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Description

Halloween approaches and it's that time of year when we remember the dead and dying. This year, instead of the typical horror-fest, we're going to be doing something about the corpses mouldering in our backyards.

That is, those games we never got around to finishing but always said "One day..." about. It's time to grab a shovel, dig up a dead one and lay it on the slab. Let's Frankenstein this thing!


Aim
The aim of this event is to take an old game that hasn't been touched in a while and bring it back to life with the intention of finishing it by the end of the month.


Event Rules
- Pick a game that's been out of commission for a while. I'm not going to be picky about how long they've been dead, as long as you haven't been actively working on it in for a while, it'll count.
- Work on it with the intent to finish before the due date (3rd December).
- Post progress updates at least once a week until the end date. I'll talk about that a bit more below.
- Finish the game by the due date and submit it to this page.


Rewards
If you do not finish your game in time, you'll get a participation badge for taking part in the event. This will be a low MS reward, but there will be supplemented rewards for taking part. This badge requires that at least one progress update badge to unlock.

If you actually complete the game and submit it to the site by the due date, you'll also get a badge. This badge requires at least two progress update badges to unlock.

Each of the four progress updates will net you a different badge and these will give you a tidy amount of MS too, so if you're not sure that you'll be able to finish your game in time, aim to take part in them!

Progress Updates
Over the course of the month (roughly once a week) you'll be asked for an update on your progress. Each time you'll be asked for something different - whether it be screenshots of current work, details of changed/finished components or other information.

To earn either of the main badges you must take part in some of these (not all of them, but it's encouraged that you do take part). You will be encouraged to give feedback to each other and post WIP pieces as well as finished stuff, so that everyone can keep abreast of how each other is doing. We're a community of developers, after all, even if it's just a hobby for some, so interacting and helping each other grow and encouraging each other is definitely something to aim for!

There will also, over the month, be a room on the RMN discord for people to talk about this event in particular and how they're going with their games for it. I encourage everyone taking part to join up and mingle.

First Update: Choose the game you are going to use and make a list of things that need changing/fixing/doing.

Second Update: Show off new vs old images and tell us a bit about your game.

Third Update: Fill in the survey below.
What have you accomplished on your project thus far?

What unexpected challenges have you run into in reviving your game?

How far through making the game would you say you are, currently?

Now that you've actually started working on the game, do you think you'll finish in time?

Can you see any big challenges that you might have to deal with in order to complete the game?

Is there anything in particular that you'd need help with in order to get past these challenges?

Would you be willing to ask others to help you with these possible issues?


Fourth Update: Make a game page, show off a screenshot of something new (gameplay-wise) and tell us how the gammak goes.

Fifth Update: Make a blog post detailing what you've done since the start of this event to where you are now in the game.

SIXTH PROGRESS UPDATE: BEGIN

Add your game download to the site and have it tagged for testers. Then get someone to do a test of what you have. Post their notes here, then put up your game for reaslies and add it to this page before the 3rd




FAQs
Do we need to make a gamepage?
If you already have an existing gamepage you don't need to make another. However, if your game is not already on the site, then you will have to make a gamepage for it as it is a requirement for submitting the games this time.

I will be checking the queue fairly often over the course of the event, especially towards the end, so the sooner you get your gamepages in, the better. If you need help getting your gamepage accepted, just PM me (Liberty) and I can help you out a bit, but usually I'll be giving you the same information as I give in the notes when a gamepage is denied so make sure to check those first! Also, the information in this thread is very useful: https://rpgmaker.net/forums/topics/5673/

How do I submit?
You must have a gamepage that has been accepted to the site and upload a version of your game there first. Then make sure you've signed up to this event. After that, hit the Submit button in the top-right corner of this page and pick your game from the list.

Is there a limit on the age of the game?
Nope. All that matters is that you haven't touched it in a while.

Can I just remake one of my old games that didn't get finished?
Yes, actually. All that matters is that the game in question exists before this event and hasn't been touched in a while. How you bring it back to life is up to you. Whether that means remaking it from the ground up or taking a half-finished game and scaling it down to fit within the month is up to you.

What about a game that's complete but needs some bug fixes and/or edits? Will that count?
I'm afraid not. It's really not in the spirit of the event - that is, taking something that isn't complete and bringing it back from that shallow (or deep) grave in order to spring back to complete 'health' again.

Can I just make a new game instead?
Again, not really in the spirit of the event, so no. Sorry, maybe next time.

