Description


RPG Maker 2000 was many peoples' introduction to the world of RPG Maker and has just been released in English! Degica, by order of KADOKAWA GAMES/Enterbrain and with the cooperation of Cherry and Archeia_Nessiah, have added another notch in their belt of old releases.

To celebrate we're having an event celebrating the Golden Age of game making! Grab your version of the program (whichever that might be) and jump on the gammak train!

Of course, the IGMC is on and a lot of people are going to be playing with it, but for those who aren't... there's this!



  • Your game must be made in RPG Maker 2000, no matter which version you use. No other engine will be accepted.
  • Your game must be be at least 20 minutes long to count for a badge. Demos can only get the Demo badge, none of the others.
  • Your game must be submitted by the end of Sunday, July 26th. Check the time the event ends on the right and make sure your timezone in your account settings is correct.
  • You may use any resources as long as they aren't rips. Go custom, make edits, use the RTP or use graphics from packs that are already available. As long as they aren't rips, you're good to go. This includes music, sounds and the like.
  • Games must be playable without having to download the RTP files. This is due to the new files not currently being downloadable. That said, the RTP is about 30MB, if that, so just include it if you use any of the files.
  • No DynRPG or similar patches allowed. Base engine only guys!

  • You must abide by the theme.





To submit your game to the contest:
  • Create a new gameprofile (by going to Submissions > Submit Game). The game must go through RMN's standard game approval process. (Get your gameprofile submitted early so that you aren't at the mercy of the whims of the Submission Manager!)
  • After the gameprofile is approved, upload the game to the Downloads section of your gameprofile.
  • Come back to this event and submit the download for judging! There is a Submit button in the upper right of the event page.



When you think of old, golden age games, you think of the many cliches they used. Thus, in homage to the old days of game creation, we're taking you back. Back to the time of cliche-ridden games.



Using the above link your challenge is to pick a cliche from the list and either play it to the nines or subvert it completely.

You may choose more than one cliche, but one must be used and easily recognisable as either subverted, lampshaded or in use. The most cliche-filled game/s will receive a special badge, as will the games with the most recognisably subverted/lampshaded cliches.


We have four achievements. Full games can only get two of them.
  • Helen the All-Rounder: Complete in every way! Full games will receive this badge.
  • Carol the Half-baked Magician: Half-baked by name, half-baked by nature. Only demos will receive this badge.
  • Alex the Cliche Hero: He's the most obvious choice for a hero. The full game filled with the most cliche of cliches will receive this badge.
  • Brian the Unexpected Healer: Who expects a healer with an eye-patch? The full game filled with the most lampshaded cliches will receive this badge.



Details

  • 07/18/2015 10:00 AM
  • 07/27/2015 12:00 AM
  • 10

Achievements

Registration

You must be logged in to sign up for The Golden Age of Game Making.

Teams Members Entry
Why have you got to run an event like this during IGMC? Meh, I'm in.
Bludgeon of Inspiration
Team The Team
I can totaly do this in 5 days. No problem!
Team Discovery Channel!
I'm only going to use one cliche...
Let's try this
wtf why am i signing up if i have the igmc OH WHATEVER
Forget the rules, I'm sooo using Ace.
Team Judging you alllll
a fire emblem where the peace isn't shattered by a sneak attack
Dark Reality 2
Team here for makerscore
Gotta keep up the streak of joining but not submitting anything
Team "Time to learn RPG Maker 2k"
why not
gotta get em badges
Turlington's Turkey Sandwich
Team IGMC is Better
Channel 4 News
Bro Quest

Posts

pianotm
The TM is for Totally Magical.
32388
author=Liberty
Pro tip - open the game in the editor.


Yep, I know this one, but I do try to play a game on it's own merits before I go to the lengths of un-breaking it. From what you describe, it seems it may not be worth the hassle.

Edit: Erm...MasterofMayhem, I thought you might like to know that the chest that gives the Serpent Pendant is a fountain. You may want to fix that. On the bright side, if I want to take my teams other awesome accessories off, I can make them all immune to poison.
Okay, I finished Fredrick to the Rescue.

