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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

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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

Ratty524
The 524 is for 524 Stone Crabs
12986
CRAZE:
It's been awhile since I've seen anything by Karsu. The drawings are lurvly~!

It's hard for me to say much on the mechanics since I kind of need more context to go along with it.
@Housekeeping:

I understand. The sounds are a bit harsh. I will continue to work on them. The instruments used are from the Pokemon games from Nintendo DS so they aren't the best but I'm going for an old school style. Like you mentioned, many of the songs sound like they're pulled from a SNES game like Secret of Mana. I actually didn't compose them but the composer is a known SoM fan.


@pianotm
True, I could always go the MIDI route but I'm the type that HATES MIDI. I guess until I figure out OGG with 2k3, which I hear is possible, I'll use low bitrate wavs...ugh :(
I'll stick to the three frame usual, but I'm going to try and make it a little more natural - it'll be tough and I have to revise the sprite a little before doing that, but hopefully it'll turn out okay. If not I'll just see if I can't use an animation extending script, since it's in MV, and aim for 5 frames.
Well, I thought I was doing something, but I guess I'm not, so here are a bunch more:

@luiishu:
As far as high concept games go, you're not going to get more universally accepted than "Kill the Clown." The title screen is looking a bit barebones, like it was made in Word, though. I don't mind the minimalist color, though, so I think it would look pretty slick with a more intriguing clown picture and a more unique font. If it's supposed to look like a high school report, though, it's doing its job.


@SgtMettool:
I've been seeing glimpses of this here and there on tumblr, and I'm liking the looks of it so far. Nice earthbound-inspired walk cycle, and the face graphics are expressive. Cool stuff!


@mjshi:
Nice use of the 2k3 tiles. The painting looks a little low to the ground, though; maybe move it up a tile or put it in the middle of a three-tile high wall? I hope that's showing the inside of an airship!


@Irog:
Are you working with a specific color palette? If not, you might want to wash out the color on those grass tiles so that your characters stand out a bit more.


@kory_toombs:
Good use of the tiles. I'm also kind of salivating over seeing a tactical rpg.


@addit:
You better release Monopolo this year, you son of a bitch. I'm afraid it's going to CONSUME you. It's looking slick, though.


@Pizza:
Oh, look, more great looking stuff from pizza. Real original. Those trees in particular are killing me. Your sketch is also a lot stronger than the similar stuff I've seen from you even a few months ago.


@KatanaHiroshi:
The first two maps are huge. Learn from my past mistake: you've got to condense those. Give the players enough to explore, but there's got to be a lot of variety in that exploration. I got dogged on that pretty hard for my first game.


@Red_Nova:
That menu looks good; not much to say there. It's very easy to read and gives lots of information.


@Lucy_Fox:
That looks gorgeous; I wish I knew German!


@Unity:
Those monsters are great, especially pregnant eye lady. Cool color choices there; very psychedelic. Animations are hard to judge like that, but they're looking good--ESPECIALLY that slime skill.


@Sooz:
Those look great! It's hard to offer much feedback since I'm at the point in my art where I can say, "People can tell that's a horse, so that should be good." But, your maps are detailed and look like the real deal, and the composition on the character still is clean, the shading's consistent, and the style's cool. Her left hand (her left, not mine...the hand with nothing in it) seems a little unnatural to me. Like, I'm not sure what that gesture means, like she's trying to explain the burger while setting the burger down with her other hand. Maybe I'm overthinking it because of a dearth of criticism.


@pianotm:
Thanks! That's definitely the feel I was going for--particularly pulling from the Ys games and (the admittedly terrible) Lagoon. I always loved that slap bass. Anyway, your tracks have some pretty sweet aspects. Against the Clock sounds pretty reminiscent of the Phantasy Star series early on, but it takes a turn and sounds a bit more unique after the introduction. I don't mind the ostinatos in the first three songs, but, for the sake of variety, having those three songs in the same game might sound too samey. I'm getting major FF6 vibes from Into the Expanse. I like your big overpowering chords when they come in throughout several of your songs. I would like to see some more variety in your rhythm work, though; you often rely on ostinato or, like in your last song, just a metronomic high hat. Your phrasing over that stuff is cool, but a bit more love for the rhythm could really elevate your tracks.