Teams? Multiple entries?
If you want to team up with someone to help revive your game, that's definitely a-okay. Aside from that, there are some games out there that started with groups and just died. If those people want to get back together and try to finish the game, that's all well and dandy too. And sometimes an artist might be helping one team and have their own game as well. That's why I've allowed both teaming and multiple entries.

Details

  • 10/01/2017 01:13 PM
  • 12/05/2017 01:59 AM
  • 10

Achievements

Registration

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Teams Members Entry
#TeamSaveTheGame
210 hours into a game and still not finished with beggining forest
Ain't no gettin' off this train
Dracolich Diggin, Now with 50% More Birthday Hats of Doom
I'm trying my "best", ok? (no I'm not)
Loop's Return
Night of the Living Dy
Revive MinST
Sure, why not
Triangle Games Productions
All of my games are finished; what am I doing here? hep
Cyclopes
Dead Gams tell no tales
Dragon Ascension shall be reborn
Duh Valley restoration committee
Five rows of teeth and a portal to hell
Goblin Noir
Grindalf Games
Hello my friends it is good to see you all again.
Here's hoping this works
hirogame
I have a lot of dead projects to choose from oh me oh my
I savestate scummed every boss in Lufia 1 so far
I swear I'm gonna participate this time.
I will remake Robo Clash for this
I'm doing a thing
I'm Doing Science and I'm Still Alive
In Search of Undead Dragons (pls let me kill a dragon Indrah pls)
Let's bring some old games to light!
Let's finish this game already... (Phantasia 2 Redux)
Let's remake my Flash Game in RPG Maker
Lets embarrass myself again.
Mark Strikes Back!!
One-Man Indie
Probably biting off more than I can chew now
Reviving my deadiest game yet
SCREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEHEMAN! IVE COME FOR YOUR SOUL AND GAMMAK
Still Lingering
Surprise, Bitch
Team Make-a-salad-it-is-healthy-burritos-are-better-than-tacos
Team Make-a-team-but-never-actually-submit-anything
Team Nyx
Team Starlight
Team SteemIt
Uranus has 5 moons
Vegence of th Fith Godess
What to revive today...
Zombify: return target creature card from your graveyard to the battlefield
÷C AS H M ER E÷ ÷C AT H O DE÷ ÷R AY÷ ÷TU B E÷

Posts

author=pianotm
I have to agree. I do feel like this could actually prevent me from satisfactorily finishing my project. I had to a rush out a beta on account of this update when I could have been working on improving the game instead of worrying about whether it would work.

Plus you have to account time for testers testing and then providing feedback. That takes time out of their schedules, too~
..it's optional unless you need the last one to get enough for either badge.
Even so, it's still kind of a dick move. Why not have the testing progress update be the second to last challenge instead?
author=Liberty
..it's optional unless you need the last one to get enough for either badge.


I'm not trying to slap your wrists Libby I just know that some testers test quicker than others, and getting feedback from them within a week with no real incentive on the testers part to hurry might be... difficult?

I am in no way complaining over 20 MS. (if that's even a factor here, if not I don't see the problem at all)
pianotm
The TM is for Totally Magical.
32388
Playtester, Healy!
Version Loop's Quest Beta 0.1.1

Well, I played up to the fight with the demon in the shrine, then got stuck shortly after. Here are my thoughts:

-It's kind of weird how many maps in the game are only the size of one screen. It makes the ones that aren't stick out that much more.
-Door and chest opening animations seem a bit long
-Does the player really need to sit through that long fanfare after you get the sword in the beginning?
-Besides that, though, you do a really good job of getting the player right in the action after the intro. Well done!
-The woman in the house at the beginning (your mom? I didn't catch who she was) has green hair in her sprite, but brown in her faceset picture. I suggest changing her sprite to the one that fits her portrait.
-I like the custom battle background for the cellar
-If you're going to put items in vases and barrels and junk, maybe make a message for when there isn't anything there.
-I noticed there are a couple bookshelves that don't have examine messages, like the one in your house. Either all of them should have one, or none of them should. (Note that, "This bookshelf has nothing interesting on it." is a perfectly good message.)
-Please don't make the player trip a flag to get the basement key. I know you don't want them to pick it up before the mummy battle, but surely there are other ways to do that?
-I notice a lot of cutscene specific people just disappear when the cutscene is over. It looks really weird. Even just fading the screen out and having the sprites disappear then would look better.
-The statue of a guard in the castle town should probably be set to Direction Fix (inanimate).
-I like how all the grave markers in the churchyard castle town have messages. It's a nice detail that many RPG devs, indie or not, don't seem to go in for.
-It's a little weird how you can't talk to the guards in the castle. Even a short message like, "Welcome to the castle!" or, "Mind yourself before the king!" would be nice.
-I like the cooking woman in the town by the forest! It might be better, though, if she were connected with the story in some small, minor way. (Maybe she's trying to take over the inn after the old inkeeper left?)
-Speaking of him, I didn't catch everything he said the first time around. It might best if he repeated it, or maybe summarized what he told you after you've talked to him once.
-The werewolf scream before the boss fight goes on a little too long for my tastes. Maybe make it shorter, or have the werewolf come in while it's playing.
-I like the swap meet area! It's very flavorful.
-The regular battle theme on the Dutch Man feels a little out of place. Maybe switch it to something spookier.
-Screens in the shrine (temple?) area feel way too big. I'm thinking of those massive connector rooms (like the one just downstairs and south) in particular.
-Speaking of, I found the dialogue events surrounding the shrine area kind of confusing in general. Okay, so Vargas lied (to Ara?) about why he joined the Children of Light. But didn't he just tell her the real reason in the ice cave? Or was that the fake reason? Add in the double fakeout about the vdemons and it's just... odd, in general.
-The priests are way too hard to fight. Way, way too hard. They're harder than the demon that's supposed to be the boss of that area, and you fight them twice. They can easily kill Nuri in one turn with their single-target magic attack, and their multi-attack takes off a big chunk of HP. What's worse is that their speed is high enough that they can attack before you each turn. They need to be nerfed, hard. Either give them less speed (like, way less), or take away their skills (either one would do) and give them regular attacks, or give them less MP, or something. As is they're a real roadblock.
-The location of the second ladder is a little unclear. Maybe have someone point out the crevice?
-I got stuck immediately after that. I couldn't figure out how to proceed after both your ladders fall into the pit. This is about where I left off. Where is she referring to, exactly?
-In general, I'd say town dialogue needs to be punched up a bit more. What you have is okay, but it could be better. I suggest reading some of these articles:
"Hello There!" The Dialect of a Town NPC
What Makes a Good Dialogue? Part 1 (parts 2 and 3 are linked in the article)
RPG Auditions Today! Characters Wanted
I don't agree with everything they say, but they do give a lot of good advice, especially the part about giving each NPC some kind of gimmick that links back to the theme of the town.
-I noticed some typos while playing your game. Here's an imgur album of what I found. Text runoff errors seem to be particularly common; I suggest checking to make sure that all your text fits in its box.
-And here's an imgur album full of some of the bugs I found as well. Most of these are pretty minor; none are game-breaking.

That's about all I have to say. I hope you find it helpful, and good luck finishing for the event.
Yeah, I kinda forgot how long it can take to test a game, sorry. >.<;

My idea was more you try each others games but eh, I'll extend it a bit more to be nice. This has to be the longest extended event on RMN so far though! Breakin' new records y'all~
author=Liberty
Yeah, I kinda forgot how long it can take to test a game, sorry. >.<;

My idea was more you try each others games but eh, I'll extend it a bit more to be nice. This has to be the longest extended event on RMN so far though! Breakin' new records y'all~


Yeeeeeeyyy!!! That's soooo cool! More time to finish! Thanks Libby >u<
I'm really excited to let test my game from you guys... If anyone is interested of course :)
Dreamaria, version 0.2 (by my reckoning), playtested by Delsin7:
Heya Healy, did one test play so far. Its a pretty cute game.

I didn't find any game breaking or serious bugs. Only a few minor ones really.

Minor/Aesthetic---
-When using the Lovers in the Wood portal and its return portal, Mora turns up before teleporting.
-Wisps beneath the Waves portal and its return portal have similar issue.
-Formatting on some dialogue is a bit odd, not sure if engine issue or font issue. When done for
aesthetics it works fine.

:D Hope you can finish the game later on!
pianotm playtest of MinST:

Okay...
Here we go.