I've mixed feelings on it. As I mentioned before, it has quite a few issues - mainly the difficulty curve and how places are unmarked when you need to interact with them. The writing is also full of errors, and comes off as a bit childish, sadly.

The actual ideas implemented are pretty good, though, so a bit more polish will show a pretty neat game. The graphical edits are really nice and add a lot to the game - I especially liked the dragon flying to the castle and the end scene after you save your wife.

It's a pity, though, that so much of the game was reliant on luck or just bullshitting your way through. There is one healing item in the whole game which is criminal when you have to make your way through many monsters and with limited uses of your one healing skill to get through them all, especially when they start to hit half your health a turn and your only option is to rely on an iffy numb status or trying to heal so that you can last long enough to rely on that iffy numb status next turn.

Then there's the bosses - you are given 2 hits on the dragon and 3 hits on the golem. Luckily I found the sweet spot for the golem - far right will be missed by the boulders every time - but even then the explosions don't always work. I hit the dragon 5 times with the explosion (and I know he's only supposed to only need two hits at the most to die). I got hit well over 10 times doing just those five. I cheated and turned on the switch to go forward because fuck that noise.

There's also an optional boss who will randomly appear 1/10th of the time on a certain tile in the castle. Why bother? Also, the end scenes waited too long for the walking, so that you'd be moved to one spot, wait a long while, then teleport to the next map and over again. And the skeletons showed back up after beating the game.

That aside, it does have a lot of promise but the balancing and some of the eventing needs serious checking. I do give kudos, though, for trying something different and aiming for evented battles. They can be a hassle to get right and you did well to try them in such a short time frame. Polish it up and you'll have a great little game on your hands.
masterofmayhem
I can defiantly see where you’re coming from
2610
author=pianotm
Erm...MasterofMayhem, I thought you might like to know that the chest that gives the Serpent Pendant is a fountain. You may want to fix that. On the bright side, if I want to take my teams other awesome accessories off, I can make them all immune to poison.

Ah, so it is. I know I would have missed something. Thanks.
There are also a few other chests suffering the same fate (Angle's feather *cough* and another one)
masterofmayhem
I can defiantly see where you’re coming from
2610
author=Kylaila
There are also a few other chests suffering the same fate (Angle's feather *cough* and another one)


Ah so they are. Maybe I should release an updated demo with the changes and the harmony.dll?
Just finished Frog: An RPG.

I quite liked how it turned out, though there were some small issues with it. One was that there was no way to replenish magic outside of buying Magic Water (which costs a bit), and that was a big issue since you have no idea you need to conserve it until you realise the bed doesn't heal you at all.

Another is that the shop is buy only, meaning that you can't sell bones to buy more items/armour. This makes it quite hard to beat the boss, as you quickly run out of items/magic to use. Of course you can grind up enough money to purchase more items but a game like this is better fast-paced and quick instead of being slow and plodding.

That said I really liked the concept and what I could glean of the story. I enjoyed the custom art assets (the fish sprite is so cute >.<; ) and overall found it a neat experience. Good job mjshi!
nhubi
Liberté, égalité, fraternité
11099
Of the three I've played (and thanks for the clues re the shovel spots Liberty) I think Frog is my favourite thus far. I really like the fact I have to infer the story from actions, since I don't speak frog. Though yes sell only shops are something I personally dislike as well.

Right, on to the next.

The problem is,I wasn't able to test myself because everytime i tried to open the RPG_RT in a few minutes My computer start to heat up and shuts down...But your right there is some badley programing here and there...
And for that i shall download a remixed version with Improved gameplay and Music
and expanded levels.
But Hey,I guess Cheating always works...
Edit:Thanks,I've got this...
Just finished Loop's Quest.

It was pretty cliche, but that's the name of the game~ There were a few small issues - some spelling here and there,- but for the most part it was pretty decent.