@dinkledaberry:
Thanks, man! That blob is supposed to be revolting, but, damn if I can't help but make him look adorable. Anyway, your new game is looking pretty slick. Did you draw those tiles/sprites or are they from a pack? The maps are super well-composed.


@Zephire98:
Was this done in the editor or did you make some changes to it? He looks like the brave hero type.


@Kylaila:
The slime is actually the main character; he's an eight year old boy with the power of empathy, so he can imagine himself as a few different monsters and turn into them. So, that's actually him squeezing out of a very tight spot. Glad you like that and the track!

Anyway, are those future monster designs? Interesting assortment, there. Things like the bear look very well-composed, and your more abstract monsters are intriguing (including dear, dear buttheart).


@zds:
I'm loving that aesthetic! In the battle picture, you do have a lot of unused space. I'm not sure if you're leaving it open in case of having lots of monsters, but if the number of battlers stays that low, you might consider having a frame around the battle like Dragon Warrior does; it will keep the space neat and further call on the NES feel that you're pulling from.


@Frogge:
Thanks! I'm sure there are lots of animators on this website that destroy me, but I'm glad they're working; I definitely like animating more than just drawing. Anyway, you've got a really interesting riff on tic-tac-toe there. It's going to be interesting to see how it plays.


@Zero3D:
I haven't played the game, so I can't comment on the mechanics (but they look really interesting!). Aesthetically, though, you could probably benefit from some mapping tutorials. You might be needing to keep everything open for the gameplay, though, so that might be intentional. Your title screen has some conflicting aspects; the sprites are blown up really big, and the spray tool makes it look too "mspainty." It's really hard to get a well-composed title screen, though, so I get why you phoned it in. It might be good practice in aesthetics to work on it a bit more, though.


@Cyberlous:
If I remember correctly, didn't you say you were 13? The variety of stuff that you're producing is very, very cool to see from someone your age. You do have a lot of room for improvement, but, I mean, shit, when I was 13, the most you got out of me was a few sketches in the margins of my notebooks. Anyway, I'll focus on your music since that's where I've had the most practice. The dynamics (the loudness and softness of a note) are kind of all over the place in A Future Feeling. The biggest thing missing from your work is polyphony: you just need to have more than drums and a single melodic line. Try to work up so that you have percussion, a bass line, a melody, and chords. Once you get familiar with that, you can branch out from there, but, in general, your music is losing a lot of potential expression by going too minimal. It does work for Infiltration 1, though; sounds very reminiscent of cyberpunk.


@AcesOfAces:
Your mapping looks too open. Even if you want to give the player a feeling of wide open spaces, keep the actual path that they can follow more concise. This is something I learned pretty hard from my first game.


@BerryRMN:
Try to match the aesthetic of your sprites to the tiles; they're clashing a bit. Too, that first room looks too open; maybe give the room a shape other than a rectangle so you're not forcing yourself to have that extra space. Also, some variance in the floor tiles (like a carpet) would really help bring some color to the rooms.


@Pooperflooper:
Woah! This game looks pretty cool! Hopefully it lives up the aesthetic, but, visually at least, it's really appealing.


@punkitt:
Neat aesthetic! I'm a little worried that the maps are too empty, but if you're doing an exploration game rather than a traditional jrpg, that's probably going to be fine. I especially like that last gif.


@Thunder176:
That's a weird carpet in your second screenshot. Remember, carpets are generally just rectangles, so break up the carpet instead of leaving it as a continuous piece like that. Your last three screenshots are pretty well-composed.


@krox:
I'm liking all of that stuff--super creepy sprites, the title screen, and that tile set: all great!


@Liberty: Good luck! I just had bad luck with my own stuff, so you might be able to get it to work fine.
Time to feedback the feedback~

@pianotm

So far it's just a test of vital game mechanics as I implement them.
It is good you were able to figure it out even though I haven't written an in-game tutorial yet.

@Irog

"The lit stick effects are wonderfully made but they should extinguish when submerged in water."

