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FFMQ [Icons, Sprites & Animations] Looking for animation aritst, and Icon artist for project
Fox420 posted a topic in RecruitmentNvm. Got it covered.
The Sea Between (Commercial)
ColdAsSnow posted a topic in Completed GamesTrailer - https://www.youtube.com/watch?v=6Ao_zMGfNX4 Steam - https://store.steampowered.com/app/896550/The_Sea_Between/ Itch.io - https://theseabetween.itch.io/the-sea-between Demo is available through official website listed below. Synopsis Screenshots Credits Website & Social Media Website: http://theseabetweengame.com Twitter: @SeaBetweenGame Instagram: TheSeaBetweenGame
Entry II: FFIX HD Remake
Tarq posted a blog entry in Tarq's Backlog(Dredges up old review blog to prevent people spending money on junk) Good. An unbiased intro. So, I just want to preface this by saying this is a review of the re-release and not the original game. So the review is going to be pretty short and, hey, I do actually love the original release; To me, FFIX is pretty much the peak of the JRPG genre; it handled equipment/skills with more thought than its predecessors, had excellent side-content, and an iconic villain that, amazingly, is barely cringeworthy considering his near two decades old flamboyance. And since its just a re-release all that great stuff is still there. Its just everything else that's bad. So, to address the elephant in the room, how does the game look? Actually, pretty darn good. Or, the bits they touched at least. Which is just character models, and most of the cutscenes and most of the battlebacks I've encountered have been worked on too. Now, that sentence already provide two issues: Firstly, yes, I omitted the maps from that. Square would have you believe that Zidane and co. have selective cataracts where all sprites and objects of note (ie. chests) are in startling clarity against some blurry wasteland. I considered providing examples of the most offending maps but as this has been a subject of much controversy I'd imagine finding screenies of this shouldn't be too taxing. And secondly. not even the entirety of the cutscenes and battlebacks have been upgraded (a vast majority, but definitely not all) which at first notice provides shock and outrage followed by bitterness as not only did Square only do half a job of updating the graphics but they didn't even fully complete that half. Heck, the game still runs in 4:3 so I'm not sure if it even can be classified truly as 'HD' although in fairness it does not officially market itself as such (just in spirit ) Now, credit where its due, the character animations, in battles specifically, are wonderful. And a lot of on-map animation and design is much easier to notice, although part of that is no doubt in virtue of playing on a screen approximately three times larger than my eleven year old self was privy to. Oh and the Tetra Master cards have been touched up too which is nice. As far as the UI design. Well, they changed the menus. Can't say they're functionally, or even asthetically any better. Square clearly felt obligated to act but I just don't see why, particularly since they don't seem to have been too interested in it themselves. The cynic in me thinks the devs just wanted something you're constantly confronted with, and in confrontation with, to say 'hey, look we did do stuff so that's why you paid money'. There are a few much bigger afronts that overwhelm that inner voice with, err, another louder inner voice. And they're all to do with the on-map exclamation mark alerts. Firstly they are everywhere. Like, for reals. For some reason Square thought it would be a good idea to provide an alert to let you know you can talk to NPCs. It actually provides you with two so that you also know which ones are available to play Tetra Master with. Both are obviously something that sounded good in principle to somebody but should have immediately been noticed in testing as a terrible idea as you wander around Treno in a swarm of irritating bubbles. Oh, and interacting with one of these bubbles now leaves a negative of it for a few frames. Sexy ¬.¬ . The gameplay additions were actually pretty interesting, I thought; The ability to move faster, remove random encounters, and all of that. Square showed an excellent awareness of the fanbase even if they failed to understand them. See, all these features are geared towards the players who go for different kinds of perfect saves and, often, need to reach Memoria within twelve hours for Excalibur II or remain at level1 for the majority of the game. A considerable amount of the appeal of these playthroughs, ofc, being the challenge. Which these features strip away from an otherwise very easy game. In fact, Square seem to have done this compulsively, making the theatre swordfight easier to max for the first Moonstone and...a couple of other things I've forgotten in this thirtyish hour blur. You're not obligated to engage these features so there's no real harm in their addition (except that if you were to accidentally activate one you're unable to turn it back off) but its just disappointing that what is arguably the best addition with excellent intentions is inherently flawed. I'm going to end by disregarding a rule of reviewing for me. Or adding a clause to it perhaps. I hate when people bring the price into a review of a game; its an aspect that is entirely external to the piece. However, since what I've been writing about here is the disparity between two packages of the same game and not really about the game itself I'll come out and say that this is not worth the money. It just isn't. If you don't own an existing copy of FFIX then I'd say its an incredible game and you'll enjoy the heck out of it; if the re-release is the best way of accessing the game for you then so be it. But if you do own an original copy this version brings so little to the table for the price that Square is asking for (it is also rarely on sale and, so far, never generously so) that you might as well continue enjoying Kuja Trance and Steiner x Beatrix, the Lifa Tree and Chocobo's Lagoon, on your original disks because that's what the game is about, not a couple of redone character models.