I rather liked the idea that Loop doesn't actually talk, and the subtle humour wasn't wasted on me - I could see this as a pretty funny game if it was amped up a little more. I was a bit puzzled as to the two guys having spells that cost no MP - I could understand maybe one of them having that as a shtick, but both of them ... it was odd. Also the fact that they both have very similar builds, which was also weird.

Some maps were really neat (I even missed a chest or two hidden behind some trees) and others were quite large and a bit bland (mainly town maps, though the idea of having a Zelda-like town was pretty cool.)

Overall I enjoyed it for what it was and was a bit disappointed that it wasn't finished. Just goes to show it was enjoyable. Good job piano!

Edit: @Rider - don't double post. Instead, use the edit button under your post and add more information (like I have with this.)
pianotm
The TM is for Totally Magical.
32388
Yeah...the fourth guy was a rushed, optional character. I put him in because I decided to start amping up the difficulty (Hopefully, the Flying Dutchman level was noticeably more difficult. I actually couldn't tell because I amp my characters up with cheat events to make it easier to playtest.), but he wasn't one hundred percent thought out. He started as a spoof on FFVI's Shadow. I actually literally copied Vargas and dressed the copy as Kagan. I started making changes here and there so eventually they'd be similar but largely different, but he mostly isn't done yet.

Thank you so much! So I've finally made a good one?

And hopefully the two music tracks I wrote weren't terribad.

@Rider: Your computer heats up and shuts down when you run a game? Might be time to replace that processor.
And that's Journey's End out the way.

While the writing left a lot to be desired (the grammar, punctuation and spelling was pretty bad), the content was decent. I really liked the mapping for the most part - though some maps were a bit on the big side - and the puzzles were interesting and easy enough to figure out.

Battles were actually a decent challenge, but the characters' skills were a bit much - too many skills can be pretty bland, especially when you can just spam one for every monster. For so many skills it would have been nice if there'd been a use to them - like having some be stronger against certain enemies than others.

That said, it was a pretty decent, if sparse game. Very short. I do have to say that while I would have liked the writing to be more polished, the dialogue of the characters was quite good and I liked that they played up the cliches quite well.

I'd like to see more of this with a bit of polish towards the writing and more thought put into the skillsets. I think it could be a real gem.
author=Liberty
Okay, so I finished Destiny Quest.

I can appreciate that it's hard for a new dev to make a game in a week, and condensing the storyline down to bite-sized scenes was a good idea, but there were a lot of issues with the game's polish including unfinished maps, teleports that sent you to the wrong places, being able to buy the top-tier Ultimate items (gifted in a scene) at the start of the game, spelling mistakes and text cut-offs, missing sprites, too-easy battles and overly-large maps.

That's not the say the story wasn't interesting - it had promise - but a lot of these issues caused the game to be hard to take seriously in any way. The biggest issue I had were the battles, honestly. I literally Auto-battled my way through the last boss - both forms - and didn't die once in the whole game.

That wasn't the issue, though - I started the game on level 50 (top level) but still got EXP for each battle (bar one). This would make you think that the dev made a mistake with the starting levels, however the length of the battles would have been painful if you weren't on level 50. Extremely so as they were very long even on top level.

Still, it is a complete game made in a week, and while it has a lot of issues, there's something to be said for making something complete over that period of time. Here's hoping Rose_Guardian learned a lot from the experience and I'd like to see how it looks after some major polish has been applied.


Thank you Liberty. Sorry for the late reply. My friend, and I made the characters start at level 50, because we didn't have a whole lot of time, and my friend wanted to avoid too much balancing. I really hope to remake this game one day. I wasn't too happy with it myself since it was made in a week. But thank you. I am very glad you tried it, and pointed out mistakes I can avoid in the future. :)
Deltree
doesn't live here anymore
4556
author=Liberty
Just finished An Earthly Inheretence.

It was a really interesting game - just a pity there weren't more save points so that you could play from the start of the tower instead of having to go all the way through again. The stop and start of the text got a little annoying, too, and I noticed that there was an error at the start where the blue Person 1 face was shown instead of the Elder's.