They will be, they just aren't yet.

"Water should fill trenches we dig: I want to build a castle with moats! :-)"

They do, to a point. Water acts so weird because I'm using a stable flow simulation so it doesn't oscillate out of control.
Of course, to actually construct a moat, you would use a bucket to make sure the blocks are 100% filled with water.

"The stick gives the best feeling of control in combat due to its fast responsiveness to button press."

This also depends on the character you chose. If a weapon has "Light" on it for weight,
then the higher your agility is, the faster you swing it.
If you like balanced control, then later in the game you would craft some swords and use those.

"When we dig a tunnel, it is not possible to dig up at the end."

By default, left SHIFT and left CTRL (or was it ALT?) raise and lower your aim with digging.
Press F5 to instantly open the input key config menu as a shortcut (its normally located under options on the main menu)
Of course, it is much easier to just dig downstairs. The game will be designed around this assumption.

"It would be cool to make underground passages for example under fortifications!"

So you could aim up and down at the end of the tunnel,
though you can dig two downstairs first, and then join them with a tunnel.
Building in this game takes a bit of getting used to, so I'm not going to require anything fancy from the player.


Thanks for the feedback, you two.
pianotm
The TM is for Totally Magical.
32388
@Housekeeping I'm glad you mostly approve, but I am a little confused. You don't mind that I rely on ostinato, but you would like me to have a bit more love for the rhythm. An ostinato is a short, repeated rhythm. Conversely, a rhythm is a regular, repeated pattern of sound. That's why I'm confused. I'm not sure what you're asking for.

@Wolfcoder Yeah, I've never opened the manual for most of my games, so figuring stuff out while having no clue what I'm doing is pretty normal for me. About the only time I consult a manual is when I can't even figure out how to get into the program.

And Craze has joined the madness.

@Craze
Karsuman's artwork is quite...frankly...wonderful. And you are so good at coming up with skills...in fact, do you have any tips?
@Housekeeping Thank you! The types are intended to be used separately. So vague enemies in the dreamworld, and normal defined critters for the usual world. I am glad to see you share the warm love for buttheart.

That usage of empathy is just awesome. I approve. I love both involving monsters and shapeshifting, I am sure it will turn out great.

@Craze
Yes, Karsuman's artwork is indeed gorgeous! Sounds like a solid set-up, too. Where are they going to be in?
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Wow I have 2 pages full of notifications from this. No, literally. For revenge I will do the same to you by making a post muhahaha

@Craze
THat sounds pretty craze! (Sorry not sorry)


@Archeia
Those are so adorable!
Craze
why would i heal when i could equip a morningstar
15170
pianotm
Karsuman's artwork is quite...frankly...wonderful. And you are so good at coming up with skills...in fact, do you have any tips?


THEMING.
http://rpgmaker.net/forums/topics/20089/?post=703021#post703021

Also being somewhat able to code shit helps to expand your design space.

Kylaila
@Yes, Karsuman's artwork is indeed gorgeous! Sounds like a solid set-up, too. Where are they going to be in?


Currently calling it Broken Scythe (might change), but basically a randomized dungeon crawler inspired by gacha games (but totally free, haha). The design doc is currently over 54 pages long... hopefully it'll even be playable soon ;V
@Housekeeping
Yeah, I'm 13, and thank you for the compliment?
And also, yeah my music really isn't that good so I guess I'll do what you said(I think adding more than one instrument?)
OK I think I'm done submitting stuff. Now for the long long reading and feedback giving..

(p.s. you guys are nuts and wonderful <3)
unity
You're magical to me.
12540
author=Craze
Kylaila
@Yes, Karsuman's artwork is indeed gorgeous! Sounds like a solid set-up, too. Where are they going to be in?
Currently calling it Broken Scythe (might change), but basically a randomized dungeon crawler inspired by gacha games (but totally free, haha). The design doc is currently over 54 pages long... hopefully it'll even be playable soon ;V


OMG I can't wait to play this :DDDDDDDDDD
@mjshi:
I will forever love that RTP. Cute rooms! I personally think that the map on the wall would look better higher up compared to down low, since that will give a better impression of it being at eye level. Though the best spot for it would be along the middle, but that would involve editing the chipset.


