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Announcement
Life Is Full Of Disappointments
So, this project has been around for a while and unfortunately while I appreciate the subscribers and downloads that it's gotten (it's certainly doing much better than its other half), they don't indicate the level of interest I was looking for to continue this project as a commercial game. And I stand by my resolution that this would be continued commercially, or not at all.
To a certain degree, I feel like I "failed" Road To Paradise by not hyping it or promoting it hard enough or often enough in the right places. I'm not going to beat myself up over this, but I will make a note to be more proactive about "marketing" any and all future projects. Finally, Road To Paradise shares a great deal of conceptual space with a project I'm working on in a non-RM, non-digital format, making it feel more than a little redundant in the face of that project.
As a result, I am putting this game project on Hiatus as soon as I'm done with this post. A friend told me that (I'm paraphrasing) nothing is ever gained by cancelling something or deleting it, because leaving yourself the option to go back and pick up a project years later has no downsides, so that is why Road To Paradise will be on Hiatus, not Cancelled.
Don't get me wrong, I hugely appreciate the comments, feedback, and reviews that I've gotten. I am very grateful to everyone who played this, especially if they found the time to tell me what they thought.
Sorry to any of you who were still interested in/anticipating this project. I have at least one or two projects that I'm at least several months remiss in uploading game pages for: hopefully one of those will grab your attention like it did mine.
Game on!
- StormCrow
To a certain degree, I feel like I "failed" Road To Paradise by not hyping it or promoting it hard enough or often enough in the right places. I'm not going to beat myself up over this, but I will make a note to be more proactive about "marketing" any and all future projects. Finally, Road To Paradise shares a great deal of conceptual space with a project I'm working on in a non-RM, non-digital format, making it feel more than a little redundant in the face of that project.
As a result, I am putting this game project on Hiatus as soon as I'm done with this post. A friend told me that (I'm paraphrasing) nothing is ever gained by cancelling something or deleting it, because leaving yourself the option to go back and pick up a project years later has no downsides, so that is why Road To Paradise will be on Hiatus, not Cancelled.
Don't get me wrong, I hugely appreciate the comments, feedback, and reviews that I've gotten. I am very grateful to everyone who played this, especially if they found the time to tell me what they thought.
Sorry to any of you who were still interested in/anticipating this project. I have at least one or two projects that I'm at least several months remiss in uploading game pages for: hopefully one of those will grab your attention like it did mine.
Game on!
- StormCrow
Request
This Needs A Review
Hey guys, this game really needs a review.
Even if it's not a good review, I feel like even an average review would help dredge this up from obscurity. We've got the review bounty thing going on (and I'd be reviewing games myself if I could find the time, I really would), but if a bounty isn't posted for this by the Review Pirates, I can offer my own bounty. I can't award maker score, but I might have even better things to offer as incentive.
So, how bout 'it, anyone want to hook a crow up?

Even if it's not a good review, I feel like even an average review would help dredge this up from obscurity. We've got the review bounty thing going on (and I'd be reviewing games myself if I could find the time, I really would), but if a bounty isn't posted for this by the Review Pirates, I can offer my own bounty. I can't award maker score, but I might have even better things to offer as incentive.
So, how bout 'it, anyone want to hook a crow up?
Announcement
My Little Sister (game) Had A Baby (release)!
My little sister-game the Staircase just had a baby a couple days ago. It's a really cute baby! You should check it out.
Anyway, whilst you're here dragon-fans, here is Kara's new battler graphic by Nirwanda (I think it's off the fucking chain):
and also an improved version of Izuno's Sky Dragon (Default) face also by Nirwanda* that he pitched in for free:
*I adjusted the hue, so if it looks bad blame me, if it looks good, credit him. I like Izuno's pretty green eyes. By the way that face in the lower right corner. I would never use that. DRAGONS DO NOT HAVE ANIME SWEAT TEARDROPS.
Actually let me go ahead and add Nirwanda to this game page if I hadn't already. : )
Anyway she was in labor for quite a while but my sister's baby is adorable. You should check it out.
Anyway, whilst you're here dragon-fans, here is Kara's new battler graphic by Nirwanda (I think it's off the fucking chain):

and also an improved version of Izuno's Sky Dragon (Default) face also by Nirwanda* that he pitched in for free:

*I adjusted the hue, so if it looks bad blame me, if it looks good, credit him. I like Izuno's pretty green eyes. By the way that face in the lower right corner. I would never use that. DRAGONS DO NOT HAVE ANIME SWEAT TEARDROPS.
