BLINDMIND'S PROFILE

Once, Picasso was asked what his paintings meant. He said, “Do you ever know what the birds are singing? You don’t. But you listen to them anyway.” So, sometimes with art, it is important just to look.

Marina Abramović

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Beloved Rapture
A Cinematic Adventure RPG.

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10842134_617655375034743_278004447590496628_o.jpg

Something seems off about the tile placement here... Why are the crates shrunk down to half of the width of one square tile? The edges of the walls, roofs, objects etc.. don't seem to properly align with the grid.

Did you make these maps yourself in the engine, or did you place it down as a parallax?

Hunters_House.jpg

Wow, this looks great. Loving the vibrancy of the foliage.

Original Soundtrack in development!!

I've previewed a few of the tracks so far, loving the vibe buddy!

RMN Developer Profiles

author=Luchino
I'd rather just leave a personal rating for myself here.

Design: 4/10
Writing: 5/10
Art: 5/10
Pixel: 6/10
Map: 7.5/10
Code: N/A
Compose: N/A

I am my own worst critic.

Don't be so harsh! Your maps are close to a 9 or 10 buddy. xD

Showcasing an RPG at a convention table

What convention will you be attending?

I never bothered with anything more than handing out posters/info-cards, but I did venture to PAX-East last month, and it was pretty swarmed with indies, including even a few RPGMaker games. I think you already hit the nail on the head, but it's best to bring something very gameplay-oriented (and visually compelling) if at all possible. Conventions thrive on spectacle, so it's not necessarily the right environment to showcase something heavy on story.

PAX also had a lot of game design panels, so I'd check those out. It can be pretty fun and fulfilling to discuss your project in real life, even though it may seem odd at first lol. A lot of the insight tends to be universal, no matter how small or large your game is.

But yeah, I'd capitalize on your best art/gameplay assets, and definitely have some sort of video display if possible. There's a lot of competition from the larger indie scene nowdays.

When is the right time to work in a "big" project?

author=Zachary_Braun
As long as you do not quit development, you will finish any project.
Ehh, this is a pretty vague response to some extent. Sure, one could finish a 10+ hour game after years of development, but is it really worth it at that point? Is one "big" game more valuable than completing a bunch of smaller ones? I guess that's up for debate.

I saw this Kotaku Article today, which struck me as somewhat relevant. All things considered, I think most people don't fully grasp how long it actually takes to create a finished, polished video game. That applies to both studio execs and the players themselves. When you have that sort of radical disconnect, even at the Indie level, it's especially hard for the developer, I think.

But I think Slash nailed it on the head here;
author=slash
If you plan out a 5-hour-long game, how many hours is it going to take you to make, and how much free time do you have? When will the game be done? Do you think you can keep your motivation going if it takes longer than you expect? You don't have to answer these questions and many game developers can't, anyway, but it's worth thinking about.
The #1 thing you can do is ask yourself these questions.

All that being said, it's good to know you've actually completed several games before, because most people on here haven't (myself included)! That automatically puts you a step above the rest! xD Just be careful of how much work you're taking on, so that you don't "bite off" more than you can chew.

And at the end of the day, learn to know when to be satisfied and put something out there. A lot of serious artists can spend months (or years) endlessly reworking maps, battles, cutscenes, tweaking the most subtle detail and never finishing anything. But you're probably your own worst critic!

Standoff2.jpg

Do you guys have a Kickstarter?! I'd gladly donate, this project looks pretty top-notch! :)

It's nice to see someone using RMVAce for something so sharp and refreshing.

Standoff2.jpg

Uhmmm... gorgeous. xD

The shading and texture of this game's tiles has improved exponentially even since the earlier screenshots, which were already great. Nice job!

[RMVX ACE] Are there any games without those horrid default sprites?

author=Karsuman
yeah - you're exactly right blind, rips didn't make beloved rapture bad. shit writing, gameplay and your absolute refusal to improve any of it did. that you're still trying to defend yourself under the pretense of people being 'racist' against rips is just tragic, frankly.

but yeah, anyway - are you seriously trying to protect your ego by implying their are a whole ton of people 'offended' by craze's statements? you're not fooling anybody, bucko. that metaphorical umbrella you set up for yourself is very lonely.

but please do continue pretending this isn't all about you. it's comedy fucking gold.


I didn't say anything about Beloved Rapture once in this topic, but thanks for making it personal. If we're getting our facts straight tbh, it has more subscribers than any game you've been associated with. So I'm pretty sure your comments can be taken with a grain of salt, lol.

author=ESBY
Blindmind
for the flaw of unoriginality or 'lack of talent', when the RPGMaker Web crowd literally embodies such a thing.
Have you got a reason for thinking that other than pettiness, or are you really just that dumb?


All taken from different threads (at random) from the first page of RMW Game Development Forums:








Speaks for itself.

if you're a member there, it's nothing personal. Just a general summation.

Anyhow, I'm done with this discussion. I have no desire for it to get nasty or to waste my breath on anyone who obviously has very different ideas about aesthetics, the RTP and the community in general. For what it's worth, Craze also called out NicoB and Magi, whose games both have a pretty substantial following on here. Maybe the other developers don't care enough to defend themselves, so I'm going to let it be.

[RMVX ACE] Are there any games without those horrid default sprites?

author=Craze
ALSO YOU SAID WHERE THE GRAPHICS COME FROM DOESN'T MATTER AND THAT'S SO FALSE. the rtp is just vanilla, meant to be an "everygame" thing. one of the biggest reasons to edit your rtp characters is to make them not just Ralph (unless you're me and try to own the rtp for yourself like an asshole). but when i see surlent from rudras going from being a male undead scholar to a female valkyrie or something (this isn't an attack on balmung, just the first thing to come to mind), i lose a little something.

anyway continue disliking me and my stance on mapping/everything if you want, it can be mutual! or we could be friendly and i'll bite my tongue instead of saying "ur gam sux omega lol". like, bite my tongue clean off and mail it to you. because friendship. i have plenty of other people to pick on for being more effective jerks than you !!

LOL oh please dude. Stop acting like the whiny victim in this whole discussion.

Like, it's obviously a pointed comment if you're calling out games that use ripped graphics for the flaw of unoriginality or 'lack of talent', when the RPGMaker Web crowd literally embodies such a thing. It's just pretty obvious from your past comments where you stand. You're evaluating these projects based on the source of their tiles, not the games themselves, and therein lies the absense of logic or creative respect. I'm not sure why I'm the only one who notices or takes issue with that, but it's insultingly ignorant.

I personally could care less if you want to make tired cracks at my game, but even more than that, there are dozens of our peers who have used predominantly unoriginal tiles. Tbh, I'm annoyed on their behalf. When you phrase your statements the way you have, you're essentially equating it with laziness and lack of vision, when there's so much more that goes into the whole of a game's design and effectiveness.

Haha idk man, correct me if I'm reading it wrong! I certainly hope that I am!