Description



Some of you might not know what a Release Something! Day (RS!D) is. Basically, it's a day where you release something - anything! - in order to get feedback from the community.

Release Something! Days used to be a regularly occurring events back when the community had a problem with releasing stuff. It was created as a way to encourage sharing, collaboration, feedback, and content in the community. The aim is to truly try to capture the spirit of releasing something.

It is not about prepping a major release, or making something in a fury to have something new to show for the event. It is about showing your works-in-progress, getting feedback, and checking out what other people are working on. Like a snapshot of RMN's development community.


WHATTA RELEASING?
Music, tiles, sprites, graphics of any type, gameplay (videos of gameplay tests are good), tech demos, demos - even completed games (but don't strive for a finished product; that's not the point of RS!D).


GOTTA HAVE RULES
- To 'Release Something' just upload it straight to this event page. Sign in/up, then hit 'Submit' in the top right corner of the page and browse until you find the file you want to 'Release'. Voila~
- You can release more than one thing, but try to make sure it's something you've been working on at least recently (say, in the last month or so). Keep it relevant!
- Release all through the weekend.
- DO NOT steal the things you see here, if someone wants feedback on a resource or script. I doubt we have to say it, but it's worth saying just in case someone uses the 'but you never said...' shit to justify being a fuckwit.
- To give feedback, use @username and then hide tags (depending on length and amount of feedbacks in post. So, for example:

@Liberty
[hide]this page is pretty awesome but hey, I think you need to work on your logo making abilities because holy shit giiiiirl[/hide]



GOTTA GET GOODIES
There will be a badge worth 10 MS for releasing something. One per person.
Best feedback givers will also get a badge worth 20 MS. Because the feedback is what counts most!


Just to re-iterate: You are releasing something :ANYTHING: that you have done on your project over the last month or two. It can be a screenshot, a face image, planned dialogue, a script snippit, a resource, a demo (if you have one on hand) or a video of a system or anything like that. It does not have to be something that you whip up over this weekend - in fact, it's HIGHLY ENCOURAGED that you NOT do that! Just dump something in! Or a few somethings!


GO GO GO GO GO GO GOTTA GO FASTER!!!!

Details

  • 01/15/2016 11:59 PM
  • 01/18/2016 11:59 PM

Achievements

Registration

You must be logged in to sign up for Release Something: Gotta Go Fast!!!.

Participants Entries
BadLuck
Craze
J-Man
Dudesoft
Ocean
UPRC
Archeia_Nessiah
Liberty
bahlete442456234996
eplipswich
slash
JosephSeraph
Ratty524
WolfCoder
Deltree
polarcactus
Dyhalto
Rhyme
MakioKuta
InfectionFiles
Hasvers
Rose_Guardian
Seiromem
Ljink
Gourd_Clae
Luiishu535
Someoneman
Sgt M
mjshi
Irog
SunflowerGames
Addit
Roden
Novalux
LorSquirrel
Vaccaria
Red_Nova
Subzero_Dragon
Lucy_Fox
Housekeeping
unity
Sooz
pianotm
Zeigfried_McBacon
charblar
dinkledaberry
Zephire98
Kylaila
karins_soulkeeper
AubreyTheBard
zDS
Frogge
Zero3D
KrimsonKatt
Donut
CYBERLOUS
AceOfAces
BerryRMN
pooperflooper
Punkitt
Thunder176
kr0x

Posts

@kylaila: It was supposed to be a pattern for the wall tiles, but finally I get what others meant. I'll rework them. XD Thank you!

@piano: Upload using the submit button (top-right) and it'll turn up under your name in the list~ ^.^)b

@Ratty: Pixel resolutions... yeah, I get what you mean. I'll fix the sprite up a bit more. Didn't really want to do too much shading on her, though, as with the rest of the graphics. Thanks!
@Kylaila
I'm glad you like the soundtracks, Secrets is the title screen theme.
Also, yes the main protagonist is wearing a short dress and she was imprisoned then escapes at the start of the game.Really odd how you guessed that!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Liberty
@Ratty: Pixel resolutions... yeah, I get what you mean. I'll fix the sprite up a bit more. Didn't really want to do too much shading on her, though, as with the rest of the graphics. Thanks!

It ain't about shading, it's just about style consistency. If you are making sprites that use 2x2 pixels, keep it that way.

I'd be personally intrigued by what you could pull off at a lower-res/Atari-like pixel art style, but whatever floats your boat.
@Cyberlous What can I say ;) I've become fairly good at it. There are certain tropes.
The spriting makes it difficult to identify as it really could be just a t-shirt, but kool, makes more sense as a dress!

