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Sore Losers: Riot Grrrl
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This is the skill description for the "One Inch Punch" skill. Each description gives details about the skill, including its AP cost, and a relevant one-liner.
This is the skill description for the "High Kick" skill. Each description gives details about the skill, including its AP cost, and a relevant one-liner.
A look at the game's skill tree. Cheska learns new skills using AP gained from fighting battles and completing minigames.
You didn't have something to do with this, did you Cheska?
This minigame works exactly the same as the minigame that has you crawling through vents. The only difference is that you're crawling through sewer tunnels here, hence the different graphics!
The lockpicking minigame. It functions the same as it did in
Sore Losers
. Push the "tumblers" into their slots to complete the puzzle!
Obligatory title screen image.
This is the revamped hacking minigame. It's a sliding tile puzzle, so I hope the image is fairly self-explanatory! Much better than the quick-fire maths questions used in
Sore Losers
!
One of the minigames has you crawling through vents to get from place to place. Here is how that looks after a recent revamp!
End of the line, Cheska.
The updated "search minigame". You now get a command prompt instead of a worded tutorial, and it also fades the background to black to avoid menu clutter and/or confusion.
Some weapon-skills need to be "charged" before they can be used. One example is the Chainsaw.
Skills that inflict a status effect (in this case "Blind") always have the same animation after them as a visual indicator, as seen here!
It's not paranoia if they're really after you...
What the bloody hell, indeed!
You can only carry 6 items at a time... with the addition of some key items that can't be lost!
Basically describes how development of this game went for the last year or so...
"Maybe it was just an innocent crash..." 2
"Choose your future, choose life... but why would I want to do a thing like that..?"
Annnnnnnnnd another of the updated cutscene images I've been working on recently :)
A screenshot from the updated opening cutscene. Besides obviously making the opening look better, what remaking this cutscene has also allowed me to do is to create standard templates for remaking other cutscenes (and perhaps adding some new ones).
Every RPG needs to have a sewer level, right..?
An office storage area, with a view of Ferusia's skyline.
You know it's not your day when...
Something tells me that the builders won't be back for a while...
... I'm standing right here.
It's a shame currency is useless in a riot because the till looks pretty unguarded.
"So, I go to the shops to get some milk and this, like, lunatic in a fucking FORKLIFT TRUCK comes out of nowhere..."
*Insert Linkin Park Joke Here*
Maybe it was just an innocent crash...
Maybe those boxes are going to result in some sort of minigame. Then again, maybe the vents are. Then again...
"Want your game plugged..?" 3
A scary basement.
How are you going to get past all that mess? Hint: the answer is not "Climb over it".
"Want your game plugged..?" 2.
Your friendly, local and looted hardware store.
A "ConvoBattle" - Staying calm when a shotgun is aimed at you could be difficult...
A "ConvoBattle" - How are you going to avoid a fight?
Want your game plugged..? Impress me!