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Found 5 results

  1. That One NPC

    Help Balancing Large Triad Deck

    I recently discovered Adon237's CLOSET Triad Deck and I immediately fell in love with it. I only wished it had more cards for the project I had in mind. I wanted a full triad experience with a nice progress curve, many different opponent hands, and a deep element of card collection. It was stated that we could make our own cards to add to the deck, so I thought I would retool a larger deck using CLOSET battlers. This deck currently has 65 cards across 5 rarity tiers. I have chosen the cards, and assigned default values to them. The pdn is loaded up with portraits, frames, backgrounds, and the numbers. Before I commit to these templates, I would really like to know it's a decently balanced deck. If there's one thing I don't have, it's a mind for math and numbers. I'm a story guy, haha. 'XD I'm looking for one or two people to help me look over things and balance the deck out. There are a few elements I've added in that might be a bit unique for Triad decks. I put a minimum/maximum value on each rarity tier starting out to help balance the progression of tiers. I added in 6 themed card sets that make for functional hands and promote lingering on certain tier opponents to collect every card. The card values also reflect the attributes of the given portrait - in most cases - and within reason. This may hurt the overall balance of the deck, but that's why I'm recruiting some help. Fresh eyes and a fresh perspective. The Deck template is stored in a standard Google Doc for editing. If you agree to participate and help out I can add you to the Doc for editing. You will be credited in any project the deck is used for, and if I can get the green light, I will be sharing the deck for public, non-commercial use, so you'll be credited even further, provided that is possible. And of course you'll be given a copy of the deck in exchange for your labors, as this is a ton of cards. 'XD This is something I won't be giving myself any form of credit for. Adon237's Triad Deck Edit Template (Google Docs) Thanks for your time.
  2. Since I can no longer promote it on the QT through my signature, I am just going to put it on the table. This is it, folks. This is what I’m here for. I am doing other projects for experience in the meantime. It might sound pretentious, but this is my love letter to vintage RPGs, Square, and the RM community as a whole, including Enterbrain and ASCII. It’s all the muse it filled me up with since my childhood, carefully distilled to create a single story. Deep down, at its core, Overworld is an intergalactic love story that focuses on three special characters who are all part of the same interstellar legacy. I slapped together some lore on the spot. Did the best I could, but it has layers that are just hard to properly set up all at once. The game narrative would cover it all and much more. LORE Long ago, the Denizens set forth into space. Orphans from a dead, forgotten planet in search of a new home. They discovered Tri World. A special planet comprised of three layers. Overworld, the surface and waters of the planet. Underworld, the hellscape beneath the surface of the planet. And Skyworld, an invisible paradise above the cloud canopies of the sky. They knew their arrival would be far too sudden and abrupt to promise a healthy, stable development of their relationship. Furthermore, they knew that they would never be the ones to live here. Instead of an occupation or invasion, they covertly collected DNA from the major races of Tri World and mixed it with some of their own, creating a male and female subject to carry their legacy, and in time, rule the planet with the people's support (this never comes up in our story, it was just a premise for why they are created). They would represent complete union, and contain the best of all races. This pair of souls was unlike any other in existence, containing mystical properties that entwine them together throughout time and space. When they die, they are reincarnated into new bodies birthed from random women all around Overworld. These souls are drawn to one another like magnets. Regardless of conditions, they always