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Found 11 results

  1. RishigangiX

    Eva Reynes: Volume I

    She was one of the best in her line of work. She had it all - the money, the fame, the respect of her peers and the fear in the eyes of her enemies. But sometimes all it takes is one hit from the bitch called life to knock you off your feet. Following the tragedy of the RM-8 incident, Eva Reynes finds herself in a life drenched with alcohol and music, with no care in the world for her job and her responsibilities. Evenings once spent chasing criminals were now spent chasing bottles of whisky. On one such evening, she got a call from her apprentice and friend, Damien Wills. He had been framed for murder. "Just this time" were her words when she put on her overcoat and headed for the scene of the crime. But when she finds out that this case somehow connects to the one case which ruined her life, how will she react? Are there answers at the end of the road, or will she end up chasing shadows leading nowhere? How will the years of drinking and reclusion take a toll on her when it matters the most? Walk in the footsteps of the legendary Eva Reynes and unveil the truth. Warning: Eva Reynes: Volume One is a dark, sadistic mystery game which gets increasingly difficult, and there will be no hand-holding after the tutorial. After the first episode, you will be on your own to make deductions and find clues. The game will NOT warn you if you go on the wrong path, miss clues, or make wrong deductions, which may eventually put you on a one way street to a bad ending. At times you won't even know where you made the mistake. - Unique personalities, complex and unpredictable plots, and a captivating story. - Investigate crime scenes, search for clues, make deductions and find out the truth. - Engage in timed discourse battles; point out contradictions using the evidence you've found. - Manage and develop skills/traits like Personality, Perception, Discourse, etc. - At times you'll have to choose between being a good person or a good investigator. - Original content and artwork. - Several bad endings, one normal ending and one true ending. Website: https://www.potatobraingames.com/eva-reynes RMN: https://rpgmaker.net/games/10841/ Twitter: https://twitter.com/PotatoBrainG Facebook: https://www.facebook.com/PotatobrainGames/ Lead Developer: Rishigangi (Potatobrain Games) Graphics: Sage Takeda Avery Cyanide FirstSeedMaterial Sturmfels PandaMaru com_sho Cvrtis bougainvillea Chalkdust hiddenone waifu2x Bokou Indrah whtdragon Enterbrain [Copyright](C) 2012 KADOKAWA, INC; DEGICA Co., LTD artists Archeia, Marimo, Caz, Ocean's Dream, Thernz scripters Yami, Liquidize Music samkfj Kerrigan Marrion Fields Production shimtone MAKOOTO Amachamusic MakaiSymphony RengokuTeien Scripts: MOGHunter Yanfly - yanfly.moe Khas HimeWorks Soulpour Archeia DreamX Takeya Kimura Shaz Karberus Hudell ExHydra PHLiM2 Kamesoft Tor Damian Design
  2. boyflea

    DM realm Of chaos

    To be included in the upcoming Super Dungeon Master: Quest for the Firestaff remake. http://dungeonmastercom.weebly.com/

    © all good, free-to-use stuff, including the font - though some may say the late TSR is a bit much, but smile you know... it's a gag..(no WotC! no!)