@Libby: Glad that rambling helped *chuckle* I'm sure it will be easy for you to align it so it comes out as well as intended.
AceOfAces
Engineering to infinity!
2138
Man, this starts to get harder to follow.
@MakioKuta, nice artwork! Keep up the good work!
@Kylaila, Interesting designs.
author=Kylaila
@Cyberlous What can I say ;) I've become fairly good at it. There are certain tropes.
The spriting makes it difficult to identify as it really could be just a t-shirt, but kool, makes more sense as a dress!

Hehehe, I guess so!
A little long, sorry I didn't cover everyone!! >.<

@Ocean
Lovely sprites! I love the color choice for the overworld icons. Rubi's sprite looks nice too!


@Liberty
I'm intrigued!! The sprites look pretty good, though the walls may be a bit plain? Unless that makes sense in the universe its in, then many apologies!!


@eplipswich
The main issue I'm having here is the font choice. It doesn't fit with your atmosphere. Besides that, everything looks great!


@Deltree
Looks perfect to me! The art and style is great and the art is A+++!


@Luchino
Some of the spritework clash with one another or stick out. Most notable is the ship with the items that don't have a dark enough border like the anchor or the ropes. Besides that, it works well!


@MakioKuta
Nice artwork! Love the backgrounds too!!


@InfectionFiles
No idea what the genre is (drama? horror? both?) but I'm pretty interested! Can't wait to see the full product in action.


@SgtMettool
I love them all and they all deserve kisses.


@Pizza
Art style is great, color pallete is easy on the eyes! Looks like a fleshed out world already!!


@KatanaHiroshi
Very appealling! Though, Chaos' sprite might need to be lightened a bit to see more detail. But that's just my opinion.


@Lucy_Fox
You might be overdoing the effects. I know they look pretty, but it distracts the viewer from the characters! Besides that, there is definitely a world and atmosphere going on!


@dinkedaberry
Besides the font choice everything is adorable and pretty! Excellent colors btw


@zDs
Very cute looking so far, I like it!

@Frogge
Your game concept sounds great. The various grids present interesting challenge by themselves. You should first release a game using those grids without power ups. Then experiment with it and get feedback. Then only add the power ups one by one as each has the potential to make your game too easy or extremely difficult if the AI strategically plan power up usage.


@BerryRMN
The three charters looks very funny. Are they custom? The room is too large and empty. Reduce the room size or add furniture and accessories. The sink table is way too long.


@Lucy_Fox
Excellent mapping! The street light looks out of place in the forest.


@InfectionFiles
Awesome creepy setting! Is the grayscale limited to a flashback potion of a game or is it a full length grayscale game?


@Ocean
Very cute icons and sprite.


@ Deltree
Awesome animation!!! The only improvement I could suggest is to have the first row of monsters being pushed back onto the second row then have both rows being pushed back onto the third one... instead of sliding right all row at once.


@KatanaHiroshi
The long hallways suggest the doors connect to large size rooms (I like when hallways size matches room size).
The shadow with red eyes has very tiny eyes that will be difficult to see after sprite rendering.


@dinkledaberry
I love your art style! All pieces fit well together.


@zDS
Looks really good but I would change the floor tile from black to something that suggests the player can walk on it. Black tiles usually represent unreachable area.
I've been trying to get this reply out sooner, but I accidentally close the tab on this one and all my feedback I've made is gone. T-T <sad>

I'll be posting individual responses to the feedback on a later time (as well as probably a part 2 of my comments for other people's works), but from what I can garner, there's a lot of complaints of map sizes and height of the walls. I'll see what I can do. But that would also mean that I would have no choice but to do a lot of mapping changes in the area. Then again, I did made this in just 1-3 minutes.. so editing them with more details would really help a lot. Guess I still have some work cut out for me.

@ J-Man


Animation looks pretty nice overall and the graphics of the characters and the enemies are pretty cute. Something like Ragnarok like design or something to that effect. The whole battle is interesting and while it does have interesting mechanics, it does pad out a little too long for my tastes. The cutscenes are rather simple, but I'd say that its pretty decent considering this hasn't been finalized yet?

It has a pretty look to it and the text box effect emphasized a lot to the feel of the game. The default facesets does seem a little jarring at times, but I suppose this hasn't been edited completely yet, so I wouldn't be too hard on it for now.