Actually let me go ahead and add Nirwanda to this game page if I hadn't already. : )
Anyway she was in labor for quite a while but my sister's baby is adorable. You should check it out.
Progress Report
The Staircase Beckons
I am grateful to have 18 subscribers and would love to have even more. That being said, this is only half of Road To Paradise. The first episode of the other half, The Staircase is nearing completion. By my math there are 12 of you that I appreciate subscribing to this game page that might want to subscribe to that one as well.
Anyway, of course our heroes from the first episode of The Dragon appear in the first episode of The Staircase. This time, though, they're a boss fight!
"The Horror, The Chibi Horror!" I only drew attention to the differing sprite styles of the RTP "aliens" and UPRC "earthlings" for a cheap laugh and to point out that yes, I know these are two different styles, and they clash, but it's very much on purpose. kumada pointed out to me though that actually seeing someone with Chibi proportions would be terrifying to a real human being.
So...not the diplomatic option then? (The game lets you choose whether to attempt cross-world diplomacy, and also handles victory, defeat, and escape as three different outcomes to the battle, all with slightly different consequences.)
Well of course he does. It's turn one. Of the Milano Cat battlers for the main party of The Dragon, the only one I'm really unhappy with is Kara, but I couldn't find a battler in that style that seemed to match a sword princess, in spite of the incredible wealth of humanoids available in that style. I did a fair amount of editing and recoloring on Lydia's battle sprite.
Lydia really doesn't like it when her death magic doesn't work.
I dunno, guys, maybe she's got the right idea...
Follow/Subscribe To the other half of the story here. A release is nigh.
Anyway, of course our heroes from the first episode of The Dragon appear in the first episode of The Staircase. This time, though, they're a boss fight!

"The Horror, The Chibi Horror!" I only drew attention to the differing sprite styles of the RTP "aliens" and UPRC "earthlings" for a cheap laugh and to point out that yes, I know these are two different styles, and they clash, but it's very much on purpose. kumada pointed out to me though that actually seeing someone with Chibi proportions would be terrifying to a real human being.

So...not the diplomatic option then? (The game lets you choose whether to attempt cross-world diplomacy, and also handles victory, defeat, and escape as three different outcomes to the battle, all with slightly different consequences.)

Well of course he does. It's turn one. Of the Milano Cat battlers for the main party of The Dragon, the only one I'm really unhappy with is Kara, but I couldn't find a battler in that style that seemed to match a sword princess, in spite of the incredible wealth of humanoids available in that style. I did a fair amount of editing and recoloring on Lydia's battle sprite.

Lydia really doesn't like it when her death magic doesn't work.

I dunno, guys, maybe she's got the right idea...
Follow/Subscribe To the other half of the story here. A release is nigh.
Announcement
Two Sides To Every Story
It's said that there are two sides to every story. Well the other side to this one, that is, if you were wondering about the Special Forces team from Earth you fought on the third floor of the tower, their story is going to be told right over here.
As usual, this bird is very grateful for any and all subscriptions, either to that game page and/or this one.
Oh, and the white text is SPOILERS. Srsly you might not want to highlight that text if you haven't beaten Episode I yet.
As usual, this bird is very grateful for any and all subscriptions, either to that game page and/or this one.
Oh, and the white text is SPOILERS. Srsly you might not want to highlight that text if you haven't beaten Episode I yet.
Announcement
Episode I v0.8 Release
EPISODE I v0.8 (Public Beta) CHANGELOG
* Description of available bow weapons clarified.
* Description of Izuno's transformation abilities clarified.
* In game warning from Teos added about how Dragonform removes your human form's clothing and equipment.
* Added "Point Of No Return" warning to Voidsreach Tower entrance.
* Added confirmation message for returning to Veridian City from Worldmap.
* Changed World Map icon for the point of return to Veridian City to indicate it requires a button press and will not trigger on touch like all other locations on the World Map.
* Added a description of each Dragon Breed during Dragon Selection at game start. (Thanks to kumada for this suggestion it was a really good one!)
* On-Map Encounters in Voidsreach Tower should no longer be able to air-walk over open pits...this improvement brought to you once again by the magic that is Yanfly! They can't fall down them, sadly, but they will sensibly avoid them.
