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Node and his girlfriend Lady are Drivers in the country of the U.S.B. As Drivers, they take on various kinds of jobs for the citizens of CPUcity to get by financially and pay their rent.

When Node is duped by a supposedly high-paying client into installing a virus—created by a Cyberian terrorist group and disguised as a security update—into the U.S.B's core system, he is framed for the crime and backed into a corner.

As the virus begins to spread, Node is wanted for termination by the BIOS Justice Force and thrust into the fight of his life! With the help of Lady and their long-time friend Krysto, Node must deal with the creators of the virus and clear his name.​






Six playable characters. That's ONE more than five (...Do the math)
Unique presentation and feel! This ain't just another 'standard RPG Maker' game.
Animated cut-scenes made in Toon Boom Harmony. (The same software that's used to animate shows like Rick & Morty!)
Link up! Hitting enemy weaknesses or landing critical blows on them gives you a chance of hosting special combination techniques.
Feel the prices of a certain business are too high? Take a play out of the Definitive Hustler's Fundamentals and hustle those pesky shop keepers into giving you some temporary lower prices! But be careful; if your hustling game is off, you'll be on bad terms.
Channel your inner Psion! Find MODS and MOD chips to customize which Psionic abilities party members bring to the fight.
●(Pending) An original soundtrack composed by Chris Austman from the band AM Static.
●(Pending) Mini-games.







(From left to right) Node Ad-Hoc, Lady Nawalt, Krysto Brzozowski, EN-Crypt VARS, Detective Schot Eckstein and Captcha' VARS.





...The Screens of Death! A terrorist group from Cyberia led by Jeifar Fizadeh. For some reason, Jeifar has a strong hatred of the USB and—in an attempt to bring about its destruction—created the virus that Node gets tricked into installing at the U.S.B.'s core system.

(From left to right) Ludwig Turiyag "Black Screen of Death", Richter Scale "Green Screen of Death", Jeifar Fizadeh "Blue Screen of Death", Pareese Yaskow "Yellow Screen of Death", Aleksander Rodiks "Red Screen of Death", Kyma Chaykuk "Grey Screen of Death".





The battle system in Sin Tax uses Yanfly's Battle Engine Core.

Node and up to two additional party members will fight against enemy targets in quick, turn-based side-view battles! Party members and enemy targets can change their row positions on the field, which alter their stats as well as which of their actions and skills can be used.


Skills may need to warm up, cool down, have limited uses per battle, or require a certain combination of party members present and skills learned. Enemies can also have dynamic A.I, being able to respond accordingly to the tide of battle. This can make for some challenging encounters!


Actions and skills have types. Party members and enemy targets can be more or less resistant to these types. If you hit an enemy target's weakness or land a critical blow on them, you might be able to link up with other party members to initiate special combination techniques!

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Pages: 1
This looks... wow o_o I'm gunna give it a shot. Subbed! xD
Seems cool. Will have to try this.
InfectionFiles
the world ends in whatever my makerscore currently is
4314
Schot Eckstein looks like a straight up Simpson's character lol

Cool looking game!
Cap_H
DIGITAL IDENTITY CRISIS
5698
Lovely idea. I had an idea to make a game taking place inside a computer, but you were supposed to play as pixel.
Characters being humanoids is an interesting take.
author=Cap_H
Lovely idea. I had an idea to make a game taking place inside a computer, but you were supposed to play as pixel.
Characters being humanoids is an interesting take.


Pixels? That's an interesting take on what the characters would be. If you've never seen the animated series Reboot before (I highly recommend it) a lot of the characters were humanoids but they were called "Sprites."

The story world of Sin Tax doesn't actually take place inside of a computer. It's a computer themed world with tech terminology where it fits (i.e money is "cache", "in for a penny, in for a pound" becomes "in for a bit, in for a byte", etc.)
author=InfectionFiles
Schot Eckstein looks like a straight up Simpson's character lol

Cool looking game!

.....SSSHHHHHHHHhhhhh!!!
If word gets out I stole the secret formula to the Simpsons character designs they might sue me.

(Thanks brah!)
First download. Let's see how long it takes me to actually play it and give feedback.

Also, it's frowned on to double post like that. You might get yelled at. Reply to each person in the same post for happy times.
Whenever I try to run this game, I get this error:

Failed to load: img/animations/POP_BEGIN.png
author=Sidewinder
Whenever I try to run this game, I get this error:

Failed to load: img/animations/POP_BEGIN.png

My apologies. Thanks for pointing this out!

Apparently, the editor is excluding files that are actually being used in the project when I tell MV to 'exclude unused files' during export. That file it couldn't find is used in almost every single skill casting animation in the game.