reunite, fall in love, and die together. Offspring were never able to be produced, and whilst waiting over generations, something went horribly wrong. A female subject killed her male partner in an act of premeditated murder. The connect was severed, and no male was born again, breaking the line. The Denizens population has withered away to one family. Desperate to fix the problem, they create a male clone at the moment of a new female’s birth, and send it down to Overworld. Backstory (Revealed later in game) Leeson is discovered on a shoreline by a fisherman and raised as a human boy. His green hair was unusual, so the fisherman’s wife routinely dyed it black. Leeson became a soldier and fought as a rebel in the Imperial war, but was inevitably drawn to his counterpart, who didn’t seem to be drawn to him because he couldn’t seem to find her. His search leads him to the legendary rebel frigate, Corsair. Leeson becomes a trusted ally of Captain Siegfried Blackheart (see my avi for reference), and his first mate, Rico Cortez. Several years later: Leeson is still searching for his partner, but unbeknownst to him, she dies prematurely of illness. The last Denizens, now much older, make one last attempt to make things right. Another clone is sent down. . . (Game Begins) Leeson is drawn to a shoreline whilst at port, and discovers a baby boy with green hair wrapped in a swaddle. Rico Cortez takes the boy as his own, naming him Xander Cortez. He grows up alongside Rico’s kids, Rio and Mia Cortez, and their friend, Leon Blackheart. Introduction The player will spend some time as Xander, Leon, Mia, and Rio as children, Rio being a pre-teen. You have a room on the Corsair you can decorate a little bit. The kids end up shadowing Siegfried, Rico and Leeson against instructions, so there is some dialogue and play as children. Seigfreid meets with another Captain and Imperials ambush the scene. Everyone is separated. The exact scene has had 3 different settings from a wharf to a warehouse to another ship, but: Rico is struck down, Siegfried is killed, Leon emerges, exposing the kids and throws a grenado that creates even more chaos, Leeson ushers Leon out of there, Rio storms the Imperials and is taken by them, Mia runs and Xander follows her. They reach the Corsair to find it being seized by the enemy. Xander steps up and gets Mia out of there. 13 years later: The player is now assuming the role of Xander and Mia, living in a quiet walled city in a far western nation still neutral in the war. They work as light weight Mercenaries for a local contractor. They take the soft jobs none of the other mercs want to do, and the pay reflects it. After a few jobs and some development, a new job will cross their paths with a pair of familiar faces. . . Leon and Leeson. Shortly after the player gets reunited with the Corsair, and find their room is exactly as they left it. It’s not long before life on the Corsair brings them close enough to Imperials to meet Xander’s counterpart, Fera. She's a devout knight serving in the Imperial Infantry. Fate will bind their spirits and send them across all three layers of Tri World on a quest to save it from certain destruction at the hands of the Emperor’s latest and greatest weapon, Rio Cortez. He has been broken and manipulated by his captors, and now leads a vicious conquest to speed up the Emperor’s plans for world domination. You meet plenty of other characters, such as Vega Numera, a young, gifted inventor from the slums of Machine City, who is forced to collect scrap for his underprivileged family. GAMEPLAY I don’t have a fancy section prepared, but I aim to swing for the fences whilst keeping things appropriately neat and trimmed. Very open to input and co-development. The world and setting is supposed to be very endearing, rich with character, texture and lore. The one major thing I have developed for it is the crafting system, particularly the Invention category. Vega can build a Death Bot, a secret character, as one of the notable perks. The Corsair will also play a bigger role in gameplay than most ships. I was thinking Falcao’s tools system could be used to have live action world map battles whilst navigating the waters. That’s all for now. I may add stuff later.