* Used proper Shift-Tiling so that Timekeep looks like it's sitting directly on/above the water (which it is) rather than an island on the water (which it is not).
* Flying away from Timekeep is now much more logical, substantially faster, and slightly more attractive.
* Added this tiny line:
to the scriptlet by Marrend that stopped dead PCs from endlessly marching in death so it ALSO enables them to START moving again if and when they are revived from the dead (i.e. with an Angelus). Wunderbar!
* Tweaked the random encounter rate on Worldmap (Veridian for now) so it's 20 + 1d20 + 1 steps instead of 2d20 + 1 so there should be no chance of triggering a random by walking less than twenty steps.
KNOWN BUGS (If you know of a fix, please tell me!)
* Enemy sprites remain on the battlefield after they are killed if they are killed by end-of-turn damage, i.e. Poison, On Fire!!, Entropy, Acid Arrow, etc.
I plan to try and get Road to Paradise - The Staircase Episode I ready for a release next.
As usual, let me know if fixing this stuff broke anything else, and enjoy!
* Description of available bow weapons clarified.
* Description of Izuno's transformation abilities clarified.
* In game warning from Teos added about how Dragonform removes your human form's clothing and equipment.
* Added "Point Of No Return" warning to Voidsreach Tower entrance.
* Added confirmation message for returning to Veridian City from Worldmap.
* Changed World Map icon for the point of return to Veridian City to indicate it requires a button press and will not trigger on touch like all other locations on the World Map.
* Added a description of each Dragon Breed during Dragon Selection at game start. (Thanks to kumada for this suggestion it was a really good one!)
* On-Map Encounters in Voidsreach Tower should no longer be able to air-walk over open pits...this improvement brought to you once again by the magic that is Yanfly! They can't fall down them, sadly, but they will sensibly avoid them.
* Used proper Shift-Tiling so that Timekeep looks like it's sitting directly on/above the water (which it is) rather than an island on the water (which it is not).
* Flying away from Timekeep is now much more logical, substantially faster, and slightly more attractive.
* Added this tiny line:
else @step_anime = true
to the scriptlet by Marrend that stopped dead PCs from endlessly marching in death so it ALSO enables them to START moving again if and when they are revived from the dead (i.e. with an Angelus). Wunderbar!
* Tweaked the random encounter rate on Worldmap (Veridian for now) so it's 20 + 1d20 + 1 steps instead of 2d20 + 1 so there should be no chance of triggering a random by walking less than twenty steps.
KNOWN BUGS (If you know of a fix, please tell me!)
* Enemy sprites remain on the battlefield after they are killed if they are killed by end-of-turn damage, i.e. Poison, On Fire!!, Entropy, Acid Arrow, etc.
I plan to try and get Road to Paradise - The Staircase Episode I ready for a release next.
As usual, let me know if fixing this stuff broke anything else, and enjoy!
Miscellaneous
Road To Punching Yourself In The Face
The Litany Of Previous Failures
Release Attempt 1) I forgot to check the box on Page 2 of Event 001 on Map 001 that required Switch 75: You Beat The Game to be on before running the endgame credits. I'm going to call this one entirely my fault.
Release Attempt 2) When you 'Edit' a Download on RMN, removing an old download and uploading a new one, the download link inexplicably still leads to the old file. I'm going to blame this one on RMN.
Release Attempt 3) I accidentally left a layered .pdn file of the parallax background for the second map in the parallaxes folder. While not an issue throughout the entire playtesting of the game or when playing an unencrypted executable, after encrypting the archive, the RGSS3 game.exe interpreter threw up a crash bug upon entering that map as it choked on a Paint Dot Net file and died. I'm going to call this one mostly my fault, but also place part of the blame on Enterbrain's stupid fucking software (specifically, the compression/encryption process: if you're encrypting a filetype that's not supposed to be there, the process should alert you when it's encrypting the hinky file; that would be better design, IMO).
Anyway, I'm sorry. For the failed launch attempts themselves but mainly for my loss of composure after the second one. I was...very very not sober and it was 3AM when I found out about that one. Sorry.
Silver Lining: I fixed the ten pixels or whatever of the title card that were getting cut off on the right hand side.
Please Play My Game
Release Attempt 1) I forgot to check the box on Page 2 of Event 001 on Map 001 that required Switch 75: You Beat The Game to be on before running the endgame credits. I'm going to call this one entirely my fault.