  3. Abstract: Nostalgia attack Genre: Retro 16-bit Puzzle Adventure Game Progression: Game completed. 3 years in development. Release date 1st of March 2017. Lenght: 10-15 hours of gameplay Over 50 nostalgia-packed levels, pixel graphics, and a great electronic chip-tune soundtrack. Inspired by games like Sokoban, Ilomilo, the Adventures of Lolo series and old school game titles from the Nintendo NES and Super Nintendo SNES systems. GAME TEASER: https://www.youtube.com/watch?v=W5Sq4Nc1Bjc evil Seeds THE GAME Toots and Coots are evil Seeds, mushroom loving eared tadpole demons. They aren't very strong or agile, but what they lack in strength, they make up for in cleverness and patience. They must find the way out of the tower from which they are imprisoned. Clear all the mazes, get all the mushrooms and escape the tower alive. Rumor has that they weren't the first ones to be imprisoned. COLLECT THE ORBS Toots (the red evil Seed) can collect the red and orange Orbs. Coots (the blue evil Seed) can collect the blue and aqua Orbs. GET THE KEY Once all Orbs are collected the chest will open and you will be able the grab the key. GET OUT Once you grab the key the door will open. Get to the door to proceed to the next level. Features: • Retro 16-bit pixel graphic • Great electronic chip-tune soundtrack • Over 50 levels • Challenging puzzles • FREE TO PLAY (No Advertisement) Download: Release date: 1st of March 2017 Available at: http://evilseeds-game.com/ Known Issues: I known to cause mild to severe nostalgia. EVIL SEEDS CREDITS: GAME DESIGN AND PROGRAMMING by François-Maxime Ayotte 3RD PARTY SCRIPTS Galv, HimeWorks, Yanfly, Falcao, Game_Guy, Neon Black, Rycochet, SirBilly, Zeus81 SOUNDTRACK by Timmie wong - DDRKirby(ISQ) http://ddrkirbyisq.bandcamp.com/ https://soundcloud.com/ddrkirbyisq https://www.facebook.com/DDRKirbyISQMusic http://www.youtube.com/channel/UCoBhx2o-pEfwaCQk1VwGWdA François-Maxime Ayotte GAME TESTERS Frédéric Arcelin Dan Tu Pham Quang Michael Martineau GRAPHIC RESSOURCES Ryan914, Vanya, GregMustache, Tyxerus, OneCutStudio SPECIAL THANKS TsukiHime, DrDhoom & Quasi, Galv, KilloZapit, Valérie Bibeau, Catalina Chirila PROGRAMMED WITH Ruby Game Scripting System Enterbrain, Inc. / Yoji Ojima
  4. Nirwanda

    Pathway: Desire Resources

    I made some grayscale resources for my indie in a week game Pathway Desire and while they are somewhat limited and i'm no expert spriter... I thought: why not share them? This is how they look (if you're too lazy to click on my signature): These tiles are formated for RM VX/ACE. As for terms of use: you're free to use them both commercially and non comercially credit would be appreciated. Also, since I'm kind of free these days so if you want me to add a little something to the tileset (except maybe water, I have no clue how to do it) I'm taking requests. NOTE: This will contain some small spoilers about the game (bosses, mostly). So, if you ever want to play it, consider giving it a whirl before checking these out. Tiles: Characters: Faceset The character with the hat is inspired by RMW's Scinaya's female healer from Restaff june 2012 Icons: For icons I used mostly Crazy_Leen's http://forums.rpgmakerweb.com/index.php?/topic/31274-crazy_leens-crazy-resources-retro-resources/ (Turned to grayscale of course) But her iconset lacks armor and a few other icons I needed, so I had to create those myself. Though they're not on the same level as hers: Battlers: They're for sideview and are sort of inspired by Milano cat's battlers: http://www.geocities.co.jp/Milano-Cat/3319/muz/002.html Well I hope someone finds this useful and thanks for checking out my thread. If you don't like anything about the sprites, advice is also appreciated.
  5. Once again, I need help with my resources... So I found some tiles that I love, and I was so excited to use them since I've been looking for the perfect ones for so long. I put them into my graphics folder and start to create my map, but the tiles end up looking like this: As you can see I'm trying to use the grass. Can anyone tell me why this isn't working? I'm pretty sure it's only an issue with the ground tiles since the building, wall, A, B, and C tiles come out perfectly fine. If I have to edit them, could anyone help me out there...? I love using RPG Maker, but I hate dealing with resources haha I wish I could just stick to events/progressing the story. (The tiles are from here)
  6. Hello! =3 As Google isn't agree to help me out in this part, I am posting a thread here to request. (= For my Indie in a Week 3 (Contest hosted by Jackus~) entry, I'll need some fantasy (not modern, whenever I search Google it keeps finding me modern 8-bit music ~ that I don't need) retro/8-bit music that have a flavor of happiness in it ~ The game I'll be making contains ponies (YAY. =3) and funny stuff, so I am looking for some not-so-serious fantasy music. =3 If you can find some 8-bit music for comedy scenes too, that would be even more awesome! ^~^ Hoping for quick replies! Have a nice day. =D
  7. A remastered version of the game will be available in future, for now the game is removed. Thank you. ~ Crescent
  8. Knighterius

    Font Deciding

    Hello lady apples and manly apples! Wow, it's been a long time writing a thread but oh well! I should still be good at it. Now! I've recently been working on this new idea for a game and I've decided to go really old school and retro with how it looks. So I have taken a screenshot and shall post it because I cannot decide on a font and was hoping anyone would have any suggests. When given some suggestions I will add them to the game and then take the screenshots again and update the thread. Thank you everyone for your time!
  9. Scythuz