@ Ocean

The sprites look rather interesting, to say the least. I don't have much to say about Rubi though since its simple and looks nice enough. On the other hand, the overworld sprites looks pretty solid, but I find the house having slight contrast problems. Being that the pinkish looking roof on the house is a little bit more disoriented in my eyes so it doesn't seem to look awfully appealing in my point of view. But otherwise, it is drawn very well and I admire the effort on making the sprites look as it is.


@ Ratty524

The intro is very well executed. Its simple yet there's a lot of feel to it that makes the moment and the build up much more interesting. The emotions and the trials that are to befall the child are going to show us the atmosphere and the tone of the game in general and see the foreshadows the conflict that is to come. Admittedly, it does come off a little weird, but I'll take it. There's nothing really bad to comment on it per se, but if there's something I can criticize, its that the sprites sometimes looks pretty funny at points. But that's just nitpicking all the way.. sooo... yeah.


@ Deltree <OMGGM,I'm fangasming Ican'tbelieveI'mactuallygoingtodothisAAARRRGH>

Admittedly, the gameplay is going to be amazing from what I can tell on the screenshot and from what it entails, it covers a lot of points. Especially since its made in Unity of all things, I guess this means that a lot of effort and work has been placed on the project itself.

We can tell that the damage popup is interesting in that it jumps up when damage is taken. The timing of the damage is accurate enough. Its positioning is relatively fine so that it doesn't distract the view but at the same time it is a little too high for my liking. And the animation for Tox for his breath and its impact is executed at a good distance point and its impact hits at the right moments. The knockback could use some work for the enemies, but otherwise its pretty good overall as well as implementing the momentum gauge for some effect. I also noticed the time dropping on the down-left corner. I'm sure its useful for something, but I don't really know what.

All in all, it's pretty and the effects are nice to look at. Animation looks simple and does its job relatively well. Popups are pretty to look at and the character poses and backgrounds blend really well. Good work. c:


@ Luchino

There's not much to say to criticize or compliment on it. Its really well done and the battlers looks nice and cool (The slimes have such great visual detail). The ship bridge looks simple and yet with details it could be amazing. The ship_1 looks almost amazing to look at and the port town looks detailed enough (wish I could see a bigger size of it). This game might look pretty good by standards. Keep up the good work.


@ luiishu535

Simple and red. Might looks better with a little more details, but its pretty good to look at.


@ Red_Nova

As usual.. I'm impressed by the amount of effort you put. Its pretty impressive that you were able to customize the menu screen in an interesting light. Played the demo already and it does look nice on the overall scope of things. Your games are brutal sometimes.


@ Punkitt

Cute, simple and adorable. c: Custom made, is it? Its looking very well designed. Some people may not be a fan, but I'm okay with its look. The shape of the weird L object is interesting but its positioning and its color just seems so off to me that it just looks weird. Otherwise, its pretty to look at.


@ kr0x

Aww. Its so adorable and scary at the same time. Clips looks cute and the backgrounds looks simple enough.


That's all for now. I'll probably look at the others at a later point in time and respond to da criticisms then. c:
Deltree
doesn't live here anymore
4556
Thanks again! I'll try to respond to specific questions!

author=Kylaila
What does the status messages of the bottom two mean? They are out of battle naturally, seems like one is simple gone and one dead? Or is that just a random play on words or are they supportive ..? Really hard to tell with the messages alone.

The two other characters on the left side? They're assist characters; you can call them in to perform special moves (the names "light up" when they have enough SP to attack). I don't have sprites for them yet, so they are missing in action.

author=Irog
Awesome animation!!! The only improvement I could suggest is to have the first row of monsters being pushed back onto the second row then have both rows being pushed back onto the third one... instead of sliding right all row at once.

This is actually a clever idea! Right now, the "fly away" function is just called when HP hits 0; in this case, they all have the same HP, so they all fly off at once. However, I should be able to check their column and apply a little delay so the forward ones move off first, and so on. I'll probably up the speed of the whole effect, too. Good idea though, thanks!

Whoops, one more ninja post:

author=BerryRMN
The timing of the damage is accurate enough. Its positioning is relatively fine so that it doesn't distract the view but at the same time it is a little too high for my liking.

Haha, I appreciate your enthusiasm and detailed look! The reason the numbers pop up so high is that I shot that GIF in 360p mode instead of the full 720. Somewhere, I applied the wrong coordinate system to the numbers, so they're actually going twice as far as they would at full resolution, but I haven't bothered to figure out where I messed up the math, yet!

The knockback effects will eventually get more elaborate, too. I want enemies to bounce off walls/fly into the foreground at random if they're hit by a powerful enough attack. I've got the logic in place, but not the follow-through. I'm saving all that for the polish phase!
This event happened at the exact time I was ready for another demo release anyways~ I've uploaded the playable demo. There still isn't much yet.

