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week one
Hello ladies and gents My name is Inazuma and I do pixel art for game mostly platformers and rpg's. I'm here to show you what I have been working on so lets get to work shall we? The first screenshot is on the unfinished battle screen. It dosnt look like much but it shows you on a screen agenst enimies in a city. The game is a mixture of a platformer and an rpg in the sence you go around on an rpg map but when you go into a battle the map turns into a platforming stage where you have your attacks and skills. Think of the tales games but with a bit more movement involved. Please note that this isnt anything like the final product because it is no where near it I just threw together a bg out of sprites i had made.

Here I have an animated attack that I'm working on to show off the animation quality of the attacks and building on how I am going to do the attacks and animations in future itterations of the game. http://inazumathelightning.deviantart.com/art/Combo-458602439 I also have



These sprites will show you the style of the game although a bit anime'ish right now I think it is the right way to go because you can give characters more of a unque look if they have wacky designs like you tend to in anime.
Lastly I would like to thank you all for stopping by and having a look I shall see you all next week for my next update.
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Latest Entry
Dreaming of Shells
Alright, now that I have a basic understanding of RPGMaker VX Ace I decided to scrap the first version of Dreaming of Shells to make a more detailed, longer game. I had plenty of kinks to work with far as tiles not using their correct passability and script errors when I tried to mess with things, but I think I've managed to find enough tutorials to help. Guess we should start with a bit about the game eh?
Dreaming of Shells will be a puzzle game, light hearted in theme about a girl (Sophia Tidbik) and her beloved pet turtle (Tank). She's living on her own now, and has moved away from home with her companion to a new town. She hasn't managed to make any new friends though she's working hard at her job, and things start to wear her down. She wishes to be young again, to have the time of her life and be carefree like she had been long ago. Worn out, she decides to take a nap, and a nightmare takes hold of her. A horrible nightmare, someone has stolen Tank, her best friend, away from her. When she awakes she finds her nightmare may have become true all too soon! Now, she must enter the dream realm and retrieve her friend. Why has he been taken? What plans do they have for her beloved turtle? All she wanted was a nap!
^^^That's what I have so far for the summary, hopefully it isn't giving away too much. I've much to do on it, as far as making a turtle sprite, fixing up a couple other pixels, and deciding how I want the rest of the world to look and the puzzles/dungeons. There may be some battling in there too, I haven't fully decided. I wanted something to help my friend (whom ADORES turtles). She's been going through some rough patches for years and I wanted something that would help get her mind off things more often.
I'm thinking of at least two key items to complete the game, from "Clip on Wings" to allow the player to fly over a huge cliff's gap and perhaps some kind of glowing ring to light up dark areas. There may also be a Dream Town where NPC dream creatures will stay, so gives me some opportunity to make some very interesting sprites.
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Latest Entry
hello world!
Awesome, i'm blogging here. well i hope to post my trials and tribulations about making games here. awesome sauce.
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Latest Entry
What people don't know about me
Nobody on the Internet knows that I'm a cat.

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Latest Entry
Whoa! I have a blog here?
Didn't even know I could post a blog here? That makes me want to come to the site more even now!
I have a lot going on. Battle Dungeons!! is coming along nicely. Project Lazy is the code name for a contest entry and I already got a lot done in a day or so.
I also have a few commissions in the works still also.
Well Bog on!
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Well, it's been a while.
We've had a long hiatus, due to school and such, but we finally have enough time to deal with all of this. We've lost some members of our crew as well, but we've already got replacements in tow. So, happy summer everybody!
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Latest Entry
From: May ReStaff: Futuristic & Modern Resources!
Welcome to this month's restaff, this months theme was modern and futuristic, we've got some new users joining us as part of the guest release this month! Thanks so much guys! If you wanna join in with next months ReStaff send me a PM to find out the theme!
Click here to download
Guest Artists:
TheoAllen
First up this month, we've got a script from TheoAllen, fancy hearing a typing sound after every letter, well his script will do just that (Available from Zip File)
Game Creations