- I really like the retro graphics in this.
- The difficulty is going to be a bit high. A lot of players will probably be frustrated, but this is probably better as a two player game, anyway.
- Music is extremely repetitive and I find I can't really stand it for more than a few minutes.
- There needs to be a clearer way to advance to the next map in AI battles.
- I like the tactical Chess quality that this game has. There just aren't enough games like this.
- I understand using the computer's internal speaker to signify actor death, but it really does sound like an error bell, since it's the same sound effect used to signal errors. I would really recommend finding a different sound effect.
- Controls are very unintuitive. It would be much better to assign movement controls to QWEASDZXC or the number pad. Assigning them to Home, Delete, PgUp, PgDn, End, and INS is very ill thought out. They're not configured in such a way that a player can readily mentally identify direction. Also, the configuration will be different from keyboard to keyboard and this really too close to the function keys. As long as I've been playing, I'm still not used to this. If you're trying to concentrate on what buttons to push, then you're not enjoying the game. A game this difficult, people should be focusing on it instead of making sure they've got all of their movement keys and order figured out.
- Obstacles should be made to stand out a bit more. Namely the trees. Rocks and walls are fine. Quite often, I find myself trying to move, and it's taking me longer than it should to realize that I'm trying to go through a tree.

That should cover pretty much everything I looked at. I encountered no glitches at all. This was very well put together.
Playthrough of Roboclash for Rose_Guardian

-The script is in dire need of a proofreader.
-The various attack and spell animations are bland, but that's understandable given the nature of the Event.
-At the end of battle, we can't see the Congratulations message. It fades away too quickly.
-Small passability issue in Kaeris' room. He can walk on the two book piles.
-NPC dialogue in the town area is meaningless. They're the only real opportunity you have to do world building, so you should replace their vapid "Hey Kaeris" dialogue with stuff pertaining to recent events, the war, the world, and so on.
-When I enter the CAFE in the top left of the base, it replays the opening scene.
-After Battle 1, Annabelle is in two places at once. Her room and blocking the Exit.
-I can repeat the Visiting Kaeris' Brother cutscene again, and the second time it makes the screen go permanently black.
-Battle 2 : Long distances and especially narrow corridors are taboo in SRPGs. For one, empty distances are a drag for the player to manually march their team across. Always try to keep engagement with the enemy imminent, or at least keep the player planning for the next engagement (eg. The enemy rushes and will meet the party in 2-3 turns). And two, narrow passageways cause traffic jams.
-Looks like a GuiDB glitch, but if I Move and don't do anything, just press Cancel, that char is unable to move next turn.
-Battle 2 Condition : "Reach 35, 8". I don't know what that is xD If you can change that to "Reach the door" or whatever, it'd be better.
-Flyers can walk through walls?
-I chalked the first battle's lack of difficulty up to being the first battle, but the second was ridiculously easy too.
-Tori's Dispel didn't cure Stun OR Poison, and Poison is mad deadly because Micha's Heal can't keep up.
-After Battle 2, the cutscenes keep cycling back to Tori walking into Kaeris' room.
And that's where I had to stop because I couldn't progress.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Liberty
Yeah, I kinda forgot how long it can take to test a game, sorry. >.<;

My idea was more you try each others games but eh, I'll extend it a bit more to be nice. This has to be the longest extended event on RMN so far though! Breakin' new records y'all~
Last King of Hyrule was extended for more than a year past the original date. But this kind of extension is admittedly usually reserved for collaborative events.
Yo guys. Anyone's interested on testing my game The Slave?
Sure, I'll try any RMVX, VXA, or MV game that uses a non front-view battle system, which includes horror games.
author=bicfarmer
Sure, I'll try any RMVX, VXA, or MV game that uses a non front-view battle system, which includes horror games.


K then. I'll let you know when I'm done.
pianotm
The TM is for Totally Magical.
32388
https://rpgmaker.net/games/7957/downloads/9509/

It's alive...
It's alive!
IT'S ALIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVVVVVVVVVVVVVVVVVVVEEEEEEEEEEEEEEE!!!!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's dead, Jim.

Well no. My game's not dead, per se. But the one dungeon I finished over the last two months didn't turn it into a complete game. Gimme another two or three years.
Who's sure to post the game on time?
Sure? I'll give you a definite maybe!

I'm still marching through balancing, changing and redoing encounters, fixing bugs, and adding random features. Here's one of each:

BALANCING:
I recently changed the duration of the late-game. I cut down on the number of encounters in most mid-late game dungeons. The most egregious was a dungeon that required 8 encounters (7 mobs + the boss) and the final dungeon (12!). I cut down on most of them to a more average 5 per dungeon. Altima is a simple game and those dungeons were really overstaying their welcome.

I also cut the cost of accessories and some other gear and consumables. Gear and builds aren't as fun if you never have the money for them! Plus with the cut to the endgame duration something had to change so I changed costs instead of income. I might have to change EXP payouts too to make sure the player hits the level cap at the right spot.