I'm updating the file as I post this, it should work now although it'll be larger in file size.
You're welcome.

I really like Earthbound, and I really like Cyberpunk, so this looks like it could be pretty awesome.
I had the same issue but I was able to load the previous version I had downloaded a while back. If I had to give an overall score to the little bit I've seen now, I would sayyyyyyyyyy
6. I'll explain as best I can.

The cinematics are top notch. I've actually never seen anything like it and it's exactly the kind of stuff I've always to play around with. You did a really good job on that. A few times it seemed off, like the way a picture moved or transitioned to the next one, but I couldn't give specific examples. Overall, it was great. I find myself wondering how exactly you did it and if those capabilities are in VX Ace. Is it just built in picture commands? There was that scene where he walks out on the balcony, I know that's not default picture commands heh If you don't mind, would you explain it all to me? Just basics. Here or PM. Would appreciate it.

One thing I do remember is the way you have characters move and be highlighted during talking scenes. In particular when the 2 main characters are talking in their apartment. It seems awkward the way her graphic ends up hiding behind his when he talks. They are right next to each other and there is only 2 of them. It seems unnecessary to do that in the first place, but maybe put more distance between them so she doesn't become so obscured. That idea worked well in the doctor scene, but here...ehhh...

The graphics are ok. I don't love the art style(the hand drawn stuff), but it's fresh and custom so kudos on that. The tiles and sprites, not my favorite. But I'm stuck in the past on that old NES/SNES style so I won't say much else. It's personal preference. One thing that that bothers me is the scale of everything. The hero sprites are tiny. That kitten he was rescuing was twice his size. In the apartment they could put some blankets and pillows down and have plenty of room to sleep on the TV, once tilted down from the viewing position. Why are they so small?

The Windows style menu stuff is great. Is that all show pictures? It seemed so smooth. That hustler poster haha Hilarious. Those kinds of things made me enjoy the game so far, but I'm afraid there isn't much else.

Granted, I only played a VERY short time, but there were plenty of things that I disliked.

The writing is kind of...clunky and blunt. Some of these people say weird things and they all seem to have the same personality. Smart alec-y and upbeat. The cat is a fat piece of shit thing fell flat for me. The only specific example of the writing I can think of is when he has the accident. The whole scene dialogue was a little too much caps and punctuation to be taken seriously, but when the guy first realizes that someone was in there he tells his friend to 'take a look for yourself'. The other guy doesn't say anything after that, instead that same guy says 'what are you standing around for, get help'. He told the guy to stand there and look first, not get help, now he's yelling at him to hurry up and get help. Stuff like that makes it hard for me to believe these are real people saying real things, so I take the game less serious and even if it's meant to be lighthearted and jokey, I dunno it just fails to resonate with me on that level either. So it ends up being that I don't like the dialogue from any angle.

The pace of the storytelling seems a bit odd, too. I don't know if I can really explain that. It jumped from the accident scene, to him waking up and explaining his history, to life with his gf, a little too quick? Maybe. Without enough finesse? I don't know why but I'm not getting sucked into the story. It's just random things happening.

When the character talks about serious things, I can't take him seriously, and I'm not really laughing/enjoying the dialogue that seems to want to be clever and funny. That's what I mean when I say it's blunt. It gets the story across and moves things along, but it's not elegant or emotion-evoking. IMO. I don't have any advice on improving it, as I'm not a great writer myself. I guess..try and make it more believable? Even if the goal is to be funny? Whatever that means hah

Also, some of these names and words you're coming up with are atrocious haha RNjesus? Am I pronouncing that right? RNG plus higher power, I assume? That's quite a stretch. The BIOSpital was good haha but Dr...I don't even know, is such a silly name. The main character is Lady something, I simply dislike some of your choices(but they are yours to make). Some of the computer related words and puns are too labored.

I got up to the battle tutorial. It's a lot of information to dump on the player at once. Most of it is common RPG stuff, but it's a bit of an overload. I would always suggest the kind of tutorial that is interactive and slowly introduces the player to the mechanics by doing. Not all reading up front, then you're on your own. Hopefully this isn't the only time it's mentioned. Some kind of reference to it would be helpful, something in the apartment maybe. You could trim it down to the immediate basics, like rows, without spending so much time on the costs involved with changing rows. Leave out the elemental stuff, since of it actually applies yet. When it finally is part of the game, then give an explanation on it. Like the player learns an ability that inflicts status effect, that would be the time to explain that. But that's not too important either way.

