down a mob using nothing more than his blade, and lead an unarmed group of civilians to safety by himself.
β:

Beta is a descendant of the world's most dangerous samurai. Not as good as his descendant, but just as frightening to face in combat, Beta was personally selected by the founder of the Four Stones Expedition Team to fight alongside the last expedition. Beta may never be as potent a warrior as his lost descendant, but his samurai skills remain unmatched by any living being. He can cut straight through diamond with any blade, and is precise enough and fast enough to cut an incoming musket round into eight equal parts... then dodge them all.
δ:

Delta is a hardened thief who has performed many a crime without ever being caught, even managing to steal from other thieves. He was caught, however, when he decided to steal a golden bust encrusted with diamonds. While escaping the mansion he found it in, he was caught, and ended up having to fight his way out. He was caught and almost killed, but managed to fight off about a hundred Guard members, which were armed with flintlocks and swords, with nothing more than two knives. The reason he wasn't executed was because of an executive order by the leader of the Guard to have him sent with the last expedition, since he had proved himself to be a formidable foe, and never killed anyone who didn't fight him. Hid didn't leave, however, without the mark of a thief, a slash on the left eye.
γ:

Gamma is a potent witch skilled in healing and divine magic. She was abandoned by her parents after they found her practicing potent healing spells, which were capable of killing witches. Living her life alone, she became a Witch Priestess, ridding her body of the foul power her parents granted her and learning the Divine Arts, becoming the first Witch to do so. She learned about the Four Stone from her parents, and since her abandonment has sought to seal them herself. However, after failing alone on multiple occasions, she found out about the Four Stones Expedition Team, and decided to join the last expedition.
Gameplay:
Combining Rouge-like elements such as permadeath and random item effects with elements such as random events and rewards for passing each of the four dungeons, this "Alternate Rogue" RPG experience is meant to have a realistic feel, where luck, decision making, and resource management are critical, and a lack of any can result in the permanent death of one or all of your part members.
Permadeath: Take everything seriously, and approach all combat scenarios with a tactical point of view, and remember: running away is a valid option. If you aren't careful, you could lose a party member, and whenever a member dies, they can't be revived until you finish the dungeon.
"Break and Resume Only" Save System: Relying on saving before each possibility of death? That won't work here. Featuring a rogue-like save system, you can only save to take a break. Once you load a save, it will be deleted. Good luck.
Leave it to Luck: Though there is skill involved, you still have to leave some situations up to luck. You find a potion. What could it do? Sometimes, that potion could grant you a huge HP boost, but in other cases, it could be a bottle of poison!
Events: Sometimes, Lady Luck will break down the door and give you a chance to play her game. Whether it's a critical point in the game or a purely random occurrence, events make up the overworld of the game, and add a touch of luck and realism, from what's in a treasure chest to the outcome of jumping a chasm. Also, random events occur at, you guessed it, complete random! They are rare, but they could be a chance to make or break your game! And remember: There's no right or wrong in the game of luck!
Use of Magic and Special Abilties: Partly unheard of in a rogue-like setting, this game allows you to use magic spells and special abilities, making the game more welcoming for an audience deterred by rogues and rogue-likes and making up for the difficulty spike that could be caused by a streak of bad luck. It also makes combat easier, since this game is combat heavy. Don't use magic too much though, since MP is limited, and MP restoring items are scarce!
Rewards for passing Dungeons: In another attempt to make the game easier for newer players, there are rewards for passing dungeons. After each dungeon, your party is healed. Also, you have the option to revive a downed party member in the case that one or more of your party members died! But, if you manage to beat a dungeon with all four of your main party members, you'll receive a soldier! Although these soldiers fight for themselves and can't be targeted by items, they make great shields, keeping your party safe from harm!
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Latest Entry
Progress!
So, it's taken a while but I've finally finished the prep work. So far I have the structure of the civilization, the two stages of the tutorial and 10 of the relics and their history in the main part of the game planned out.
'Concealed Spotting' has been changed to 'Knowledge', simply because it sounds better and still implies that you know what you're looking for.
As well as this, I've also finally figured out how to rearrange the menu to my liking (thanks to everyone that helped my foray into the depths of the JS files) which included:
- Adjusting how much space the menu took up (it now takes up around 1/3 of the screen).
- Displaying the stats (turns out that textManager doesn't have the parameters in by default, so they needed to be put in).
- Removing commands that weren't needed.
- Flipping the text in the gold box around.

and gotten around to creating the title screen.