Final Fantasy 15
Darkblade posted a topic in Video GamesAnyone been playing the New Final Fantasy 15 game? Its pretty good! I recommend picking it up providing you have the relevant console. Its a pretty strange game too though, quite different from past Final Fantasy games too. Combat seems closer too Kingdom Hearts, its a more open world sort of game, magic got revamped the fuck up. But I mean, its a very strange game game outside of the game mechanics too. Graphically, it doesnt really fit with the tone of the game, character voices are a bit cartoony. Prompto seems like any anime dudes best friend. Play the game and I hope you'll see what I mean. Its just very strange. But good.
DarthVollis posted a topic in VX AceMoogle Sprite for VX ACE I know that many people around the net are asking for a Moogle sprite. Well, I have created one. I am using for my game Moogle Fantasy. I made the multiple spots because I am adding Moogle job as well to mine such as a Black Mage and such. I only ask that if you use it that I (DarthVollis) get credit. Post a reply if you download it!
Sneeze (Typhon from Final Fantasy 6)
TBWCS posted a topic in Completed Scripts/Plugins/etc.SOUL_SneezeFF6 Current Version: 1.0 Author: Soulpour777 DOWNLOAD Introduction: This plugin allows you to do the Sneeze technique of Chupon / Typhon. What the Sneeze attack does is that it boots out the battle member affected with the state. In this case, when you have a party member booted out from battle and won, the character comes back in your party upon winning. When one member was booted out and you escaped, the character will also come back. Instructions: Place the state ID on the  of the Sneeze States parameter. Make sure you separate them by using comma tags. Create a skill for the enemy that has the Effects: State and add Sneeze there. Compatibility Issues: None so far after creation. For support, please visit: soulxregalia.wordpress.com
cHAOScythe posted a topic in Theory and DevelopmentMy game company, cHAOStudios, recently revealed our first project, currently titled "SANCTION" (working title). We are trying to build a fan base before we set the project up for crowdfunding, and I thought posting something here might be a good place to start! Here is the information we have revealed about the project so far: You can check the project out on Facebook, where we have posted images and other such things! Thanks so much! ~Josh
Dark Gaia posted a topic in Completed GamesIntroduction Legionwood 2: Rise of the Eternal's Realm is an epic length traditional role playing game created in RPG Maker VX Ace and a direct sequel to the much loved Legionwood: Tale of the Two Swords. It is the first installment in the epic Legionwood 2 saga. Legionwood 2 features a 12+ hour quest that takes place in the sprawling empire of Trevelle, filled with puzzles, challenging enemies and tons of adventures. The new class and sub-class system allows you to customise your characters to a high degree with over 80 different class combinations available. Story Outline Legionwood 2's story follows on from where Legionwood: Tale of the Two Swords left off. It has been nearly three hundred years since Castoth was banished from the realm and the world has been at peace. However, it seems now that this peace is about to come to an end. Barbarians from the western land of Entoban have invaded the empire of Trevelle, occupying two major cities near the western border. Lionel Morton, a guard in the Imperial Capital, has transfered to a battalion assigned to retaking the captured towns. Tonight, they move to liberate the city of Corinthe, where Lionel's lover Clara waits, alone and in danger. Several other things of note have been happening in Trevelle of late: monster attacks seem to be on the increase for some unknown reason and trade with Charn in the north has mysteriously stopped without notice. Can these things be connected with the war that is seemingly about to engulf the Empire? Game Features - An epic length quest with 12+ hours of gameplay and lots of optional side quests. - An interesting storyline about love, revenge, political intrigue and forgotten secrets with 6 fully developed protagonists. - Tense Condition Turn Battle (CTB) inspired by Final Fantasy X featuring challenging foes who react intelligently. - Intuitive class system for a high level of character customisation. Your Main Class determines your stat values, usable equipment and Tech category, but you can also equip a Sub Class, which grants you access to an addition category of Techs. Over 80 combinations are possible! - Non-linear gameplay that changes depending on your choices. You can't encounter everything in a single playthrough! - Play with mouse, joypad or keyboard. Screenshots Purchase/Download You can buy Legionwood 2 for $5.99 or download the free demo from here. Credits (full credit list available in game) Scripts Modern Algebra, Yanfly, DiamondandPlatinum, Shaz, BigAce, Craze Graphics Enterbrain/Degica, Mack, Lunarea Audio Enterbrain/Degica, Kain Vinosec, Symphonic Storms, Intelligentsia
