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JuJu last won the day on March 29 2017

JuJu had the most liked content!

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About JuJu

  • Rank
    Unoffical Section XIII Member
  • Birthday 07/20/1993

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Profile Information

  • Gender
  • Location
    Alabama, USA, North America, Earth, Milky Way, Universe, Mortal Plane
  • Interests
    Procrastinating, Programming, and Playing
    (not exactly in that order)

RPG Maker Information

  • RM Skill -
    Game Developer

Recent Profile Visitors

7,941 profile views
  1. JuJu

    Hiromu's Art Shop

    Love the style!
  2. JuJu

    Looking to Establish a Team

    The only thing I could bring to the table is writing and a bit of programming/eventing, but I'd be interested nonetheless.
  3. I think this Hero Roster script might help you out, but it's not going to look exactly the same and you'll need to tinker around to make it work. It's the closest thing I could think of right off the bat.
  4. JuJu

    Andi's 2D Pixel Shop

    Hi! I looked on your blog but I didn't see a definite price so I thought I'd ask: how much would you charge for VX Ace size portraits? Would those be considered static object, or?
  5. I am working on a side project that used the DS and DS+ packs. They have good sprites, but I want to customize behavior, diagonal, etc. Basically, what I'm looking for is: 1. Behavior Templates 2. Diagonal Templates In the DS/DS+ Style. I've tried editing them myself and while they're not terrible, I know it'll go so much smoother if I have the templates for reference! If you can make these for me, or point me in the direction where I can find them, I'll be very grateful!
  6. Hey!... what? Where was I? Where was I?! Uhm… I took a sabbatical, went to find myself, studied on my head in the mountains of Mongolia: that sort of thing. Okay, okay. I got a new job, this time doing what I went to college for, and I lost track of time. A lot of time. I posted the second part of this in June of last year! It’s almost June of this year! Anyway, you’re here for more writing stuff, right? Well, I know what you’re thinking: Juju! You’ve already yakked for hours about linear narrative, and you’ve even talked about story props and proper skiing techniques. What else is there to talk about? Well, since we talked about starting the story, and continuing the story, what about ending the story? Consider this: You, the reader, have found a book that is the beat-all, end-all to every book you've ever read before. The characters are great, the plot is intriguing, you've cried twice, and now, at the end, at the very end!--it sucks. Like, crash and burn, third degree burn, burnie mac but without the comedy. You've spent the past ten weeks of your life slowly slogging through this giant book, biting your nails to nubs in concern for the leading heroine, heart pounding at the peril of the hero in the hands of the villian, and now what? You feel like you've wasted your life, right? "It's not about the end, it's about the journey." That's Book Sacrilege (BS) and you know it! It's always been about the end! You wasted spent ten weeks of your life leading up to learning about that end! You're legitimately mad! I think you can see where I'm going with this. Y'all smart. So you don't want your players to spend ten weeks, or even ten minutes, on your game just to see that it ends up nowhere. They've skied down that mountain slope only to end up in a disappointed heap at the bottom. Oops..... (wince) So, I guess what you're saying is: YOU HAVE A GOOD STORY, BUT HOW DO YOU END IT? The first thing to do is to relax. You're not alone. Every author has had this moment. I can name a million quotes about how the story never really ends, you just choose to stop telling it, yadda yadda yadda. But I won't, because we're talking video game stories. And ending them right. And time's short. Secondly, we have to understand a little about conflict progression and resolution. Any Engish / Lit teacher will tell you that stories usually follow this pattern, because... it works. I would ask that, for a more detailed view, please look at the nice words and nicer pictures on this website. But I'll give you the most basic of basic outlines, for your viewing pleasure. First of all, we got the beginning. In the beginning, you have CONFLICT PROGRESSION. There's a problem for the character, and it's getting worse. Let's use my favorite Shakespeare play for reference: Taming of the Shrew. What's our conflict, and its progression? Easy: All these dudes want to get their grubby palms on Bianca, but to do that they have to find someone to marry her mean-tempered, incredibly smart, bossy SHREW of a sister, Kate. Now, no man in his right mind is gonna marry her! There's our problem. Second, we have what's called the middle, where we lead up to THE CLIMAX. Now, the climax is the highest peak in the story where everything goes to HFIL by falling off Snake Way, so to speak. In our example, this would be the wedding between Kate and Petruchio, and his "taming" of her. Basically, she ends up marring a guy even crazier than she is and this is a bit of a problem for her. Last, we have the RESOLUTION, or the end. Now, this would be Bianca's wedding in our example, but the end is where everything simmers down and is, well, resolved! Or not, depending on your sequel status. But it never grows back up to the hectic frenzy of the climax, that's for sure. Now, when looking at the story you've lovingly crafted, fed, bathed, treated as your own child: where's your progression? Your climax? Knowing these things makes it far easier to know where your end will be. After all, once you go on the straight and narrative--er, narrow--path, you don't often stray from it. In that story, at least. Thirdly, we have to think about what sort of ending it is that you're going for. By that, I mean that you need to think long and hard about what you want the player to take away from your game. After all, the ending is the last bit they're see, and it's one of the things that will stay with them the most. Now, the rule of thumb is that the story MUST show some sort of progression. That is, the main character needs to come away with a better understanding of his world, himself, and his place in said world by the end of the tale. This, of course, may not always be a good thing. He may do all these 'great' deeds only to understand that he was unwillingly a pawn and therefore an aid to the bad guy. Or he might even BE the bad guy. Think about, if you have played it, "The Illogical Journey of the Zambonis." If you have not played it, go play it now and then come back, because it's something you need to know. Also, spoilers below. The Zambonis lesson isn't always a happy one, but it's one they needed to learn. There's morality in that game, I tell you what. That's just the thing. I can't write your endings for you, no one can. They, like your story, have to be as original as you are. (insert angelic chorus). But you can write your stories. Think about your characters. What are their flaws? What should they learn about themselves by the end of the game? What should the player learn about them? After all, they're the ones going in blind. Think about your own favorite--or not so favorite--endings. What went wrong? Look at it, learn it dissect it, BE IT if you must. But think about it. Follow your story progression. Look at all angles. The end... it's already inside of you. Actually, that's all I have this time around. I hope that's helpful; I feel as though it wasn't quite as helpful as my other parts, but this is the series finale. If the ending to this is about endings, and it's a bad ending... don't take my advice. Heh, heh.... (clears throat). Anyway, I'm off to enjoy government-run America and corporate benefits. See ya!
  7. Hoping this new year will be a great one and maybe I can get more things done!