ENCOUNTERS:
There was a support mob that only did two thngs: Give AoE 10% HP regen... and AoE buff everybody's health to x2. I changed it so now he punches on odd turns, first even turn is AoE 10% regen, and second even is single target x2 max hp. He no longer makes a fight take forever based on RNG while still being a dumb annoying pest.

Also a boss that would every 4 turns heal himself and give a bunch of defensive buffs. I nixed half of the defensive ones for an offensive one.


BUGS:
One character had an AoE buff remove skill that... actually didn't do anything! It was incorrectly flagged to do damage while not doing any so the state change effect of the skill was dropped.


FEATURES:
I made a new animated battle background for the final boss fight! People who had Windows 3.1 to 98 machines might recognize the inspiration of it (spoilers it's the flying through space screen saver)

-rtp is strong with this game
-dialogue works to present the situation, but I'm not really interested in characters at this point
-putting an intimate information about past is a good way to get my attention
-Helping Elasar, because why not
-the tint in the lower part is little too orange
-i don't know why I should talk with people
-animated furniture is a nice touch
-if you include notes, i would welcome one, which would tell me to talk with people

-I don't have any skills to kill chillisp
-the plant enemy is weak
-Bandits are ok
-I would prefer the game to start with action

BUG 1: After getting the first fire shard Mirum stays on the map moving in front of me. She disappear after opening menu.

-is nil in the letter to jenista letter a typo?
-the lesser fae cutsune didn't triggered at first and only did so after I returned to the map
-battle with 3 bandits was too long
-in the basement with a secret passage, a crate blocks you from going left
-the first item in the second inn's bottom room is blocking your path (you can't avoid taking it)
-good end it lets me hungry for more

Overall there's no game-breaking bug. Music is everywhere and I didn't notice any missing sounds. I think there's one misplaced tile in the forest.
The game is quite mouthful and i think that the start could be faster, but once I got used to it, the pace became good and relaxing
Battles are all quite easy and they're more about getting longer rather than more difficult
For some reason I liked the second settlement better, the first one felt little gratitous
maps are nice, sometimes little clustered
I would play more, but it needs some extra feature to keep my interest
Making battles more interesting by making actors more dependant on each other would be nice.


Test Notes from v.03
Someone actually played my Ultimate first game. I'm surprised. But thanks to them I can get more undeadz.
author=StarlightShoals
I just finished the demo and had a ton of fun playing it!! I logged 1 hour and 39 minutes on my last save file, after beating the secret boss and running around enjoying all the post-game stuff to cap it off~

For people who haven't played the demo yet, you'll be blown away by the battle system. Every encounter takes place on-screen with an ingenious turn-based interface using common events, it made me wonder why the heck I never thought of doing something like that. It must've taken bicfarmer a lot of blood, sweat and tears to implement, though.

The way skills work in the game is really original as well, the damage you do is always a fixed amount starting from your attack/magic stat, which you can buff with certain skills, and enemies' attacks work the same way, meaning it becomes a pretty fun numbers game as you get in "duels" with your foes trying to be the first to whittle down each other's HP. One of my favorite skills to use was "Wind", which has a fixed damage rate of 2 plus the number of turns you've had in battle...so let's say you've taken 10 turns in battle, that means if you use "Wind" then you'll do 12 points of damage which is a LOT in this game, and on the next turn it'll be 13, then 14, etc. which is awesome~

Another neat feature is that once you start up the game, you're given the option of choosing between four different perks:
1. You can save anytime anywhere (this is what I went with and it made me feel a lot more secure)
2. You get a starter pack of equipment (all you get normally is a sword at the start, I don't know what you get if you pick this but it sounds useful)
3. You get two insta-kill items (would be very useful for a couple boss fights, but eh, it feels like cheating...apparently each use of them decreases your max HP by 20 though, which is a nice penalty)
4. You start with 200 G (might be the most useful option, money is painfully hard to come by in this game and inventory management gets tricky, but it's definitely doable and I had fun with the challenge)

As far as the story and characters go, this game takes a really lighthearted approach that I really enjoyed, it's very tongue-in-cheek and has a bunch of great meta-humor later on. I was really sad when I realized there was nothing left to explore because I was excited to get to places like the Cemetery and Harbor Town, which are places mentioned in the demo but never reached.

Overall I'd say this demo is absolutely worth downloading, it's short and sweet, has an excellent original battle system and will keep you entertained start to finish. I can't wait for more!!