The music is a slowed down version of Theme2, which I think suits the mood of the game pretty well. I would have posted a video but I can't for the life of me remember what software I used to do it before.
Next step is to work on the tutorial.
With any luck, I'll have them finished within the week and ready to be posted as a demo. It won't be polished by any means - it'll still be using RTP as I'm aiming for a MVP at the moment - but I'm curious on the feedback on the gameplay itself and if that needs improving.
That's pretty much it for the time being. Keep on rocking.
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- Adjusting how much space the menu took up (it now takes up around 1/3 of the screen).
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Greetings lower lifeforms! Welcome to the second entry of the Wish to the Stars development blog. Today, we will be going over some things I've been doing in chapter 1.
First off: We have a functioning chapter selection area!

Yes. We have chapter selection. There will be 11 chapters, most will have 2 parts to it. One where you play as the character Aiden, and another where you play as the character Aria.
Some of you may be wondering why I decided to do a map instead of pictures for selecting the chapters. Well, the main reasons is because I am not very talented at drawing pictures, which would have led to very boring and uninspiring chapter images and a map made for a more interesting way of navigating.
The other reason is because I really like Fable 3... Yes. I know what you are thinking. Feel free to ostracize me. I won't complain. Anyway. I really like the idea of all of the menus being abstracted out and having everything from the menus being put into an interactive environment. Now, Fable 3 managed to make it a massive chore more then anything fun since they literally abstracted almost every single menu out of the game. I'm only doing this for the chapter selection area.
I also like the chapter selection in the game Sacred Tears TRUE (http://store.steampowered.com/app/316840/), which is similar to this. So, I'm basically stealing from other, probably better, games.
Anyway. The chapter selection will allow you to go to any unlocked chapter and play through it at whatever level the characters currently are, along with what equipment and money they have. Being certain levels will unlock new events and such in previous chapter. This is meant to give the player as much freedom as possible when going through the game and to allow them to play through whatever chapters they feel like without feeling like they have to find everything right as they are going through them or else they will have to restart the game or load a save.
The next thing on the list: Mapping!