  3. That One NPC

    [VXA] Seeking Team For N.C. Project

    (Willing to release under different name, or no name, if a good team comes together) Greetings, RPGMaker Central, my fellow game developers, players and enthusiasts alike. I am Angry Choco, or Mike for short. I have been messing with RM titles since RPG Maker 95 for the Sony Playstation, but never released anything, even during my time on 2000 and 2k3. I took a long break from RM, but my passion for story telling has never left me. After just over a decade of creative writing on RP boards, I have returned to RM to hammer out several story concepts in JRPG format. The first of these concepts is Legacy Frontier. This game draws inspiration directly from - and pays homage directly to - Square's SaGa Frontier. I am sure more than a few of you are intimately familiar with this game. It's certainly no stranger to me, as I have spent (and still spend) hours playing this title. I want to be clear about the nature of Legacy Frontier. It takes place in a unique universe, on a unique world, with unique characters. By all rights, Legacy is a stand alone game that has nothing to do with any game from Square's SaGa franchise. It just has properties and elements which are reminiscent of SaGa Frontier. It is a tasteful love letter to one of the greatest rpgs to come out of the 90s. It was rough, messy, and imperfect, and yet somehow it got away with every last bit of it. The goal with this project is to recreate some of the aspects that make SaGa Frontier so timeless, in a different setting with new aspects and features to tell an original story with an original cast of characters. The cosmos is a vast and ever-expanding labyrinth of burning stars and spinning planets. This swirling orchestra of energy and matter plays home to innumerable variations of life. But the cosmos has a secret...she hides both wonders and horrors alike. . . 'Acosta' is a smuggler from the Angora star system who makes her living trading weapons, medical supplies, food, and technology between planets and star systems. She leads a lonely life on the razor's edge. We find her on a space station in the middle of a financial quarrel with a crew of fellow smugglers. Acosta has an outstanding debt and it's finally caught up to her. Betrayed and set up by her current employer, she makes a hasty escape. Her foes give chase and just as a deep space dogfight is about to ensue, Acosta's ship is sucked into an anomalous void of energy. When she reemerges from the void, her tiny ship is cutting through the atmosphere of Terra, a small planet with cultures ranging from late medieval, to post-industrial, to post-modern. As her ship careens toward the surface, so too does a meteor of unknown origin. Distance between them is created during descent, but they both land in Hedoras Region, a quiet, post-industrial area of the Karakus Nation. Terra is a world in turmoil. Her cultures and peoples are divided by war, politics, and resistance to the growing influence of technology, and the Karakan stink that always seems to follow it. Karakus has occupied and assimilated most of the continent, threatened only by the vastly superior technology of the Tanis Region. Primitive kingdoms such as Lagira struggle to maintain independence and identity in an ever-changing world that seeks to industrialize everything. Acosta crashes in a wooded area north-east of Mosberg, a small, cozy town tucked into a sleepy forest. The mysterious meteor crashes south-east of Hedoras City in a large forest. The impact blast shakes the region of Hedoras to the core, and leaves a massive crater in Hedoras Forest. Faris Hogerdy and Jean Deckland are acquaintances from around the streets of Mosberg. Faris is a well educated young man who is yet to find his path in life. On the morning of his 21st birthday, his mother has sandbagged him with an eviction notice. It's time he spread his wings and find that aforementioned path. Jean is a rough customer with a reputation for having a questionable past. To those who know him, he is merely a complicated man. Sierra Petrova is a Special Agent for the Karakus Intelligence Bureau. She has been assigned to investigate the incidents in Hedoras. She is a dedicated, loyal, no-nonsense Agent who is determined to figure out exactly what transpired in Hedoras. The paths of these four individuals will collide, forming an unlikely bond of friendship. They will embark on a journey to navigate the political and militaristic waters of Terra, and discover what secrets this mysterious meteor may hide. Genre: [JRPG] Hybrid (Fantasy/SciFi/Modern) Characters: 21 (22 if you wanna get technical ) Depth & Flow: So far, there are no plans to give certain characters individual quests. Instead, it is one massive quest with many optional side characters who expand player access as they are recruited. In true SaGa fashion, Legacy has a main quest line, and it will be beefy and long enough