Game Creations joins us with some fully custom resources that work perfectly with the RTP!
Spectre

Another selection of custom characters, SUCH PRETTINESS much modern-ness
Resource Team
Tsarmina

Got another beautiful CG from Tsarmina also a beautiful Game Over screen as well (shown above)
Allusion

In addition to last months Sci-Fi Characters Allusion has come back with another three! On top of some beautiful Icons as well!
WBRUH


We've got Cars and Cars and more cars! from Bugs this month! Beautiful work as always!
Charlesthehurst

Space the final frontier... Some spac-y backgrounds from Charles this month!
Jonnie91
The mysterious ones, a sci-fi modern feeling track, which goes well with RPG Maker as well!
EnjoyThats all for this month, let us know what you liked what you want to see more of, and let us know what themes you'd like to see in the coming months!

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Hello World!
Hi friends,
This is my first post on this blog, and this post purpose is only to introduce myself to you all
Firstly, hi i'm Fakeman ( Why i'm using this Username? because i like it, not because the Megaman thing)
I'm a highschooler right now.
I'm really like rpgmaking and already created hundred of projects but never completing a game, because i'm really suck at writing stories and a lazy factor.
Now, i'm using Rpg Maker VX Ace.
Actually, i ever made an account to every rpg maker forum only to be a ninja ( downloading scripts and never posting anything )
So, what i want to say is : I'M SORRY FOR BEING A NINJA!!!
I want to start a new starting point and want to be active in a forum, and i'm doing it right now!
My dream is to create my "First" completed game ever! and my second dream is to write my "First" script ever, even though i'm still learning rgss3.
Okay, that's all. Thanks

(I'm sorry if there's a misspelling or such. I'm not good at english)
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Small Art Changes
I haven’t shared a lot of stuff about The Last Pirate Queen for a while now, so I figured I’d share some of the art evolutions of the portraits I’m using for the game. These are the fourth or fifth iterations of the portraits during the development process, and will likely undergo several changes themselves before I finish. (You can see the style evolution better in my previous blog entry, Character Design: Part 1)
Queen Elizabeth Greene was given a look akin to "resting bitch face" more than the pure neutral that she had before. She's a warrior at heart, and being a queen bores her somewhat. I also altered her jawline to make it a bit more different than the other characters.

Nerina Northwind, though a woman in power, is unsure of her future throughout the parts of the game where she is present. I tried to address this worry while retaining some semblance of neutrality (as a minor character she only gets 1-2 portraits). Her collar was also changed to better fit the style of the jacket and her sprite.

The Witch is a wily old woman with motives and plans all her own, even as she gives the main characters the keys to success. I wanted to make her look a bit more confident and less feeble. Her collar was cleaned up as well, and her makeup was made a bit more severe to accentuate the fact that she's holding on to her glory days as a young witch.

I have issues with extreme emotions and faces, so this one in particular was a challenge. The first iteration of the Earth Spirit, while creepy, didn't have much of the carnivorous plant vibe. Her features were made to push the uncanny valley with overlarge eyes, nose, and mouth.
With the “befores†I was trying for a better unity of style, as my style can change somewhat between sessions. So everything was formulaic, using the same eye base and face base and simply altering noses/mouths and identifying characteristics. Even though it isn't too obvious in this lineup, even with the superficial details the similarities grew into a sameface (and the eyes looked rather dead anyways).
So I approached these with another half-year of experience and research under my belt and tried to keep the unity while giving each character more defining characteristics. Though it's still a work-in-progress -- and likely will remain one until the game in its entirety is finished -- I have a deeper appreciation for the individualities of each character and the pitfalls of following formulas too closely.
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My First Script :) [[Exp gauge in status window]]
Been wanting to teach myself about scripting for a while, and after spending some time watching a couple of tutorial videos and quite a long time messing around in the editor, I've done something which I personally thought was quite cool. Not really unique or complicated, just something fairly simple that I thought would be cool to try and make.
Edited the 'Status' window a bit. Moved a couple of things around and added gauges for TP and EXP (exp progress to next level). Then I realised that TP resets after each battle, so... yeah. Though if you have anything else in place that stops it resetting, this could be useful maybe?