The first town area of the game is complete! The village of Ander. Which is the home of the two main characters. It has six sections to it: The Grove, Village Center, Waterfalls, The Eastern Side, The Farms, and the Brody Homestead. All of which will be accessible during both sides of chapter 1.
There really isn't anything else to say.
And now the last thing on our list is: Characters!
Names, nick-names, descriptions, and some side notes on every character has been entered into the database. Aiden and Aria's class information has been entered into the database as well and are currently under going some testing. The rest of the character's class information will be entered at a later point as well. Here is a current status on all of them:
Aiden: Names, ENTERED. Description: ENTERED. Class: TESTING.
Aria: Names, ENTERED. Description: ENTERED. Class: TESTING.
Cavall: Names, ENTERED. Description: ENTERED. Class: NO PROGRESS.
Marcus: Names, ENTERED. Description: ENTERED. Class: NO PROGRESS.
Galahad: Names, ENTERED. Description: ENTERED. Class: NO PROGRESS.
Eden: Names, ENTERED. Description: ENTERED. Class: NO PROGRESS.
Anyway, There really isn't much else to say since not much of the story has been put in yet, outside of a small intro scene, so I will leave you guys off with the percentage completion of each chapter.
Chapter completion percentages.
-Chapter 1 completion: %30
-Chapter 2 completion: %0
-Chapter 3 completion: %0
-Chapter 4 completion: %0
-Chapter 5 completion: %0
-Chapter 6 completion: %0
-Chapter 7 completion: %0
-Chapter 8 completion: %0
-Chapter 9 completion: %0
-Chapter 10 completion: %0
-Chapter 11 completion: %0
Have a good day everyone.
-LS
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Ixias Development Road (How to not plan a game)
(I wrote this in a different blog for school earlier. Decided to copy it here as it's relevant)
So I have this video game, called "Ixias - Stellar Complex". First draft of this game was born in summer 2013, and during the next half a year it evolved into a completely different kind of draft, and based on that I started making this game in January 2014.
I planned on finishing the game before summer 2014 and it all looked sweet and dandy for a while, until I started to run into development problems. First of all, the game was going to be way too fucking huge. Much bigger than I could ever handle on my own. This is common for game developers, but competent game developers realize this BEFORE the game is in production. So I had to make a decision. Either I cut content out or I never finish the game. So I cut about 80% of planned content out.
That was one of the best decisions I've ever made.
At first it felt like the game was going to be much smaller than I wanted and maybe even too small. But then I realized that even with the remaining 20% of content, it was going to be huge. Incredibly ambitious and extremely -stupid- to make all by myself.
Since it was summer and the game wasn't even close to being finished, I said it would be done in December 2014. When December came, I had a pre-pre-alpha version done and I was struggling with motivation. I decided to have a break and finish the alpha version, and give it to a handful of testers to find motivation and hear what other people would think about it.
To my surprise everyone who played it, loved it. It was weird as I hadn't really thought much about what other people will think, as it was my passion project. It was Ixias, it was mine, and it didn't matter what anyone thought about it. But they loved it. Needless to say it's a pretty big boost in motivation.
Then the preparations to get into school started. I wanted to make the best pre-task ever so I worked on that full-time and let the game be on the down low. I used Ixias in my portfolio though which was great material. When I heard I got into entrance exams, I started to prepare for them fully and when I heard I got into school, I decided to finish Ixias before school started so I could concentrate on that.
Well it didn't happen.
As you can see, Ixias didn't develop a lot between early 2015 and summer 2015. I was so busy and stressed over the school stuff that I just couldn't work on it. Every time I looked at Ixias, I just wanted it to go away. I was getting tired of my own child and I knew something had to be done. So I just let Ixias be, work on it when I felt like it and outside of that, tried not to think about it.
School started, and I started to be too busy to work on Ixias. The game still wasn't finished, not even close. I had made so many promises that the game will be done this and then, but I always had to break those promises because I just couldn't work on it.
Then, in October, I started a small, very small game that I planned to finish in 3 days, just to get away from Ixias. I finished the game in 3 days and it was a kind of a joke game just for few friends. And holy crap did that motivate me! I finished something! It might've been a tiny game but it was FINISHED.
So magic happened.
And now it's November, and as I'm writing this, I'm uploading the closed beta version of Ixias onto the internet, soon to arrive in the hands of beta testers.
The game is finished.
It's finally finished.
After almost 2 years of shedding heartblood onto this piece of shit.
It's done.
If you read this, then I hope it was interesting at least a little. And thank you for reading.
Sinathor out.
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Well, hello there!
Welcome to another entry in this Blog, about the Bounty Hunters series! Today, we're going to talk even more about our main protagonist: Mei Kimura. This is the first entry for something I like to call a M.A.P., that means "More About Portagonists", so let's get started. We're going to talk about the three parts of her personality.
== Mei Kimura ==
As it was mentioned on another blog entry, she is the main protagonist of the series whose age is unknown. Depending on who she is talking to and on the situation, she behaves differently:
Cheerful
The way that she always wanted to be: Happy, Friendly, Smiling. Unfortunately, as a serious Bounty Hunter that always has to deal with a lot of serious stuff, this side is her rare side. Not everyone is able to see it, unless he/she is one of her great friends.