    Scythuz's Mountain of Music

    Hello there everyone. I have here a big bunch of free to use music, a mountain of it you could say. These tracks are from various sources whether it be projects that haven't worked out, tracks that weren't used, tracks i've made for fun and so on. They are completely free to use for both non-commercial AND commercial projects. I only ask that I am credited appropriately and that if you like my tracks that you consider commissioning me for your project. The tracks are mostly in ogg and mp3 format. If for some reason you really really want a track in a different format and you can't do it yourself, please send me a pm and i'll be happy to help. Links: https://soundcloud.c...ythuz/sets/free https://soundcloud.c.../medieval-music https://soundcloud.c...al-year-project https://soundcloud.com/scythuz/sets/terra-incognita https://soundcloud.com/scythuz/sets/restaff
  10. This is a blog post about my scanlines script, which was released inside the Restaff Retro Revolution release. The script itself was released with 1 known limitation. This limitation however was much larger than initially expected. The following blog post details what happened. The new version of the scanlines script without any such limitation is also included at the bottom. I hope you find this post an interesting read! Okay so the initial limitation in the old script was that it required a new scene to be run, most specifically using SceneManager.call(Scene_Class). When you warp the player from one Game Map to another, you are not actually changing scenes. The observation and results of the current map are handled by Scene_Map class, data referenced via $game_map (which in itself is the Game_Map class). What happens on the back-end when you change maps with this knowledge in hand? Well, Game_Interpreter sets $game_map to the new map and Scene_Map transfers the player from the old map to the new map. So according to SceneManager, you have been within Scene_Map the entire time, you have not actually called a new scene. A single Scene handles all map processing. Because the old script relied on the start method for all scenes, a new scene needed to be entirely called. It was basically overlooking something + making 1 too many assumptions on my part that created the problem. I just assumed the scene start method would be run in Scene_Map every time a new map was called. This assumption proved wrong and come to think of it, its something I should have known (or did know but forgot I knew). So once you [Amerk] told me about the problem I pretty much instantly realized this while sitting on the crapper. I also realized the script was essentially broken in its released state so I made the update. So the updated script has an aliased update method (which applies to all game scenes) in Scene_Base that checks if scanlines are enabled. If the scanline setting is modified, they will instantly be re-drawn (on the next Scene update cycle, which if the player is idle or a scene is waiting for input, is by default 60 times per second, or every frame). Updated Scanlines Script (inside spoiler):
  11. Game Title:Pac man the remake Optional: Abstract: This game is a remake of pac man and will have a lot of extra features added over time. Genre: Retro Average Demo Time: 10 to 15 min Game Progression: Advanced on the events, scripts and art but only 8 lv for the moment. Recruitment: well anyone who know basic mapping, events, scripter, artistes Required: Story / Setting / Purpose: The player controls the character through the maze, eating all the orbs. When all orbs are eaten, the enemies will disappear and in the center will appear a teleport to the next stage. In the normal levels you will find four enemies. They will roam the maze, trying to catch the character. If an enemy touches Pac-Man, a life is lost. When all lives have been lost, the game ends. Pac-Man is awarded an extra life of every level. In all four corners you will normally find a power orb. It is a red orb that is bigger then the rest. This orb will provide the player with the temporary ability to eat the enemies for 9 seconds. You will see on the top of the screen the counter. During these 9 seconds the enemies will run away for the player. When eaten the enemies disappears and will reswamp in the center box in 2.5 seconds. Character Bios: For the moment we only have pac man and the 4 evil ghosts. There I not much to say but I will in a near future add a storyline to the game in which I will create a background for the characters. Credits: Scripts: V, Zerbu, V.M of D.T, Rony, Yanfly, Yami , Moghunter, Nicke,Galv Art: Candy Coded Response, Evil Eagles, Venere, JComtois, The Welsh Paddy Screenshots: in the attached files Features: This game poses custom spirits, save system, songs, Pause system, and few smalls scripts AND A MASSIVE AMOUNT OF EVENTS.A perfectly functional life systeme. Also there will be a common event shop how will sell life, tips and a few more bonuses so you can spend your hard earned points. There will also be for the true Pac man fans an infinite lv with the same designee as the original game (might even add the bug at lv 266).Well also a lot of lvs. download: version1.4 http://www.mediafire.com/?0uzbe5uvbt7k3vw Known Issues: None that I am aware of.
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