You can read much more details about this specific release here: https://steamcommunity.com/groups/landtrav#announcements/detail/698422928778032545

There is a working multiplayer test server, just select Multiplayer from the main menu and the info for the test server is filled out for you. Just hit OK and follow the directions and then you'll be on.

I recommend you bring a friend with you if you decide to do that since I don't expect people to stay on it.
@Kory_toombs - Lava Cave shadows look strange in some areas.
Got it, thnx, I've been working on it but we'll have to wait for a later version to see if i nailed it right this time :)


@Eplipswich - Do you plan to add a title name on the title screen? Because I'm not sure about having just a picture there. And it looks a little weird for the New Game, Continue and Options to be on top.
I was planning to keep the Title as it is since the true titlescreen is is after the first part, as a cutscene. Though it's WIP so anything can happen, I agree on the awkward positioning of the menu, 'twas a little artistic risk but it doesn't really works as well as it did on paper.


@Dinkledaberry - Cool. Looks like your standard fantasy RPG. That minecart ride would not be fun! Don't see any issues with the mapping for the most part. Neat stuff.
Yea, for a first project I just wanted to get at least the basics right, so I'm just focusing on the traditional style of RPG maker, though i'm planning to implement a little more to give it a little bit more uniqueness of it's own


@Pianotm - The story and the graphics seem fairly common. Meanwhile, the gameplay seems to be what you're spending the most time on. The game is fun, but you've got a glitch in the first trial. It's not game breaking, but if you hit it, you will have to shut down and continue. Those jump ledges? You have some that lead off the map, into waterfalls and into solid wall. No, the fact that you have an impassable tile there will not stop a character from jumping into it, and once you're there, you're trapped.
Damn, i've been playtesting that area for days, bummer that a few of them bugs still slipped trough, welp, on to playtesting it again, now with NO faults ;)


@Aceofaces - I like the premise of the game (from what I've played). Although the tutorial could have been more seamless.
Thx! Do you mean with seamless that it should be quicker? Or just organized differently?


@Luiishu535 - - Your 5th map misses the top part of the rock, next to the top left switch.
- I don't know what's going on with your 4th map, but I suggest you to add some more ground detail and maybe a few water-lily leaves. A tint and perhaps a fog effect would further enhance the atmosphere.
- Your 3rd map suffers from height inconsistency. I recommend you to learn shift-mapping and change your walls so that they are at the same height.
- Carpets don't work like that (2nd map) and I think that the map feels awfully empty, especially the walls.
Alright, let's tackle these one by one:
-I knoooooooow, i hoped nobody would notice but the second I submitted that screenshot I saw that too, it is fixed now though.
-The 4th map is indeed a little empty in that aspect, will work on that :)
-I'll try to keep inconsistencies at a minimum, there's some more in other maps too, those kind of things i'll probably fix sometime later since some ideas i have need a little bit more leniency in that aspect.
-That's a good point, since it's gonna be the main "hubworld" for most of the game, not really sure what i should put in there to fill it up, though..


@ZDS - No complaints here! Looks like you're using default RTP on MV.
For now ;) Pretty 70-90% of the graphics and music are placeholders, though graphic desing isn't my strongest suit, so in the worst case only the music will be different.


@Deltree - Maps look nice and organized! In #4, I can't tell if the character is in the water or in midair; that's probably due to MV leaving shadows off characters. Something that could be worth adding to the sprites, if you have the means!
Thx! Yup, that's MV, i'll try to work on that if I don't have to overhaul every jump there is ;D


Thx everybody for ALL the feedback, it's my first project so I wasn't expecting such overall positivity, and the feedback has been really REALLY helpful! Thx!

Now before this post gets too long I'll go start working on it all right away, haha.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Thanks everyone for the feedback! My game is called "Godless Tongue" and it's going to be greyscale throughout the entire game and it's going to be a horror game.

I'll work on the tint/greyscale coloring so there will be some color pop, so maybe not entirely greyscale!
And I'm either going to stick to a "painted" look or go for the grainy style the other maps have except for the 2nd image here(which is the intro).

I definitely take all advice to heart! So again, thanks again to those who have commented on my stuff so far. :)
@J-Man
Very impressive, I really like the animations and the overall style you're going for. Only thing i can say is that the camera movement is a little awkward sometimes. Other than that, looks good!


@Ocean
That's some HQ pixel art right there, kinda curious on how you'll implement them.