Release Attempt 2) When you 'Edit' a Download on RMN, removing an old download and uploading a new one, the download link inexplicably still leads to the old file. I'm going to blame this one on RMN.
Release Attempt 3) I accidentally left a layered .pdn file of the parallax background for the second map in the parallaxes folder. While not an issue throughout the entire playtesting of the game or when playing an unencrypted executable, after encrypting the archive, the RGSS3 game.exe interpreter threw up a crash bug upon entering that map as it choked on a Paint Dot Net file and died. I'm going to call this one mostly my fault, but also place part of the blame on Enterbrain's stupid fucking software (specifically, the compression/encryption process: if you're encrypting a filetype that's not supposed to be there, the process should alert you when it's encrypting the hinky file; that would be better design, IMO).
Anyway, I'm sorry. For the failed launch attempts themselves but mainly for my loss of composure after the second one. I was...very very not sober and it was 3AM when I found out about that one. Sorry.
Silver Lining: I fixed the ten pixels or whatever of the title card that were getting cut off on the right hand side.
Please Play My Game
Announcement
hi, I am new here, please check out my first gam
I hope you got that the title of this blog was a joke, not a lie.
I think the ideal indie dev probably perfectly balances their time between actual game dev, testing, marketing (there should be a better word for 'marketing' something free), and the kind of social networking that maximizes the efficiency of marketing. I am not that ideal person. I like to keep my nose buried in the editor. I can't stand marketing or trying to draw attention to my games because:
1) I am bad at it. There is a line between reasonable self-promotion and being an annoying overhyper/attention hog. I have trouble perceiving that line. After a period where I erred on the side of hype, I now err on the side of hiding.
2) I'm a shy person in general. I don't like putting myself out there. Especially not to promote my work. I know I post a LOT on the forums, but that is just because I have heaps of free time and poor discipline; I am still shy. (And honestly the forums here are rather quiet right now, so even a few posts per day and I see my username all over the place like I CAN'T STOP POSTIN' or something.)
3) Perhaps most importantly, getting people to play/read/watch your game/book/movie takes away time and energy from actually creating that thing.
I think part of my obscurity results from the fact that I'm not a visual artist or a pixel artist. When I make progress on one of my games, it's usually not something you can see in a screenshot, like custom graphics or beautiful maps. It's usually something you'd have to play the game to really appreciate.
So anyway, no one is anticipating the release of Episode I of RTP: The Dragon, which will probably happen later today or tomorrow. At least I assume no one is, because it only has three subscribers and as far as I know they could be my mom, my dad, and my best friend lol.
Nonetheless, I will "stealth" release it (not really that, of course, just not having the time/energy/inclination to make a lot of noise about it before release) and hopefully it will get a little attention. My Theme Roulette game, Chapelwaite, got a lot more attention than I expected. I think it demonstrated the range of graphics, styles, systems, and themes that I'm capable of working with, especially when compared with RTP: The Dragon.
This game puts off some "this is my very first RM game" vibes (as well it might; it was the first RM project I had touched in fully five years), but don't let them fool you, it's anything but. I already considered myself a veteran of this scene when certain people joined as total newbs who have gone fully commercial/semi-pro by now. I might be at that point myself (not that I personally would ever NOT make free games, don't get me wrong) had I not taken a five year hiatus from game dev, but I did. And that's fine. Hopefully, I'll get there eventually. Heck, I had been at this for a decade when pianotm first joined RMN and that guy's got 80 billion MakerScore now.
Anyway, in the case of this project, an effort was made to strip-down, aim for a degree of minimalism, and avoid any feature creep, also--to a point--to be faithful to the RTP aesthetic, or at least an RTP aesthetic. The plain vanilla default CSS of this gamepage is meant to be consistent with the same aesthetic. Kentona made a game called Generica. The aesthetic I'm playing with might well be called "Defaultia".
The first episode of RTP: The Dragon is coming out later today, or possibly tomorrow, depending on your time-zone and my work speed. I will be calling it version 0.5 and considering it to be an open beta. I do hope you will check it out.
I think the ideal indie dev probably perfectly balances their time between actual game dev, testing, marketing (there should be a better word for 'marketing' something free), and the kind of social networking that maximizes the efficiency of marketing. I am not that ideal person. I like to keep my nose buried in the editor. I can't stand marketing or trying to draw attention to my games because:
1) I am bad at it. There is a line between reasonable self-promotion and being an annoying overhyper/attention hog. I have trouble perceiving that line. After a period where I erred on the side of hype, I now err on the side of hiding.