The premise was great, though, and the way it was presented and played out was both interesting and fun. I couldn't play a long game like that but for a short event game it was really good.

Great job, Deltree! >.<)b

Thanks for the feedback! I went with a single save point because the choices you make on the overworld all contribute to what ending you get, so I didn't want a player to unwittingly lock himself into one by choosing the jerk choice every time and then saving afterward.

I'll do an update some time today for the benefit of future players to fix the little issues, and I'll take out the longer pauses. When scripting is a thing, I always cut the pause times down to a quarter and a half second, respectively, but I didn't have that luxury this time around.

Thanks again!
And add Last Quest IV to the completed list.

The battles in this are actually pretty well balanced. The skillsets for the heroes are pretty well built and each skill has it's uses. There was a cheese skill, though - the MP healing one. Outside of battle you just fill up mage girl with MP using the skill, restore everyone else's MP then restore her own again. Made it so that you didn't have to use Mana Leaves except in battle. That might be by design, though, since Mana Leaves only fill up 20 MP (about the same amount as the skill).

Story-wise I enjoyed it. It was simple but good for what it was with a few tongue-in-cheek parts. I quite liked it all up. The only real issues I can pick on is that dungeons seemed really short, and the ending felt cheap (though I did smirk at it).

There was a bug that I found - talking to Mayor Dad again will net you another five potions. Being the cheap person that I am, I filled up on free potions, then sold them off so I wouldn't have to grind for money. Because I could. ;p

Overall, I thought it was a pretty good little game. Kudos!
Damn, I wish I had gotten on this sooner. By the time I saw the contest it was already Friday.I love mucking with the old school RTP. Here's hoping it happens again sometime. But in the meantime I'll check out games. I'm all about nice and short and sweet so this'll be fun. Big props to the people that got it done in such a short time!
masterofmayhem
I can defiantly see where you’re coming from
2610
author=Liberty
And that's Journey's End out the way.

While the writing left a lot to be desired (the grammar, punctuation and spelling was pretty bad), the content was decent. I really liked the mapping for the most part - though some maps were a bit on the big side - and the puzzles were interesting and easy enough to figure out.

Battles were actually a decent challenge, but the characters' skills were a bit much - too many skills can be pretty bland, especially when you can just spam one for every monster. For so many skills it would have been nice if there'd been a use to them - like having some be stronger against certain enemies than others.

That said, it was a pretty decent, if sparse game. Very short. I do have to say that while I would have liked the writing to be more polished, the dialogue of the characters was quite good and I liked that they played up the cliches quite well.

I'd like to see more of this with a bit of polish towards the writing and more thought put into the skillsets. I think it could be a real gem.
Thanks for the feedback Liberty. Yeah, spelling and grammar is something I've never been very good at. Though if you think that Journey's End is bad, you should see some of my earlier stuff.

Not sure how to improve the skill sets, but then again I've got some more areas coming. I'm sure I'll be able to add some elemental affinities and stuff to the enemies there to make it more interesting. Other than that, who knows.

Edit: Actually I'm amazed you found the battles to be well balanced, since I kind of threw them together with random monsters with almost no testing. (With the exception of the dragon boss). Good to here it though.
mjshi
Jack of Most Trades
6414
author=Liberty
no way to replenish magic outside of buying Magic Water (which costs a bit)

Funny that you should say that, as I've already seen the need to reduce the price of magic water by about half from the original RTP price (160) whereas I've still kept the health potion price the same. That said, if you needed mana to heal Frog/Fish, then there is a chest in the second map that gives you pretty much infinite health potions, which work nearly 2x better than Fish's 30 HP heal

author=Liberty
Another is that the shop is buy only, meaning that you can't sell bones to buy more items/armour.