Legionwood: Tale of the Two Swords
Dark Gaia posted a topic in Completed GamesGame Overview Legionwood is a console style RPG made using RPG Maker VX. Legionwood is my attempt at creating a nostalgic and familiar RPG experience reminiscent of the classics of the early 90's such as Breath Of Fire and Chrono Trigger. Legionwood features a massive world filled with adventures and side quests, and is expected to contain over 20 hours of gameplay and four huge story driven chapters. While it isn't revolutionary and contains gameplay that is for the most part bog standard RPG fare, Legionwood is designed to be that way; familiar and fun for RPG fans looking for a casual game to play. Storyline The world of Legionwood. Once upon a time, it was prosperous and full of technological wonders. About three thousand years ago, a mysterious phenomena demolished most of mankind's cities, and as a species, they had to start again. This much, archaeologists and scholars know from the ancient ruins of technological cities and fortresses dotted throughout the most barren parts of Legionwood's surface. After at least two millennia had passed, mankind had begun to re-establish itself as the planet's dominant species. Major inventions were being rediscovered, and technological development had finally reached a medieval period. It was at this time when everything began to go wrong. Legionwood has always had war, but suddenly, seemingly out of nowhere began a furious and unpredictable world war that raged for years and devastated cities and nations worldwide. This terrible conflict, known as the Great War, ended as suddenly as it began, with no mention of its cause or conclusion to the public, and mankind began to pick up the pieces. Now, one thousand years have passed since the Great War came to an end. Since that terrible time, makeshift peace treaties have ensured there have been only minor conflicts over the last centuries, but once again technology is on the rise, and half truths and legends about the Great War and its origins are prevalent in popular culture. Each country, empire and kingdom fears its neighbours, and only reluctantly are peace ties held in place. In a last ditched effort to try and maintain some sort of peace between the rival kingdoms of Charn and Trevelle, the king of Charn has decided to hold a celebration and festival to honor his new daughter's birth. Everybody in attendance is expecting a good time, but a key figure linked to Legionwood's dark past of conflict and death has been biding his time, and has decided that now is the perfect time to stage a new Great War and political upheaval. Simply looking for a way to wind down after months of hard work, Lann and his sister Liara come to enjoy the festivities, but soon they will both be pulled unexpectedly into an epic saga which may just have a battle to decide the world's fate waiting in its wings. Game Features - A character driven story full of twists, turns and red herrings, and an intended gameplay time of around 20 hours. - 6 playable characters, each one with a distinct personality, which you can mold into your own custom character classes to suit your combat style. - Turn based combat with an emphasis on tough opponents and using skills, rather than mashing "attack" over and over. Think, don't button mash! - A custom soundtrack, composed entirely of non comercial game music, some exclusive to Legionwood. - Collect, raise and summon 5 elemental spirits to aid you in battle! Summon level up, learn skills and fight just like your party members! - Innovative Ability Point system by KGC allows you to choose which bonuses you gain in level ups, so you're free to decide which role your characters fill in your battle plan. Screenshots Download You can download this game from the page here: http://rpgmaker.net/games/792/ The expansion pack, Mysteries of Dynastland, is available here: http://http://rpgmaker.net/games/792/downloads/5066/
Character Leveling and Accessories: Feedback Wanted