When she is like this, it's almost impossible to upset or annoy her, she loves being able to show her happiness. If there is one thing that will always make her happier, are the rainy nights of Ninsio.
Emotionless
The way she is always seen during her job or during a fight. Like this, it's impossible to tell how does she feel, because her voice, her face and her behavior immediately change to avoid anyone of being able to tell how she feels. It's absolutely Neutral, Emotionless, no visible feelings, as if she really weren't feeling anything.
When she is like this, it's almost impossible to make her demonstrate any feelings.
Emotional
Another rare side of hers, but she prefers to hide this one. It's hard to upset her, but there are some things that she is really sensitive to, and the one thing that will always make her cry is when someone mentions her older brother, that just disappeared when she was 8 without telling her anything. Another thing that might lead up to this topic and, of course, make her cry, is when a Bounty Hunter brings up the topic of how bad it is to be a Bounty Hunter (Not all of them agree with this, but some do).
When she is like this, it's unknown what might happen, but it will take a while until she recovers.
Bonus:
Things that Annoy Mei Kimura:
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Being called a little girl.
- Having to fight someone at night, because it's when it starts raining. (Don't forget, every night in Ninsio is rainy)
- Having to deal with another Bounty Hunter to do the same job.
- Not getting paid.
- Having someone to get on her way during something important.
I hope it was interesting enough to keep you reading. I hope you've enjoyed; please let me know what you think about this!
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Latest Entry
Introduction
I've been thinking for a while, and come to the conlusion that I will give you all a once in a life time peek into the life of a cookie ninja! You will come to know the triumphs and defeats, the sometimes heartbreaking and sometimes miraculous events that have shaped the clan over the years. Aswell as you will learn of the, until now, secret martial arts that we employ!
Planned chapters
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Brief history and introduction of the clan. Here you will come to know how the clan formed and how the hierarchy works.
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Cookie Ninja martial arts and training. In this chapter I will detail the hard training program and the inner workings of Cookiedough-jutsu and the secret arts of Chocolatechip-Hado.
I think most of you will be surprised over how hard it is to actually become a full fledged master of the cookie arts!
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Cookie clan law. A usefull read if you ever seek to employ the services of a Cookie Ninja.
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Cookie legends Form this point on there is nothing but the epic tales of the great Cookie Ninjas. Remembered for their great feats of curage and cunning.
Thats right, whenever I have some time left over I'll try to put together a chapter. I cannot guarantee a specific date for those entrys (for busy life reasons) but I'll try to keep them regular.
These entrys will have little to none intellectual value but will hopefully be entertaining. -
Brief history and introduction of the clan. Here you will come to know how the clan formed and how the hierarchy works.
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RPG Maker MV ate my day
I unintentionally spent 8hrs today just playing around with the base RPG Maker MV software. So much for getting any work on my current project done.
I won't be porting my current project to MV as it would simply be too much that would need to be thrown away in the process and I'm still very much interested in playing around with ruby scripting.
I am a little surprised at how limited the generator parts are compared to the amount of parts that came with the ACE generator. Color options are still limited (what happened to the dark brown hair color?) although probably more than we got with ACE. Some pieces I liked to use from ACE like the eye patches and tattoos are not included and for whatever reason they decided that females can't use the goggle accessory. Why do accessories need to be gender specific anyway? Not one gender neutral accessory to be had. It's also not as straight forward as it used to be in ACE to move parts around. Not hard, just a few more moving parts to be concerned with and I also found out that the moved pieces aren't picked up by the software until you exit the program and reopen it. I believe that in ACE, if you just closed the generator window and reopened it, it would pick up on any changes.
Anyway, those are just minor nitpicks I have. Overall, I do like the improvements like built in side view battle and animated battlers. We actually get damaged sprites, something I'm sorely in need of right now for my current ACE project. We can finally use the mouse to click on things (yeah). The more detailed sprites are just lovely. A lot of things are the same as they've ever been, like event creation. Mapping in the editor is for the most part nothing new. Region IDs are now a layer maybe some other things changed but I didn't mess around with the mapping too much.
I haven't added any plugins yet as I want to play with the base software and see what it does by default before I start changing it. I'm not a big believer in throwing in changes just because they're available. I like to add only what I need to make my game. Since I won't be making a game with MV in the near future I probably won't be too concerned with how the plugins work. On the up side, by the time I get around to it, maybe there will be a lot more useful plugins available and just more resources in general.
I've got a lot more to play around in but for the time being I shall return to my ACE project because I've got a ways to go before that puppy is done but new games will definitely get a turn in MV.