#--------------------------------------------------------------------------# ### Downwinds #### -- Created: 13/05/14#--------------------------------------------------------------------------# Status screen window that displays EXP progress to next level as a# gauge. Also allows TP to be displayed as a gauge if it is not reset# after battle.#--------------------------------------------------------------------------class Window_Status < Window_Selectable#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initialize(actor)super(0, 0, Graphics.width, Graphics.height)@actor = actorrefreshactivateend#--------------------------------------------------------------------------# * Set Actor#--------------------------------------------------------------------------def actor=(actor)return if @actor == actor@actor = actorrefreshend#--------------------------------------------------------------------------# * Refresh#--------------------------------------------------------------------------def refreshcontents.cleardraw_block1 (line_height * 0)draw_horz_line(line_height * 4)draw_block3 (line_height * 5)draw_horz_line(line_height * 11)draw_block4 (line_height * 12)end#--------------------------------------------------------------------------# * Draw Block 1#--------------------------------------------------------------------------def draw_block1(y)draw_actor_face(@actor, 8, y)draw_basic_info(300, y)draw_actor_name(@actor, 136, y)draw_actor_level(@actor, 136, y + line_height * 1)draw_actor_class(@actor, 136, y+line_height*2)draw_actor_nickname(@actor, 136, y+line_height*3)end#--------------------------------------------------------------------------# * EXP Gauge#--------------------------------------------------------------------------def draw_actor_exp(actor, x, y, width = 124)@s1 = actor.exp-actor.exp_for_level(actor.level)@s2 = actor.exp_for_level(actor.level+1)-actor.exp_for_level(actor.level)def exp_rate@s2 > 0 ? @s1.to_f / @s2 : 0enddraw_gauge(x, y, width, exp_rate, mp_gauge_color1, mp_gauge_color2)change_color(system_color)draw_text(x, y, 30, line_height, "EXP")draw_current_and_max_values(x, y, width, @s1, @s2, mp_color(actor), normal_color)end#--------------------------------------------------------------------------# * Draw Block 3#--------------------------------------------------------------------------def draw_block3(y)draw_parameters(32, y)draw_equipments(288, y)end#--------------------------------------------------------------------------# * Draw Block 4#--------------------------------------------------------------------------def draw_block4(y)draw_description(4, y)end#--------------------------------------------------------------------------# * Draw Horizontal Line#--------------------------------------------------------------------------def draw_horz_line(y)line_y = y + line_height / 2 - 1contents.fill_rect(0, line_y, contents_width, 2, line_color)end#--------------------------------------------------------------------------# * Get Color of Horizontal Line#--------------------------------------------------------------------------def line_colorcolor = normal_colorcolor.alpha = 48colorend#--------------------------------------------------------------------------# * Draw Basic Information#--------------------------------------------------------------------------def draw_basic_info(x, y)draw_actor_hp(@actor, x, y + line_height * 0)draw_actor_mp(@actor, x, y + line_height * 1)draw_actor_tp(@actor, x, y + line_height * 2)draw_actor_exp(@actor, x, y + line_height * 3)end#--------------------------------------------------------------------------# * Draw Parameters#--------------------------------------------------------------------------def draw_parameters(x, y)6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) }end#--------------------------------------------------------------------------# * Draw Equipment#--------------------------------------------------------------------------def draw_equipments(x, y)@actor.equips.each_with_index do |item, i|draw_item_name(item, x, y + line_height * i)endend#--------------------------------------------------------------------------# * Draw Description#--------------------------------------------------------------------------def draw_description(x, y)change_color(system_color)draw_text(x, y, 50, line_height, "Bio:")draw_text_ex(x, y + line_height * 1, @actor.description)endend -
Latest Entry
Ib-like Menu
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Finished Requests
Hey there.^^
So this entry is gonna be for finished requests and I'll always update this entry as soon as I'm finished with either a part of your request or with your whole request. I like to keep you up to date,that's why I do this...stuff.Well,anyway!
If you'd like to request something,then either PM me or post a comment there: http://www.rpgmakervxace.net/topic/23504-diawulfs-stuff/
So,now onto the finished (or partly finished) requests:
For Wendell:
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Temporary pause
Stopping work on Sul for now. I have been working on a minecraft rpg server with a couple old friends and am going to focus on that for a while since I won't be alone while doing it an its just generally really fun, have had a lot of experience playing/running servers with them.
If anyone has free time and likes mc, we can still use help building and/or just play testers. It's still early stage but close to getting down to basic beta stuff. If you want to try out, message me for the address.
Could be a long time before the server is decently through, but if what we think works, it could be a really nice place.
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Shorty-How To Buy Items
This is a short blog mainly to ask about how items should be bought in my game Shorty.
As of now I will have a shop keeper in buildings where you buy items. This shop keeper will open up Shop Processing and items will be bought there.
I am thinking about having all items that can be purchased to be displayed around the shop. The shop keeper will tell about the item and then the person has the option to buy or not through an IF THEN statement. IF yes then the item will be added and some amount of currency will be taken from you character. I would have to make sure the person has the gold first, too.
So, what do you think. Is it better to walk around and buy your items or just get everything real fast through the Shop Processing?
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Latest Entry
And here we go!
Hello everyone! I am totally new to RPGMaker - and video game developing in general. Right now I am
working on a little RPG based off a fantasy novel series of mine - Legends of Seporah. Below I have some concept art in the works.
Thoughts? Also, would anyone happen to know the prime resolution/size for character faces - without loosing
the quality and look of what you see below? Yes they are elves, and yes they are blue.