Paleoflora posted a topic in Theory and DevelopmentMy fiance and I were talking while playing Lost Oddysey and have noted many things we would like to see improved. Just a little brainstorming and trying to focus on one project for now. I am pretty bent on creating an RPG FF style game. Here is what she proposed. In games like the Lost Odyssey and similar titles, turn-based strategy battle systems have been popular but relatively remained untouched for quite some time. If it's not broke, don't fix it. Now I,m not saying it's broken, rather that it can be expanded into how your character developes in the end. In the game I am proposing, there are 5 main elements with a hidden 6th. To keep things mysterious, Ill only list the first five being Aqua/Frost, Flame, Lightning, Earth and Life/Mana. In many RPG games, you undergo a leveling process that upon raising, randomly (or not) raises your stats. We were talking about a more diverse system in which fighting certain types of monsters (ex: Aquatic beings) would allow you to raise a sub stat (swimming strength or water breathing abilities) that can be maxed out and such. That way there are advantages and disadvantages to fighting certain types of beings. Now, this will take quite a long time to develope each "skill" and allow access to places you normally couldn't venture too with an example using breathing underwater as an ability would allow you to venture into an underwater city. One thing I really like about Lost Oddysey is that you can build accessories based on the items you acquire from the monsters you defeat and upgrade them via the same manner but reconstructing them again and again. Why not do this with weaponry as well. Of course by adding one thing you may have to sacrifice another to keep the balance of the weaponry noticable but not overpowering. Another thing we were discussing was the process of magical energies, swordplay and such and how they affect you. Well for one, she dislikes that I can hit a flying creature with a sword calling it unrealistic that you should only be able to hit it with Magic and/or weapons such as guns which can realistically reach them while swords can benefit you against ground dwelling creatures. Now she happens to love Fable and enjoyed the third installment saying that her favorite part was, "setting things on fire." That aside, she also loved being able to acquire skills like at the blacksmith or pie making areas. She thinks she would enjoy the game more had it used these for leveling up certain things like magic. So lets say you are Lv 5. You now are able to apprentice under a sorcerer, mage or what have you in some distant city and they will teach you what they know for a price or for items that can be found around the maps. However, if you approach a Mage capable of teaching lv 10 magic, you will be barred from becoming an apprentice. Same with blacksmiths, and such. You would only be able to combine materials to make more powerful accessories if you study under a blacksmith of some sort. This would extend to all manors of gameplay to create a character that is unique to you. We, however, disagreed on one point. I personally love turn based strategy but am willing to go without it. She, however finds that it is dumb and doesn't offer a lot of strategy or quick-paced gameplay like she likes. She proposes something more like FF12 in which the character free-roams and fights randomly generated creatures, some of which would be very rare or only appear during certain conditions. From there, you can engage them and fight giving you a bar similar to FF where it charges the next time you are able to strike which can be influenced by leveling up and training. I will be editing this because it seems she has more ideas but wants to watch me play Lost Odyssey to gain more influences. let me know what you think guys.
Custom Final Fantasy XIII Title Screen
RuinLight posted a blog entry in RuinLight's BlogHello all. This here blog if for my custom made Final Fantasy Title Screens. I will soon be taking requests after like the 6th or 7th title screen I make. Here is one I made for FF XIII. One is for your desktop, specifically one that has a resolution of 1600x900 px. The other is for the RPG maker vx ace program which is 544x416 px. Well... Here you go. Please leave comments and let me know how I did. Thank you. Also, if you're going to use, please give credit. Thanks.
Cagt3000 in the House !
cagt3000 posted a topic in Introductions & FarewellsHey y'all ! I'm Cag3000 ! I'm a young 111 years old man who is a HUGE fan of gaming ! (Yes, the 111 is on purpose, but no, I'm not 11 >_<) I play all sorts of games (FPS, RPG...), and love all sorts of characters (Mario, Cloud...) I have a lot of knowledge of Gaming, from the NES, to the N64, passing by the PSOne... I just love Gaming ! As for RPG Maker, I started with RPG Maker VX. Back then, I was really bad at it, so I was just fooling around in the editor, making games (which sucked), practising mapping, eventing... Now, I'm in RPG Maker VX Ace, and I'm starting my 1st real game ! I have posted my game on this forum already I have already posted my project (in progress) in another French forum, which I'm also called Cagt3000 there, and I have also posted it in the rpgmakerweb forums So yeah, hope to have a great time here ! Signed, Cagt3000 FRENCH FORUM : http://rpg-maker-vx.bbactif.com/t11812-cagt3000 RPGMAKERWEB FORUM : Gotta wait for the admins to approve