to satiate the average palette. In addition to that main quest line, there will be many sub, side, secret, and character quests. The world of Terra will be ripe with secrets, easter eggs, and optional content for the player to explore and discover. The 22nd character for example. Someone has a secret! Features: Large, diverse cast of obtainable characters that both challenge and reward the player. Skills and magic are learned by preforming skills and magic on enemies. Combo attacks pair skills and magic to deal major league damage. Characters have bonus features like item crafting, lock picking, and mini quests. Automobile vehicle that can travel overworld roads to quickly switch regions (vs the standard airport travel), as well as transition into cities and towns. Radio stations for vehicle. [Your ideas here!] Screenshots: All I really have right now are some drafts I did of a few key Karakan Regions. I was mainly giving some texture to the World of Terra, and testing some tile set combos. They are by no means final drafts or concepts I'm married to. I'm not even a mapper by trade. I am looking for just about every position on this one but there are a few which are in high demand. STORY WRITERS It's not that I won't be writing a lot of the story, but there are many characters, many side quests, etc. Some help is always a welcome dynamic. PROGRAMMERS Balancing the actors, classes, enemies, skills, items, and gear. I will make the templates and concepts for every last one of them, that's never an issue. EVENTERS Pretty straight forward. Eventers, you know who you are. MAPPERS I am looking for individuals accustomed to and skilled at parallax mapping. Interior, exterior, dungeon, and overworld maps. Fantasy, Modern, Sci-Fi, and Steam Punk themes required. ANIMATORS I need some skilled animators to manage, even create skill animations for use with skills, magics, and even Eventing. This is huge because I suck at animating. In addition, Script Coders, Graphic Designers, and Composers are welcome too. Goes without saying I will need a fleet of game testers. Lord knows, I'll need testers. ^-^' You can find me on Discord: Loco Choco #6154 I've set up a server for the game developers. Thank you all so much for your time, I hope to hear from someone, at some point.
  4. *NOTE: This is a paid indie project. I'm not claiming to be from Studio Ghibli.* Hey everyone, I'm a longtime fan of RPG Maker, back from the RM2K3 days. It's my first time posting here and I acknowledge I'm a newcomer on this board so thanks for letting me join :) I read through the forum rules so I believe I'm posting in the right place, but if there's a better spot for this please let me know. Thanks! Anyway, I'm looking to hire a Developer/Designer to help create an unofficial RPG adaptation of the movie Whisper of the Heart by Studio Ghibli. The game will not be sold or anything-- I am just giving it as a gift to my sister (this is her favorite movie). I love RPG Maker, but am my skills are pretty basic and it's been a while since I made a game, so I'm hoping to hire a freelance developer to run with this. This is an unofficial adaptation but the job itself is paid. Payment is $400 for the entire project. Before we get started, we'll agree on a timeline for how long the project will take (based on your recommendation) and we'll set up checkpoints along the way so you can get paid while in progress. You'll be credited as the lead developer/designer (or however you want to be credited), and will have significant creative direction over the game. I also like to think this would be a fun addition to a portfolio! The game will be a classic RPG (in the style of EarthBound, Dragon Quest, SuperMarioRPG, early Final Fantasy) and should be created using RPG Maker MV (I need the final output to be playable on MacOS). It should have some original maps and graphics, but doesn't need to be anything too fancy. I'm also fine if you use/adapt existing resources from RTP, the movie itself, and other sources. The gameplay doesn't need to be difficult or complex--in fact, simple is better. A linear game path and standard gameplay conventions are all perfectly fine. I have a more detailed outline of the game that I can send to you via PM, but overall the most important things are that: (1) The game is fun to play (2) It keeps the general plot points, characters, and themes of the original movie (3) It keeps has the look and feel of the original movie, including whimsical tone and sense of humor as the Ghibli movie. Some game inspirations I have in mind are EarthBound, SuperMarioRPG, and PaperMario. PM me if this sounds like an interesting project to you. I'd love to see samples of your games. *Major bonus points* if you love Studio Ghibli films! Thanks! -JD p.s. I am also attaching a screenshot of quick 1-hour prototype I made for the game. As you can see, it's pretty elementary, which is why I'm looking to hire someone here!