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A hint for coming up with names
Even though only like two people read these entries, I'm still going to post this here.
When writing, sometimes a name for a person or place just comes to me. Other times I end up using some generic placeholder until I can come up with something. When that happens, there's a method I sometimes use, that might be useful to other people.
First, think of some characteristic about the person, or place you're trying to name. Or you can even go with what they are/what it is. For example, if your character is your villain, and the place you're trying to name is a wizard's tower. Now that you've got that, go to Wiktionary and type that word in. Go to the translations section and look for a word in another language that would work as a name. You don't have to use the word exactly, you can change it slightly or significantly, this is simply for inspiration. I didn't like any of the ones under villain, so you can use synonyms for that (if you don't know any, or can't think of any, use a thesaurus to find some) and then type in that word. I used evil, and scrolled down to the translations.
Hmm, let's see, the Asturian word for morally corrupt (found under the translations for evil) is malvau. The dark sorcerer Malvau? Not the best one I've come across, but I could work with that, and I'm sure with a little thought a letter or two could be changed to make it fit my world better.
What about our place, the wizard's tower? Velho Tornis. I could see that on a fantasy map. It's a combination of the Finnish word for wizard (velho) and the Latvian word for tower (tornis). Again, not the best combo I've come up with, but I spent about one minute on coming up with names for the villain and the tower. Spend a few minutes more searching for some related words and/or direct synonyms, and I think you'll often come up with something that works for you.
Simple method, that while it won't always give a satisfactory result, takes little time so trying it out doesn't cost you much. I hope maybe this method will someone out. For the people who do happen to read this, if you've got methods you use, feel free to share them in the comments. New ideas on how to do things are always helpful!
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Latest Entry
The Uplift
Greetings!
I have decided to start fresh, scrapping the old notes of the Lost Project mentioned in the previous post. I was in a different time and place way back when I started that one, so to recapture it sounds a bit like an effort in futility. Work has begun on developing a new world with entirely different actors, though I'd be lying if I didn't admit to keeping a handful of aspects from the old. In leafing through my notebook, I found a few that I am rather fond of. Stepping stones, perhaps.
In doing this, I have also decided to avoid the use of online resources for sprites and faces. You folks have put out some absolutely wonderful work, and it is nothing short of inspiring. As for making sprites, I can certainly handle that part on my own. Character faces, on the other hand, will be tricky for me. Part of the pleasure, I suppose, is figuring out how to pull it off with minimal artistic talent. I expect to request the assistance of an artist friend whose delicious ways with a digital pen are already coloring life into a separate project with me. I've been nothing short of impressed with his particular brand of creativity and intelligence, and it is a delight to bounce ideas off him.
So, that is my direction as of now. The software will sit idle as I gather my thoughts, and try my hand at a little artwork this time around. When I have materials to begin building the database (now that I am refreshed on what is needed), only then will I turn it back on. This seems like a good approach, for me, and I am excited to try while learning a few new things.
However, it is now time for real world work.
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Latest Entry
the beginning
Welcome to my first post on my blog about the Federation of Interstellar Transporters video game I am in the process of making. I will give you some insight on what went into making the game and why we did what we did and some general ideas of where my mind was at the time of making said game. You can follow the link on the bottom to see what the game is all about.
I have been playing video games as far back as I remember. I used to play the Atari 2600 on an old black and white tv. I never once thought that I would be able to make my own game. I continued playing games heavily until I became an adult and my playing started to wane. My love of video games never went away but I just never had the time to play them. I started a band with some like minded friends that were fans of punk rock and science fiction. We talked at length about making a board game, card game and even discussed having a video game. I came across RPG Maker VX Ace in a humble bundle and decided it was time to reach back to my roots. I had owned RPG Maker on the Playstation and was originally apprehensive about VX Ace as the Playstation version was very cumbersome to work with. I figured I had very little to lose at the price point. It was a bit harder to make the game look nice and a lot of work to make the game really playable. It was a challenge that I have accepted and am going to push through until the end. Although the program allows a fairly decent art style (as seen by many games on here) we opted for the retro look and embraced the style. We also wanted the soundtrack to really shine and show off the band so we utilized the bands music as well as stuff written for the game. Being a huge fan of many science fiction media we put references and homages to the things we love in the game for everybody to enjoy.
http://www.rpgmakervxace.net/topic/34838-federation-of-interstellar-transporters-fist/
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Latest Entry
Introduction
My first game in the Manga Gothic series is not going to be a fanfair event. It's my learning game so expect nothing too special as I use this game to learn the ropes. I hope you like the screen shots I have for you though.