2) I'm a shy person in general. I don't like putting myself out there. Especially not to promote my work. I know I post a LOT on the forums, but that is just because I have heaps of free time and poor discipline; I am still shy. (And honestly the forums here are rather quiet right now, so even a few posts per day and I see my username all over the place like I CAN'T STOP POSTIN' or something.)
3) Perhaps most importantly, getting people to play/read/watch your game/book/movie takes away time and energy from actually creating that thing.
I think part of my obscurity results from the fact that I'm not a visual artist or a pixel artist. When I make progress on one of my games, it's usually not something you can see in a screenshot, like custom graphics or beautiful maps. It's usually something you'd have to play the game to really appreciate.
So anyway, no one is anticipating the release of Episode I of RTP: The Dragon, which will probably happen later today or tomorrow. At least I assume no one is, because it only has three subscribers and as far as I know they could be my mom, my dad, and my best friend lol.
Nonetheless, I will "stealth" release it (not really that, of course, just not having the time/energy/inclination to make a lot of noise about it before release) and hopefully it will get a little attention. My Theme Roulette game, Chapelwaite, got a lot more attention than I expected. I think it demonstrated the range of graphics, styles, systems, and themes that I'm capable of working with, especially when compared with RTP: The Dragon.
This game puts off some "this is my very first RM game" vibes (as well it might; it was the first RM project I had touched in fully five years), but don't let them fool you, it's anything but. I already considered myself a veteran of this scene when certain people joined as total newbs who have gone fully commercial/semi-pro by now. I might be at that point myself (not that I personally would ever NOT make free games, don't get me wrong) had I not taken a five year hiatus from game dev, but I did. And that's fine. Hopefully, I'll get there eventually. Heck, I had been at this for a decade when pianotm first joined RMN and that guy's got 80 billion MakerScore now.
Anyway, in the case of this project, an effort was made to strip-down, aim for a degree of minimalism, and avoid any feature creep, also--to a point--to be faithful to the RTP aesthetic, or at least an RTP aesthetic. The plain vanilla default CSS of this gamepage is meant to be consistent with the same aesthetic. Kentona made a game called Generica. The aesthetic I'm playing with might well be called "Defaultia".
The first episode of RTP: The Dragon is coming out later today, or possibly tomorrow, depending on your time-zone and my work speed. I will be calling it version 0.5 and considering it to be an open beta. I do hope you will check it out.
Miscellaneous
Dedication
This'll be a short one.
I've added a dedication to this gamepage to thank and pay homage to all of the creators that have inspired me over the years. Check it out. Thanks!
I've added a dedication to this gamepage to thank and pay homage to all of the creators that have inspired me over the years. Check it out. Thanks!
Progress Report
Progress Report #1
Testing, testing. Microphone checka-one-two.
So this is the "serious" project I've been working on for a few months, before I got distracted by the Theme Roulette and making Chapelwaite (a game which couldn't be more different than this one). I've had this page extant but private for a while now. I am hoping for Road To Paradise to reach a level of quality where I feel comfortable charging money for it, but I know I'm not there yet. As you can see, I'm being a bit playful with/getting philosophical about the RTP here. This is definitely not a comedy or parody game, but I like to think it has a sense of humor.
The first Episode is about 80% done. This isn't a promise as such, but I'd really like to get that other 20% done and release the first episode some time in the month of August. So that's the plan.
In the meanwhile, pretty please Subscribe, check out the descriptions of the characters and the world I've put up, and in general enjoy. A download should be coming soon.
So this is the "serious" project I've been working on for a few months, before I got distracted by the Theme Roulette and making Chapelwaite (a game which couldn't be more different than this one). I've had this page extant but private for a while now. I am hoping for Road To Paradise to reach a level of quality where I feel comfortable charging money for it, but I know I'm not there yet. As you can see, I'm being a bit playful with/getting philosophical about the RTP here. This is definitely not a comedy or parody game, but I like to think it has a sense of humor.
The first Episode is about 80% done. This isn't a promise as such, but I'd really like to get that other 20% done and release the first episode some time in the month of August. So that's the plan.
In the meanwhile, pretty please Subscribe, check out the descriptions of the characters and the world I've put up, and in general enjoy. A download should be coming soon.
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