The protagonist and family in the beginning. D'aw how cute.

I am still very unsatisfied with my coloring job on all of these...

I have never really done digital painting before. Guh.


Our sexy protagonist in progress - Velx'rith.
I have a wikia and website with crazy in-depth detail about LOS. Tomorrow I will link them if I get any interest!
Please bare with my noob-ness, I have no idea what I am doing. Actual info on the RPG will come after I toss some
art and ideas around. <3 Feedback please!!

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Latest Entry
Starting character(s)
Can anyone make a sprite and face for Iseki, he is a combination of strider hiryu, Hei (DTB), and Train(black cat) with black hair, wears a gallade holder on his back like lightning(FF13) and a pistol holder on his left leg.
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Da-da-da-dum!
I presenteth thee.... EARTHBOUND!
The secondarily most perfect game in my opinion. *cough* Mother 3 *cough*
But seriously, if you haven't played this, FUCKING PLAY IT! It's peeeeeeeeerfect, ish.
We start off with a meteorite hitting town, ok... And yet it only leaves a small crater... LOGIC PROBLEMS AT THE START!
Yeah, it's that good.
And of course.. What kid doesn't want to go look at a meteorite that just crashed from the sky? That explain The Eye, The Ear and The Arm.
Okay, so dogs... Dogs attack...
BASH THER' FACES IN!
FUCK THE SPCA!
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Well time for another shot.
Well after a few months I decided to redo my style for the rpg I'm working on and I like it so far although the swordsman that I did as a test looks weird around the face and all

I'm trying to get a good combat style that is good for this sized sprites. I have test slashes but i may change that. I love the look of the slimes I made although I may change their colors up a bit. I also did a test of how the character holder sprited would look in my style.
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Judgement Journey Class details : warrior
So now I am gonna start covering some of the classes on Judgement Journey ...
You start as a warrior , but after the prologue you can switch to mage or Thief
The Interaction with certain ncp's while having a class on opens others , also there are 2 classes that are covenants , you can only have one of them ...
Each class has 4 normal skills and one ultimate skill , all scale with the game , making even the basic more linear classes usable later in the game (even tough they do not provide that much alone)
The classes in game are :
Warrior
Blade Master (or Duelist)
Berserker
Paragon
Thief
Assassin
Scout
Hunter
Mage
Elementalist
Archmage
Necromancer
Covenants :
Demon Blood
God Sent
So I will start with the warrior