@Irog:
Oh neat! I don't see these honey-comb style stretegy games too often anymore. I only had time to check out the screenshots, but best of luck with it.


@Craze:
Those characters both look really cool! I'm too braindead right now to really read the skills though... they sound neat at a glance. o3o


@Archeia
What a cute little attack sprite for Elicia!! The movement in the cape and hair look great =u= I remember the cover art characters from twitter, I love the colours on the first and the pose on the second~


@Addit
This is a HUD for something? I really love the first screenshot, but I find the second one hard to read. With the white on grey on grey on white. Maybe a darker grey for the boxes would help?


@Lucy_Fox
Nice use of elevation on that first map. I find the colours very interesting to look at too. The blue-green of the trees makes it oddly mystical. The second screenshot also has a nice mood and colour going on, though the character walking past almost seems to bright to fit in. Maybe that's on purpose though?


@Unity
The monsters in this game are so creative! I like the two on the left the most, especially bottom left. He looks so cheerful and ready to eat me up~ The bottom right corner one is rather terrifying. It'll be fun to see the battle animations in action~


@Sooz
The detailing in those maps!! O: Are they going to appear in game or are they just for planning? Either way, planning all those roads looks intense. The photo is great too; wonderful work on the waitress's pose---- she has six fingers though. Which! Is a pretty cool trait if that was on purpose. ;D


@Housekeeping
I loved this animation on twitter too~~ The popping back into shape part feels a bit clunky compared to the very smooth 'framerate' of the pouring through the hole animation, but that is a minor nitpick. I'll have to listen to the music later.


@dinkledaberry
I was NOT expecting that art style with the title in the links - that's excellent. Everything looks really good, though I'm not a huge fan of that face style with that sprite style. It just isn't cute enough! Or pixel enough! IDK the face generator art is just killing the style for me. {not that the faces are bad, on their own they are quite nice! They just don't match well for me.)


@Zephire98
cute little swordsman~ You don't see teal used too much on 'hero' characters - I like it!


@Kylaila
Those are some really imaginative critters! I like the coffee cup with legs and just the overall general shape a lot of these creatures make with their forms. Very creative~


@zDS
I love how you've done the battlebackground. It's so simple but works really well.


@Frogge
I don't have time to read the notes, so the little spinny arrows on those layout maps are quite mysterious. This looks like the building blocks to a unique experience.


-----------

And I must stop there, because it's time for work. Thank you to everyone who left feedback on my couple of screenshots so far! I should have gave them a more clear title, but it's to showcase the look of the new, updated backgrounds. :) Which are finally DONE, which means we can move on to expansion proper. yay
@Craze YOSH! Gotcha
@MakioKuta Aww thanks! Very glad to hear that :)

@LucyFox
Ohhhh.. the trailer is really amazing! Most RPG Maker games trailer suck. Honestly, this is the first I have seen that really pulls of the right amount of wonder, tease and just beauty while showing the general gameplay/game focus. The music choice is just spot-on.


@Nessy
Beautiful crisp animation :) It's always a pleasure to look at your stuff. I really like the fairy spirit. I love the idea of weird shapes all across the body. The colors come together really well and all give a magical-energy vibe off. Altho due to the shades getting fairly dark, it might also be an evil spirit. Gotta be interesting what you do with it.
And while the sword has a lot of elaborate spiky things, I really like how the blade is kept thin. Makes it look far more natural.


@Donut
Wow, this is really pretty! Especially the shop.
The outside has a little too much of soft tones without any lineart, clashing with the objects, flowers etc. It happens in the shop too with the ladders, but far less noticeable since it is much more balanced.
The anime portraits/characters sadly have a very thin lineart which makes harder for them to pop up from the ground. Compared to the menus, too, they are really really weak and just don't have the focus they could have. They are pretty, but I would suggest to line them out with a solid black to have them fit right in and be the focus they should be. Makes it more look like random assets put together, and that'd be a shame.
You are using pretty assets. Now you just need to make them come together, adjust and edit so they come to a balanced, coherent style.