This is intentional in design to subvert the "shopkeep would buy anything" cliche, as what kind of end-world shopkeep would want to buy your weird skeleton bones? However, I understand how that would make the game harder to beat, but I couldn't change that if the theme is cliches and subverting them xD
The bones were supposed to be for a quest, actually. If you talk to slime multiple times, he gives you goodies that might help you advance in the game.


author=Liberty
This makes it quite hard to beat the boss, as you quickly run out of items/magic to use. Of course you can grind up enough money to purchase more items but a game like this is better fast-paced and quick instead of being slow and plodding.

Ah, but you don't need to beat him. Isn't the ending where you die by Falcon's hand slightly more hopeful than the one where you don't?

Thanks for playing~
Yeah, but ideally as the dev you'd want them to get the bad ending first so that they would be like "Wait... that was a bad ending. Am I supposed to lose?!" and retry, but I rather enjoyed the game and it was cute.

(Also you might want to throw a cue in there for the bones quest so that you have an idea that you need to talk to the slime about them. I talked to it a few times and never saw an inkling about the bones. Of course this was before I got bones but still, I figured it was a weird way to introduce battles to the player or something. ^.^; )


Finally, the last game - Might and Magic Tsuk.

Really quite balanced and pretty fun to play. I liked the characters and their builds were interesting and fun to use. The skills were all quite useful, too, which can be hard to make when it comes to any kind of RPG. It probably helped that there were eight total for each character.

I wasn't sure if you were supposed to be able to farm chests or not, but figured it was a feature since they were useful for getting your money up enough to purchase weapons and armour. Indeed, I just ran between two rooms and kept grabbing the chests - the mimics were enough to level me up and a single enemy is easier (and faster) dealt with than two or three.

It was short, sweet and simple and I rather liked that. I can't say I know where the characters are from or what certain lines are alluding to - I did feel a bit 'in the dark' and as though I was missing half the story - but over all it was a well-rounded game. Ya did good!


I'm glad to say that you all did really well. The games are playable (I had no crashing issues and I downloaded them all as soon as the games were over - I didn't need to change any settings, but then I have all the RTPs out there, so I wasn't likely to be missing any files or anything) and while some had issues, at least half of them were really well done. Congrats guys!

As for my personal favourite, well, it'd be a toss up between An Earthly Inheritance, Might and Magic Tsuk and Last Quest. Kudos to Loop's Quest too. Honestly, I think they all have merit and you all did a great job.

I think I might do some more detailed reviews for them, even.
Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
author=Liberty
And add Last Quest IV to the completed list.

The battles in this are actually pretty well balanced. The skillsets for the heroes are pretty well built and each skill has it's uses. There was a cheese skill, though - the MP healing one. Outside of battle you just fill up mage girl with MP using the skill, restore everyone else's MP then restore her own again. Made it so that you didn't have to use Mana Leaves except in battle. That might be by design, though, since Mana Leaves only fill up 20 MP (about the same amount as the skill).

Story-wise I enjoyed it. It was simple but good for what it was with a few tongue-in-cheek parts. I quite liked it all up. The only real issues I can pick on is that dungeons seemed really short, and the ending felt cheap (though I did smirk at it).

There was a bug that I found - talking to Mayor Dad again will net you another five potions. Being the cheap person that I am, I filled up on free potions, then sold them off so I wouldn't have to grind for money. Because I could. ;p

Overall, I thought it was a pretty good little game. Kudos!


I'm glad it went over well. I wasn't sure how it would do since the story did get a little weird towards the end. As for the MP skill, it resulted from some Play Tests where I tested out the game at under-leveled and over-leveled levels, and somebody playing under-leveled would effectively be wiped out by bosses once their MP ran out. I had considered making it user-only, but it wasn't the mage who kept running out of MP.

The ending was kind of a cop-out since I wanted to add more to the game, but ran out of time due to other commitments and simply because the time I had spent on just the 30 minutes game indicated that I wouldn't have time to go a full hour. I figured a joke ending was better than no ending.

As for the potions, I'll probably fix that at some point but they only sell for a couple gold so even maxing out on free potions wouldn't get your full party the best equipment in the game.

I'm really glad it did well, especially since it's the first fully playable RM game that I've actually finished.