@UPRC
This looks HUGE, like, really HUGE. Very nice! Though at the stronghold/fortress map the walls seem a little off, I wanna say height inconsistency, but i'm not sure that's the right word :P


@Liberty
I like your sprites! I like your walls and floors a little less, though. Also , to me the character looks out of place like a 8-bit char in a 16-bit world, though that does work sometimes.


@Eplipswich
I like what I see. I wanna say it looks inspired by Earthbound, dunno if you see that as a compliment or nah. I also wanna know how the combat will work out or if there's gonna be any combat at all.


@Deltree
Call me whatever you named those enemies because that gif blew me away.


@Luchino
Good stuff, like the style, reminds me of some of the better MS-DOS games. Maybe add a fog effect to the dock map, to get that overall shoreline look. But the port town, again, good stuff!


@Dyhalto
Looks like some kind of journal log? Not sure what you're going for with it, but it's intriguing and looks pretty neat nontheless.


@MakioKuta
Nice! Visual novels aren't really my cup of tea, but the artstyle is amazing and it looks very polished!


@Infectionfiles
Nice style, are your maps like image overlays? Sorry if I got the terminology wrong


@Luiishu535
That sure looks like a clown I want to kill. No but seriously, the name got me VERY interested , though I need see some ingame footage before i'm going to say more.


@SgtMettool
I like the cutesy look a lot. Though it might be nitpicking, but the faceset looks like it could use a little bit more symmetry, if you know what I mean.


@Kory_toombs
In the first screenshot it looks like the character is stuck between the sand piles, even though i'm pretty sure he's not.. Right? Other that that all screens look great!


@Dinkledaberry
Only thing I can think of is maybe make the faces more pixelated to match more with the overall style... I dunno, it really looks good and that was a thing that just slightly bothered me.


Still checking out stuff, maybe more later. Overall good stuff guys!
InfectionFiles
the world ends in whatever my makerscore currently is
4622
@Thunder-Yes, they both have cloud image overlays! The second image with the cliffs is a parallax image with overlays
Punkitt
notorious rpgmaker 2k3 shill
3341
Wow, thanks for the feedback guys! I removed the weird L-Shape in the weird_geometry.png picture and replaced it with a better looking one. I also added in a screen of another area.

@Lucy_Fox

That looks absolutely gorgeous! However, that bridge looks really out of place, and there's cutoff.


@Infectionfiles
Cool, it looks really nice!
@kr0x (reply to feedback): Hmm yeah I guess the current font is just a placeholder. Any suggestion which font would be good?

I'll give feedback to the rest later. Just woke up >.<
Time for my 2 seconds of inputting inputness.

@Ocean - Awesome sprites as always, the location sprites really gives off a Legend of Mana feel to it, gonna make somethin' similar to it? That'd be badass.

@UPRC - Lookin' good so far. You've definitely got the FF old-schewl feel to it down to a science now.

@Liberty - Definitely a unique spriting style you got goin' there. Gonna have to check it out when you get more done on it. :D

@eplipswich - Woo! A new project! Definitely an odd lookin' project. But hey, more foreign RM games to play, the better. (Speaking of, there is another RMXP game I think you might like, I've seen it on Youtube a few times, I dunno if you know about it. It's about some heroes who uses books and stuff.)

@Luchino - Definitely getting a Phantasy Star 4 vibe from it. The enemy sprites you made don't have much shading in them, but I suspect you will be adding them at a later date, so I won't judge immediately.

That's all I have for now. I'm still tired... zzzz...

Note: Thanks for the feedback guys, I'll definitely input some of the stuff you guys mentioned like adding a bit more graphics n' stuff. A few camera fixes to some of the attacks as well. :D
pianotm
The TM is for Totally Magical.
32388
Liberty
@piano: Upload using the submit button (top-right) and it'll turn up under your name in the list~ ^.^)b


Why are you telling me this?

@UPRC
I'm already excited for this game! This is just, plain torture!


@Ratty524
Good Mario game.


@WolfCoder
This is an interesting program. I've learned how craft and how to attack the non-people, but I'm not sure what the object is.


@Luiishu535
It's a nice title screen, and I'm sure there are a lot of people who would find killing clowns to be quite therapeutic.


@mjshi
Well, this is an RM2K RTP map made with the ship tileset. It's well done.


@Irog
I'll admit, the first time I played your game for the No RM event, I found it completely incomprehensible. Now, I not only understand it, but I enjoy it. Excellent work!


@Punkitt
As before, I don't know why any of this geometry should be better than any other, but I find the overall art charming and am now very curious about what you're doing here.


@kr0x
OMG I love this! It's like "if Tim Burton made anime"!