Brussel's rather unkempt room at Death's abode.

Brussels adopted father, Death, prepares his "son" for the day ahead. (Face image due to change)

Jack Frost paying tribute to the loss of Great Grand Father Winter....

Kato Yasonori is Brussels' deputy principle at the Acadamy of Magic and spirutual deism.
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Salutations to anyone reading my first entry to my new clean blog!

This is the game that I have currently been devoting my time on and have been loving every minute of it. I did, however, way back when, stop my progress and stumped myself in a hole of nothingness as year 11 got the best of me and drowned me in literary metamorphosis, cell division, half life (not the game lol), calculus and redox reactions. Although now, now I come baring gifts from all this hardship, I am as though depicted as Daenerys Targaryen and through the fire I bare with me powerful Rpg mayhem!
Id, Ego and Super-ego
My game loosely follows Sigmund Freud’s concept of the three parts of the psychic apparatus.
Id: This represents our innate comprehension, our natural reasoning, our instinctual actions that originated before our tabula rasa.
Ego: This is the balance, it’s the ability to articulate both Id and Super-ego and then rationalise a decision using the two. Wikipedia actually worded it very beautifully “mediates between the desires of the id and the super-egoâ€.
Super-ego: This is our sense of what’s good and distinguishing it from the bad; this counterbalances the Id, as is the reason why it is seen as critical as I will prove shortly if you decide to keep reading.
Since Id closely follows who we are in nature it can be defined with the story of The Scorpion and the Frog.
Once there was a scorpion that needed to get across a river. He asked a frog nearby if he would take him across on his back.
“I can’t do that!†the frog cried, “How do I know that when we are half way across you won’t just sting me?â€
With this the scorpion replied, “That would be foolish, silly frog, then we’d both drown,†this statement made the frog agree and with that the frog began to take the scorpion across the river only when they made it half way across, the scorpion stung the frog.
“OWWW! Why did you do that the frog cried†as they slowly began to sink.
Solemnly the scorpion replied, “I’m sorry...it’s in my nature.â€
Now, it can be proven that the scorpion’s Super-ego was weighed out when his Id became overbearing and in turn this proliferated the exceeding events which lead to the death of both of them. The Ego was unable to balance between the two and it can further prove that nature could in fact be stronger than what is perceived as morally right. So if there isn’t a consistent balance of each then the consequences can be dire.
Doppelgangers
Most of you would already know what a doppelganger is, however, I shall just state that a doppelganger is an apparition of a person. If these “apparitions†were to exist, perhaps they could be defined as the split between the three parts of the psychic apparatus...
Applying these Theories
My game follows the basis of these two components and links them together. Abbadon, the demon with a dagger in his smile and angel eyes has sought refuge in his final chamber eons before where the game takes place. Little did he know that this chamber was in fact his own living hell to suffer in for eternity. Accompanied by his lover, Sheol, they devise a plan to increase their strength and unshackle the magic that keeps them locked inside their tomb. Through insanity they watched their reflections and their shadows and finally realised the way to experience an evolutionary divergence into more powerful, superior beings. Using blood magic from a human sacrifice they found a way to split their Id, Ego and Super-ego into their reflections and more so into their shadows, taking a piece of their strength. However, Abbadon and Sheol knew that by giving these creations life they would grow stronger individually without the usual impact of each other and then when they were strong enough they would merge again and overcome the powerful magic that sealed them in.
So these shadows and reflections become their “doppelgangers†in a sense, as the chamber slowly begins to degrade and the three main characters have to stop Abbadon and Sheol before they merge.
So that’s the basis of my game! There’s lots of other cool stuff in there as well which I’ll explain in other entries. This includes, parallel universes, character back stories and definitely some battle teasers!!
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Latest Entry
To Be a Girl...
So, for those who don't know this already, I've had dreams of doing what I see as a "correction" of myself. As stated in my introduction post when I first came here, I want to become a girl. This seems a bit over the top, but I mean it. I see myself perfectly as a female rather than a male. I don't want to seem like, "Oh, this guy's posing as a girl for attention!" or some bull like that. I've even dressed up several times and I was very comfortable with how I looked, felt, etc. Me wanting to be a girl goes a long way from the past, for it was a young choice. This is who I truly see myself as a person.
Throughout the years, I was always afraid of being called out as an outcast. One of my best friends was gay. People bullied him so harshly. I felt so bad for him because every night, he would come over and cry in my arms telling me how horrible they've treated him. He felt abandoned by society. I felt like that would be me as well if anyone found out I preferred being a girl rather than accepting who I was. Don't get me wrong. I love myself. The thing is though, I want to love myself even more. I felt that if I unlocked who I was in the inside and let it envelop me, I'll truly be, well, me.
Now, people look at me as if I'm joking around and poking fun at LGBT people. News flash: This is who I am. I'm not joking around. I'm not poking fun at wonderful people that practically share the same mentality with me. Some people praised me for being a strong soul and carrying out my wishes and some never spoke to me to this very day. Some even decided to beat me in the bathroom one day a school from what I can remember. I spoke in blood-soaked words: "This is me". You could criticize me, shut me out,or even assault me, but you'll never break my undying spirit. Because in the end, you'll be messing with the wrong scene girl, mate. I assure you that much.
If you have any questions or comments, just throw them at me. I'll be happy to answer to them. Once again, like always, Thanks for reading. I love you, guys! <3
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The Village
Hey guys, sorry for the late update - life and all. ^.^
So, I finally got to work on the village and it actually worked out real nice, if I must say so. Rather proud of it actually~
I wanted to thank KilloZapit and MasterTaffer for their idea's on working with the town setups; I kibnd of played around with villages and decided to go ahead and follow their directions and made a town from the auto-generator, this worked out extremely well for me actually. I had to turn it all to snow, change a few things here and there and then remove/re-add some houses, but it worked out great!
Image coming soon... I'm thinking I'll post one up of that when I am satisfied with everything in it, i.e the villagers in it and everything like that. Thanks again guys!
~Kitten ^u~
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Subject Zero - Development