The warrior is your standard front line unit , his job is to jump into the face of danger and keep the enemies at bay while you turn yourself into a hard to kill target .
However , you lack most of the damage and some cool downs are quite high
Lets go over the skills
Overhead Strike : Overhead Strike is one of the 2 offensive abilities for this class , it is similar to a basic attack but it has a 100% crit rate ...How to use in a fight : What you will basically do is use spam this into high priority enemies as soon as you have it , combining with your autos .
Cleanse : Cleanse removes all disables on you instantly ...This skill is good against bosses to get out of some of their combos ( but I will make the combos a little bit harder to cleanse as the game go on) , make sure you cleanse the most amount of disables out of you cause this ability has a moderate cool down ...
The correct use that I imagined was : wait for all disables to hit you , cleanse them all at once
Vigor : This is what makes warriors tough to kill , CD of this skill is high but the buff lasts for allot of time . It gives you bonus regeneration , bonus max health and resistances . Use this as soon as it expires and you will be really strong in crowd fights , plus it provides a 20% heal on activation that allows you to stay alive for a while .
Battle Cry : Battle Cry makes the warrior some synergy with offensive classes such as assassins , giving all your allied souls bonus attack damage and health regeneration .I would recommend using this to finish the enemies instead of spamming it as it may drain your mana bar .
Audacious shield Thrust : This is the ultimate skill for the warrior , this skill stuns and knocks back all enemies in front of you while doing decent damage .But its cooldown is huge .
This skill has 2 uses , one is to deal additional damage and cc your opponents while your Souls kill the enemy with maybe AoE spells . Or when you are alone and you seem to have trouble to kill a huge crowd of enemies just put your back against the wall and slam them since there is a bonus damage for each health you have missing .
In fight combos : Alone :
When alone , I would recommend just spamming Vigor and Overhead Strike while only using Battle Cry to boost the power of your OS in executing low enemies .
Keeping track of your cooldowns is absolutely key , also when alone , save your ultimate skill until is absolutely necessary and DO NOT WASTE IT ON BOSSES , since they will be immune to almost every cc
Be sure to see which enemy cc is available to use Cleanse efficiently
With Souls :
Depending on which comp you are playing , you don't need to worry much , normally the warrior was not design to be a damage dealer , he is a defence character that is complemented with damage only classes ...
I will give a comprehensive guide on comps once I've presented all classes .
And that's all for now , I will work on a Mage preview today too (or even a thief while I am at it XD)
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Welp, here it goes!
Hello folks
I figured I'd throw my hat into the blogging circle and post about my triumphs and many frustrations as I start to develop my own games.
Why sign up for all of this torture you ask?
I guess I hate myself, lol. Actually no, really I am just in a bit of a creative drought. I am a photography enthusiast, and have completed to 365 projects, *shameless plug* you can check out my photos at http://www.flickr.com/photos/tmpphoto/. Since I finished the last 365, I have been getting my creative kicks through brushing up on some guitar but I still feel like I'm missing something. When I saw that RPG Maker was on steam I started thinking of all of the ideas I had though about for a game, and how I missed those classic JRPGs of my youth on the SNES. So I bought it, only to see it go on sale the next day for 75% off >_<. C'est la vie.
Anyway since diving in I have been having a ton of fun developing and coming up with what I want to do for my first tutorial game. I have been adding on and adding on to really help flesh out ideas and push myself into learning more about this great development tool and to help me learn what i'd like to for future projects. My first game is called Donny's Dog and is just a simple quest of a boy trying to find his dog before breakfast. I hope to get a demo or something out soonish so i can have you guys critique and advise.
Anyway I better get back to the grind, have a good one!
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Game Project: NEFERIA


Hi, The game project 'NEFERIA' is one of my old project which... i never finished.
Now I'll try to finish it for the first time.
By Starting with the TitleScreen