  5. THE MERCHANTS OF EVERLIVE Throughout the United Chiefdoms, it was known that Everlive was the city of opportunity. Exotic items and delicacies were to be found that were not available anywhere else. Merchant caravans ventured to Everlive hoping to sell cheap items the city needed, and also buy the quite expensive items the city offered. Back in other towns, they could make very high profits on the select items that they invested in. There also was a reason that the items brought such high investment returns. Only about one out of ten caravans, that entered Everlive, ever exited the city... The lands around Everlive were very hostile. Making the conditions worse was that the sole fresh water source had twenty foot high walls, with archers stationed on them to stop anyone from reaching the river. It was known as The Walled River. It was walled for over thirty miles, starting at Everlive Mountain, all the way to its mouth, at the ocean. Even at the mouth, archers and pikemen prevented access. The poorest and most numerous people lived from two to ten miles from Everlive. They offered cheap items. Food caravans could make a little profit from selling food to them. It was almost guaranteed. Water caravans could make more profit, but they were often targeted by desert bandits. The poor people were known as the Low Merchants. The people living closer to, but not in, Everlive were known as Mid Merchants. The soil was better than the Low Merchants area. Simple gardens could supply their food. Some specialized in growing plants that had very deep roots reaching an aquifer that ended about two miles from the city. The Mid Merchants tended better protection. They could afford better weapons. Those closest to the city’s gate could even afford a guard or two. To different caravans, a little more profit could be made trading with the Mid Merchants. The High Merchants lived in the walled city of Everlive. Little was known about them. It seemed as the few caravans, that exited the city, were sworn to some sort of secrecy. Everlive, itself, was near the top of the mountain sharing its name. One known fact was that very high profits could be made. Another fact was that food caravans were not allowed to enter the city. About two miles northeast of the furthest area of the Low Merchants, away from Everlive, was The Mount. To get to it, there was a path that forked away from the main road. Like everything else pf value, it was walled in. It was controlled by The Miner’s Guild. You needed to make some easy coinage, so you decided to be an escort for a food caravan heading to the Low Merchants of Everlive. It has been about two days journey across the desert, following the coastline. You hear camels grunt their complaints. Ahead, you see a cloud of sand, getting larger, coming closer. It’s desert bandits... RPG BIZ ​ Imagine a game system where what you do in REAL LIFE gains you experience within the game. Here are different areas in Real Life that gain you experience in the games. 1. When you submit an article for a magazine or write a story for a game, you get SCRIBE experience. 2. When you submit poetry for the magazine or a game, you gain BARD experience. 3. When you recruit new members to our community, you gain LEADER experience. 4. When you submit artwork, you gain ARTISAN experience. 5. When you submit music compositions you gain PERFORMER experience. 6. When you submit plugins, you gain BUILDER experience. 7. When you play one of our community's games, you gain WARRIOR experience. 8. When you financially invest in our community, you gain MINER experience. 9. When you submit puzzles, you gain MUSER experience. 10. When you financially donate to our community for another member to receive MINER experience, you gain GIVER experience. 11. When you submit an entire game, you gain ARCHITECT experience. If you look carefully you will notice the words "submit" and "play". You are reading correctly, you gain experience for submitting and playing. You get even more experience if your submission is used in a game or game supplement (example: magazine). You get even more experience for successfully playing an entire game. With submissions, you may gain a lot of experience for making a lot of submissions, but for certain level advancements, there will be requirements for submission to be used, or proposed to be used in a game or game supplement. The membership into the community is free. Members that have their submissions accepted in a game or magazine may receive compensation, when that particular game or game supplement, has made an income. With higher profits, bonuses may be given to members who have high levels of different game categories (bard, leader, artisan, performer, builder, warrior, minor, etc.). As you can see, there are a lot of positions available for this massive project. We need a large variety of writers and poets. We need artists to create enemies, 'museum' artworks, unique flora and fauna for the landscape, title screen, chapter screens, facesets, etc. We need music composers with different styles. Plugin makers can be a great asset in creating new experiences for the players. These and other positions are available. ​
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