Old blog post for the 1 Week Indie Challange Entry ( With Game)
This is going to be the main blog post for the advances I am making in my indie in a week entry, to better it further and finish the story. There is a ton of things I am doing to make this a better game, including larger sprites, new ABS, better fps, a balance of all items and difficulty, as well as maps outside of the hospital. The skill you receive in the laundry room will be gone completely until later on in the game, I enjoyed the melee combat at the beginning more than the fast pace at the end with the skill. That being said I will need to have more unique enemies and more of a strategy to what you are fighting, with more weapons to use.
I will have at least 5 different style zombies and the list goes like so
“Walkerâ€
This is your average zombie, he will stay still, once detected he will roam slowly towards you to give you a bite (yes I have the sound effect for the bite now) this zombie will have a lower damage. The range of detection is low, about 3 tiles
“Runnerâ€
This is your average zombie but, he will walk around much faster with his normal zombie growl, and roam around without detection, his attack will be a normal bite but much stronger, this. The range of detection is low about 5 tiles and will continue to chase you. No hiding from this bugger.
“Slasherâ€
This zombie is special, he don’t care about your flesh in his mouth, his only worry is damaging you so he can feast on your body when its lying dead on the hospital floor( gross eh) His detection range will be about 4 tiles and his attack is much much stronger and claws you with his pointy finger nails, that seem to be hardened from the disease.
“Pukerâ€
These guys are dangerous, I would avoid them completely but they do die no worries, its their attack that hurts, they get as close as they can before they puke there acidic churn from the pits of their stomach to damage you and your armor. Have fun with these guys, make sure you got lots of painkillers.
“Crawler†(Maybe)
Yup, crawls around on the floors and like to swing his heavy arms at your stomach to rip out your guts, yummy.
There are a ton of more stuff to talk about but I got to get this developed and don’t got time to write a ton of information at the moment, but keep coming back for updates and screenshots.
UPDATES:
The brand new ABS is Falcao Pearl ABS, with this new system we have an increase in FPS and the main lobby in the hospital has been split into two seperate maps to increase the FPS even more on that map.
I now have mack style sprites replacing the character and the zomies. A majority of the zombies now look like they are from a hospital

Old Screenshots from the 1 week indie challange entry.