Current credit for the titlescreen:
ME (Graphics(Button / Logo))
RMVX ACE RTP (The Gate Behind)
NerdiGaming(NerdiGaming - Title Menu Script)
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Latest Entry
PIXEL ARTISTS
(HEY MODS, IF THIS IS IN THE WRONG SPOT PLEASE CORRECT, THANK YOU)
This is the listing for the forms of pixel art we need, and what were willing to pay for it.
This might get a little big, bear with me.
LEGAL STUFF:
-All pay will be issued in USD ($)
-All copyrights and ownership of said art will be transferred (upon completion of payment) to ME (the buyer) from YOU (the seller/artist) This is for legal distribution proposes in the US (making myself a commercial game, I'm gonna try and sell this eventually)
- Since Sprites will be the majority of what is needed, your work may be edited or reworked (i.e. to make additional animations, color swaps, be put in other clothing, etc. ad nauseam)
-You will be listed as a contributing artist in the credits (if you have a preferred handle you want used please include) in each category we use your artwork (or our adjustments to your artwork) So if you help us make say, 2 character sprites and a monster sprite, you will be listed as a contributing artist for character 1, character 2, you get the idea.
-We send money via PayPal, usually around the 3rd and 18th of each month. Individual payment setups can be discussed as needed.
BASIC REQUIREMENTS:
+SPRITES
-Character and NPC sprites are 64x32 (H x W) for 'scaling' (is that the right word?) purposes.
{ERRYTHING ELSE: Scaled to characters of this size}
+BACKGROUNDS
-Gonna run parallax, with animations hopefully.
+CHARACTER PORTRAITS:
-Yeah, these will be done in pixel format as well. Not sure if we can animate these yet, but that is the plan.
WHAT IS NEEDED CURRENTLY:
-Character Sprites (All kinds)
-Background items (things you interact with, like a TV or a Refrigerator)
-Backgrounds and Props (Trees, grass, cities, neon signs, streets, all that stuff)
-Monstrous Sprites (things that are bigger then the characters)
-Character Portraits
WHAT WE PAY (Yeah, were sneaky, we put the important part at the bottom)
-CHARACTER SPRITES: Any where from $2 (for a single frame) to $15 (for a 4 direction 3 frame {basic animation sprite} set)
-BACKGROUND ITEMS: Up to $10 (for a 4 direction 3 frame set)
-BACKGROUNDS: Up to $25 depending on the dimensions of the background (we can pay more if you can make several layers for animated stuff {grass, trees, water, etc.)
-PROPS: Currently not open for individual options, will open soon.
-MONSTROUS SPRITES: Depending on size, up to $8 (for a single frame) to $50 (for a 4 direction 3 frame {basic animation sprite} set)
-CHARACTER PORTRAITS: $5 each. We want to animate these (Shining Force 1 & 2 style) will need possibly up to 12 frames per animation.
Interested parties can leave us a message here on the forums.
Please include a few samples if you have any available. Thanks in advance!
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A Progression Update
Hey everyone! I've got a progression update, I'll admit, it's going slower than I thought. It's hard to find people who can devote time and effort, but here's what I've got so far:
World Map: 99% Just needs some parallax
Game Maps: 2% I've barely scratched the surface of this
Game Story: 1% I haven't even bothered yet, I am busy trying to make the maps
Character Developement: 25% I've got a quarter of the main characters done
Game Research: Unknown There's a lot that I have to research and although I am getting some help, there's just a lot about Japanese Culture that I need to research...customs, spiritual beliefs, hierarchy, especially martial arts, as well as military. I'm probably going to have the game set at a feudal Japan period. Maybe Edo, but I was thinking 13th or 14th century Japan, when belief in ghosts, evil lords, and magic was rampant.
Overall Developement: .01% I know...an astronomically low number, but hey, used to be .001%

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My question.
I need help involving changing the actors battler at a certain point in the game like a timeskip. Ive tried using the comment in the event box but nothing happens. I put everything in correctly. The actor name and the file name of who im changing him to but nothing's freaking working!
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