The battles themselves, standard stuff I suppose. Which is a downer for me. The camera work is interesting. Is that a MV feature? Or some script? On the world map some objects jitter a bit as the camera slowly moves around. And in battle at one point it went to zoom in, and got stuck zoomed in. It wouldn't zoom back out even after several turns. Not sure if that's a bug or a feature. Are the battle sprites goofy on purpose? They have googly eyes and seem to be joke sprites, no offense.

The mapping was ok, but a little bland in most places. The apartment looked good though. The tiles are huuuuuge and the tiny little characters look silly wandering around in them.

I stopped after that battle tutorial. I could see myself trying the new download, and going a little further, and I have to admit that the only reason is the cinematics. If they weren't there, I probably would have quit before getting this far. I'm more...picky about the games I play mostly because I've been around for like 10 years. My interest in games in general is down, but when it comes to amateur games I need something really high quality to keep my interest. Which your game has in the cinematics(without them I might give the game a 3 or 4), plus I'm enjoying the computer themed stuff, overall haha It's hit and miss, but it's a refreshing setting. Not the typical crystal, dragons and demons stuff most games have.
author=Link_2112
I had the same issue but I was able to load the previous version I had downloaded a while back. If I had to give an overall score to the little bit I've seen now, I would sayyyyyyyyyy
6. I'll explain as best I can.

The cinematics are top notch. I've actually never seen anything like it and it's exactly the kind of stuff I've always to play around with. You did a really good job on that. A few times it seemed off, like the way a picture moved or transitioned to the next one, but I couldn't give specific examples. Overall, it was great. I find myself wondering how exactly you did it and if those capabilities are in VX Ace. Is it just built in picture commands? There was that scene where he walks out on the balcony, I know that's not default picture commands heh If you don't mind, would you explain it all to me? Just basics. Here or PM. Would appreciate it.

One thing I do remember is the way you have characters move and be highlighted during talking scenes. In particular when the 2 main characters are talking in their apartment. It seems awkward the way her graphic ends up hiding behind his when he talks. They are right next to each other and there is only 2 of them. It seems unnecessary to do that in the first place, but maybe put more distance between them so she doesn't become so obscured. That idea worked well in the doctor scene, but here...ehhh...

The graphics are ok. I don't love the art style(the hand drawn stuff), but it's fresh and custom so kudos on that. The tiles and sprites, not my favorite. But I'm stuck in the past on that old NES/SNES style so I won't say much else. It's personal preference. One thing that that bothers me is the scale of everything. The hero sprites are tiny. That kitten he was rescuing was twice his size. In the apartment they could put some blankets and pillows down and have plenty of room to sleep on the TV, once tilted down from the viewing position. Why are they so small?

The Windows style menu stuff is great. Is that all show pictures? It seemed so smooth. That hustler poster haha Hilarious. Those kinds of things made me enjoy the game so far, but I'm afraid there isn't much else.

Granted, I only played a VERY short time, but there were plenty of things that I disliked.

The writing is kind of...clunky and blunt. Some of these people say weird things and they all seem to have the same personality. Smart alec-y and upbeat. The cat is a fat piece of shit thing fell flat for me. The only specific example of the writing I can think of is when he has the accident. The whole scene dialogue was a little too much caps and punctuation to be taken seriously, but when the guy first realizes that someone was in there he tells his friend to 'take a look for yourself'. The other guy doesn't say anything after that, instead that same guy says 'what are you standing around for, get help'. He told the guy to stand there and look first, not get help, now he's yelling at him to hurry up and get help. Stuff like that makes it hard for me to believe these are real people saying real things, so I take the game less serious and even if it's meant to be lighthearted and jokey, I dunno it just fails to resonate with me on that level either. So it ends up being that I don't like the dialogue from any angle.

The pace of the storytelling seems a bit odd, too. I don't know if I can really explain that. It jumped from the accident scene, to him waking up and explaining his history, to life with his gf, a little too quick? Maybe. Without enough finesse? I don't know why but I'm not getting sucked into the story. It's just random things happening.

When the character talks about serious things, I can't take him seriously, and I'm not really laughing/enjoying the dialogue that seems to want to be clever and funny. That's what I mean when I say it's blunt. It gets the story across and moves things along, but it's not elegant or emotion-evoking. IMO. I don't have any advice on improving it, as I'm not a great writer myself. I guess..try and make it more believable? Even if the goal is to be funny? Whatever that means hah

Also, some of these names and words you're coming up with are atrocious haha RNjesus? Am I pronouncing that right? RNG plus higher power, I assume? That's quite a stretch. The BIOSpital was good haha but Dr...I don't even know, is such a silly name. The main character is Lady something, I simply dislike some of your choices(but they are yours to make). Some of the computer related words and puns are too labored.