    1. Cookie Ninja

      Cookie Ninja

      Don't we all... don't.. we.. all.. ^_^

  8. Hoping this new year will be a great one and maybe I can get more things done!

  9. JuJu

    Where are my Internets?

    Such a cute design!
  10. JuJu

    finished rose piece By Kaz Rrr

    So pretty! I love it!
  11. Thanks for the thoughts! There's actually only 9 people in this world (explained better in the game, haha) so each house was (built?) for them when they arrived. The place itself it supposed to seem emptier than any normal town. But perhaps I can rearrange things a bit, to make them less... open. In retrospect, it wouldn't matter how much danger they're in-- or at least they wouldn't care as much --but the interiors of the houses are in need of reworking and I'm trying to create better designs around what I have to work with. That's what makes this self-challenge so frustrating, yet fun!
  12. Hello everyone! I haven't been updating here as much as I'd like, due to retail holiday rush and general cold season rush on top of that. Pharmacy is tiring... (clears throat) Anyway, I wanted to do a small project as a personal challenge: no parallax mapping. Only use the mapping process in VXACE to make the game and see how it would turn out. The theme of the mapping is a small, simplistic place that only has what the 9 inhabitants need to make them feel comfortable. There's a big outdoor focus on small parks and simplicity, without clutter and with the river running throughout the town. I'm working on the demo, and when the demo is finished I'll make a proper page for the game, but: At the moment, how do these look? Any thoughts or constructive criticism will be greatly appreciated! I'm using Pixel Myth Germania set as the main mapping set for the Town, which is the bulk of these screenshots. Sprites are my creations using the Game Character Hub.
  13. JuJu


    Hello! Welcome!
  14. JuJu


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