Edit: and ohh.. first person dungeon crawler too? Seems like that is still being built up tho, so little to say about it.

Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
@Makio
Yeah, they're going to be fairly significant puzzles eventually. I also need to make a modern-day version... Uuuuuggghhhh maps take soooo looonnnnnng... But I did have fun comparing old and current maps of my hometown while researching, so that was something.

And yeah, the six fingers is a plot point. :3
SO MUCH NICE STUFF ABT MY GAM AND ART THANK U GUYS
Respondy things:
author=Frogge
I would recommend adding a border to the character too ^^
I thought that too, but she's already the maximum width for rm2k3 sprites D: I think I'm going to have to give her a vertical haircut on the sides to fit in the border, WELP
author=Liberty
I'd recommend maybe making that dividing wall in the kitchen a tile or two lower.
I just ended up getting rid of the wall entirely in the end, PROBLEMO SOLVED
author=CYBERLOUS
It's a horror game right?
Actually, not really! ...I don't think? I haven't particularly strived to make it a scary game, but I can see why the art style makes it look that way (lolwoops)
author=Ratty524
The refrigerator and the stove(?) looks like they're operating under a completely different perspective from the tables and countertops.
FRICK YOU'RE RIGHT I hate overlooking perspective errors cause I do it all the GODDAMN TIME
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=pooperflooper
I hate overlooking perspective errors cause I do it all the GODDAMN TIME


They're so easy to make with RPGmaker-style graphics! :(

(One reason I hate doing tilesets and mapping... Stupid classical art education!)
@poopeerflooper
Oh, well somehow I had a feeling the answer would be no.
But yeah, anyway the graphics still look nice.
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
@Craze
The characters look cool, but the it might help to have a bit better context as far as the skills go if you're going to show that off.


@Ocean
While I find myself wishing the rubi sprite was animated or taller, it stil looks cool, and I cant fault the world map stuff.


@Nessy
Obviously good stuff, though I find the fairy a bit odd, overall not bad though.


@Liberty
I'm a bit surprised you went with that style of sprite libby, though it isn't bad really; Does have me wondering what you have in store for it.


@Ratty
Is this the game I volunteered to test eons ago, or something based off of that? Must say, I find the visual choices you've made interesting.


@Luchino
Can't really find any fault with these. The battlers though; are they made with low number of colors in mind? Just curious


@Maki
I really should have you do some bust for me sometime when you aren't as busy and I have something bigger in the works. Good stuf you got here.


@Uni
Very cute style for not so cute things I must admit.


@Sooz
Maps huh? Also, is that background image connected to them? Is this for some game set back in the 1950's? You have me curious.


@Pianotm
Against the clock stood out to me. The road less travel seemed kinda like a depressing ending song (not a bad thing though). The expanse seemed pretty solid to me. Wanderer was a nice piece too.


@kylaila
cute sketches and buttheart... I have no words for. XD


@Aceofaces
Im not going to claim I understand a word of the non English stuff on those shots (is that greek?), though in the screenshots, you may want to add some more detail to those maps.


For those of you who were concerned about playing my lil game due to how it was setup, I don't blame you for feeling that way, and for those of you brave eough to give it a shot, I thank you.
@Sir Bacon Knight
Soo! You shoot stuff, boss dead, you win the stage and procceed to the next one. The title font would be so much better in white the blue doesn't pop very well.
I didn't know what to do with the fridges at first, too bad they don't give any points. You get far too many healing items, they serve more as a roadmap rather than anything else (altho you do get an arrow pointing towards the boss of the stage in your compass-thing). The raptors are making cute noises and I love the sound picking up medi-packs. It is a little ironic, sarcastic given you shoot apples and are going with a happy tunes while fighting monstrosity after monstrosity. The worlds range from trippy - I loved the purple icy mountains and mushroom stage, to twisted realism or semi-realism. They all seem odd, and the pathways mostly forced.
I am tempted to try to analyze what the stages may mean but that may either be personal or completely in vain. It's called forum hell. There are all kinds of people, all kinds of shit, and it's basically the same thing all over again while you try to enjoy it somehow. I think for that it suits the idea very well.

Interesting game!