I got up to the battle tutorial. It's a lot of information to dump on the player at once. Most of it is common RPG stuff, but it's a bit of an overload. I would always suggest the kind of tutorial that is interactive and slowly introduces the player to the mechanics by doing. Not all reading up front, then you're on your own. Hopefully this isn't the only time it's mentioned. Some kind of reference to it would be helpful, something in the apartment maybe. You could trim it down to the immediate basics, like rows, without spending so much time on the costs involved with changing rows. Leave out the elemental stuff, since of it actually applies yet. When it finally is part of the game, then give an explanation on it. Like the player learns an ability that inflicts status effect, that would be the time to explain that. But that's not too important either way.

The battles themselves, standard stuff I suppose. Which is a downer for me. The camera work is interesting. Is that a MV feature? Or some script? On the world map some objects jitter a bit as the camera slowly moves around. And in battle at one point it went to zoom in, and got stuck zoomed in. It wouldn't zoom back out even after several turns. Not sure if that's a bug or a feature. Are the battle sprites goofy on purpose? They have googly eyes and seem to be joke sprites, no offense.

The mapping was ok, but a little bland in most places. The apartment looked good though. The tiles are huuuuuge and the tiny little characters look silly wandering around in them.

I stopped after that battle tutorial. I could see myself trying the new download, and going a little further, and I have to admit that the only reason is the cinematics. If they weren't there, I probably would have quit before getting this far. I'm more...picky about the games I play mostly because I've been around for like 10 years. My interest in games in general is down, but when it comes to amateur games I need something really high quality to keep my interest. Which your game has in the cinematics(without them I might give the game a 3 or 4), plus I'm enjoying the computer themed stuff, overall haha It's hit and miss, but it's a refreshing setting. Not the typical crystal, dragons and demons stuff most games have.

Thanks for your response/constructive critique. Much appreciated!


I did PM you about your questions regarding the cut-scene stuff but I'll briefly explain here: MV has a function for moving pictures, and I'm using a plugin that allows for picture motion effects (such as easing). The cut-scenes that don't look like they were made in RPG Maker were made in Toon Boom Harmony and converted to WEBM. Unless someone has made a script for VX Ace to move pictures from point to point, I would highly advise against trying to do something like this in ACE. It will be a big pain in your ass. MV is much superior in this one respect.

The demo is far from finished, which is why a lot of the hand drawn stuff is either rough looking or lacking shading/etc. Since I'm developing this by myself, I'm putting together quick versions of tile-sets which will later look unified with the game's style when I get to the polishing stage. The tile-set for the home apartment is more like what in game tile-sets will look like when polished. Some sprites haven't actually been 'made' yet, Node's cat is currently a tone shifted cat from the default MV character set. On a sort of related note: you pointed out sprites jittering on the map as the camera moves. Unfortunately this exact same thing happens with pixel movement scripts in VX ACE (I also believe this happens with 'Smooth Camera' scripts in both engines.)

Your criticism of the writing is something I have to admit is the case myself. I don't really consider myself to be a writer (or a 'good' one at that, at least not yet) so I'm learning this as I go. I do think the writing gets better further in the demo in comparison but this is because I got more into the swing of things. I've even improved with my skills in MV compared to when I first started the project. I'll definitely be giving the earlier cut-scene dialogue more polish. And I'll keep what you've said in mind as I write scenes going forward.

I get what you're saying, I think. The dialogue should sound like real people having a conversation or banter. Whether they are yelling at each-other or laughing it up. This is something that can also be somewhat difficult for me as I'm on the Autism spectrum. While I'm generally comfortable in most social situations my own sense of humour tends to be considered a bit weird or eccentric. From what I understand, what you're getting at here is a sort of fundamental understanding of how people jive. I think you've put that the best way you could. The only real thing I can do is practice that.

The battle sprites don't look like that for real. It only looks that way for the tutorial battle. Once you get into an actual battle the characters, backgrounds and enemies look the way they should. It was a gag specifically for the tutorial. I removed the dialogue about skill types because it actually does come up later and as you said, it didn't need to be said the first time.

As far as the actual battles go, there aren't a lot of skills that appear in the demo yet but after the initial areas the enemies will start to be more aggressive to the player through the enemy A.I. I'm going to make some fun action sequences for non-common special skills and such. Since I'm not a programmer, I'm working with what I can get my hands on. So the battle system for my game won't be unique in that sense, I'm just going to make the experience fun.

The camera staying zoomed in was me forgetting to add the camera resetting commands to the action sequence of whatever skill was used when this happened for you. The action sequences have been an iterative process and I usually forget a thing or two when updating all of them as I refine things and make it more visually interesting.

Edit:
Could you give me a couple of examples of games or movies or whatever that have writing you really liked? Something you think might further get the idea across to me.
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