The Update List some completed some incomplete.
Bug fixes and grammer fixes
Bigger Descriptions for items
Create a fighting system tutorial( A Forced Tutorial)
Create A Log Scene to display read notes and clues as well as other important story related information.
Clean up database
-Balance all items
-Balance all enemies
-Balance balance balance!
Clean up sprite graphics
Add more music.
Merge Equip and Item into one menu
A Weapon and Skill HUD display elements. To help keep better track of current equipment.
Redo 50% of the eventing for smoother gameplay and prepare for bigger game
Add story details as intended with original
Map 4th and 5th floors
Map Memory world
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Latest Entry
Your choices in a apocalypse >: D
Let's see if you were in a apocalypse of these 3 choices : Zombie, Nuclear winter, Great flood. What would your choices be? How would you produce food and water? How would you fend off predators of nature and natural viruses?
This started because a common topic between me and my friends is "How would you prepare for a zombie apocalypse?". I know it's a bit strange but it allows us to show off creativity xD. Anyways have fun and type your answers in the comments!

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Indie In A Week - Super Hyper Quest!
Story - Once upon a time there was a totally original main character called E'rrick and that's about it.
Characters
E'rrick - The main character.
Rick - The main character's brother.
NPCs - Not just another face, but actually yeah.
Jerkfaces - Probably evil monsters actually.
Credits - This was entirely built on RTP. Yes, that is correct. This accurately shows off what you can do with merely the RTP and WAY too much caffeine.
Download - http://www.mediafire.com/download/c11dw1xbgjqpa7j/TLOG.exe
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Skills to Pay the Bills - Part 2
So in the first blog post about skills I talked about how weapons provided the physical skills and armour provides passive skills for the player. This blog post is all about the magick.
Magick in Keeper of the Wards works out it's damage calculations by using the INT (MATK) stat and another stat appropriate to the element - Fire has Energy (TP) while Water has MHP.
Variety is the Spice of Life
While not Attuned, players have 3 skills from each of the 5 elements (Fire, Wind, Water, Earth and Magick):
- The first of these skills is an elemental arrow that attacks a single target.
- The second is a skill with a cantrip, with a function appropriate to the element it belongs to. For example, the fire element has a skill that applies Burning (a heavy DoT) while the water element has a small heal and removes Poison and Burning.
- The third is the Attunement spell.
Attunements
While Attuned, players gain access to a greater variety of spells of that element, as well as adding that element to basic attacks in exchange for losing access to spells of other elements. As well as this, the spells that players already have access to - elemental arrow and cantrip - are improved. Elemental arrow becomes a barrage attacking all foes, while the cantrip has an increased effect, longer duration etc.
Unlike gear skills, these spells are learnt from defeating the Champions and their lieutenants sent forth by Nature. As well as the cast-able spells, players can gain passive effects while attuned to the appropriate element by defeating the appropriate foe.
Skill List
Fire

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Water

Air

Earth

Magick

Special

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Latest Entry
Music as a Whole
Hey, thought I should start a different blog for other random things that came to my mind and had nothing to do with the RPG Maker.... mostly.
You ever come across a song that once it hit your hears you suddenly halted everything you were doing, be it programming, editing, watching your dogs play (LOL), and just listen to it? Couple that with an amazing AMV (Animated Music Video for those that aren't aware of the abbreviation) and you are suddenly sucked into something you had not expected to find.
I had that with this AMV created by the AngelicSerenadeMEPs group on YouTube titled This Song Saved my Life:
I sat and watched that video for over an hour straight (finally went and bought the song on iTunes)... I remember during what I would have considered "difficult times" while growing up and throwing headphones on and pounding music into my ears to keep me either sane or make me smile once again without it being forced. Break-ups were especially when music was so close to me, there was always a song I could find to turn on that would make me smile right after the break-up, like, for example, KELIS "Caught Out There" for some specific break-ups, lol!
I don't know what everyone's past is, and I never pretend to understand it or try to. But everyone out there has at least ONE song that, at their worst point, they turned on and it just... it just saved them. It helped them, I would like to think. Because that's what music does - it heals, it smiles at us when we just can't and it wraps us up in its beats and rhythm and tells us "It's OK, you will be just fine soon".
Those are my thoughts anyways... NOW GO LISTEN TO SOME MUSIC THAT MAKES YOU SMILE!!! Lol!
~Kitten ^u~
P.S. Hey guys, I just thought of it... Why not post a song down in the comments below that you listen to for specific situations, be them happy moments, sad moments, it doesn't matter and you really don't have to explain - most of the time, the songs explain it for themselves. Otherwise, ciao!




