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Another enemy attack! The enemy places down land mines which last between turns. The longer the battle goes the less space you have!
Working on some enemy moves. For now there's lots of balls!
Doing some work on the battle system for the full game! With Beam moves they'll hit any foe that overlaps! It's quite satisfying to take out multiple foes with 1 blow right?
Came up with a snowing effect for Reindeer Story. Quite simple but it adds to the atmosphere!
WIP concept for a late game area.
Jack Frost and some of his henchmen.
Following some of the prototype feedback. I'm splitting the Equipment screen up to one for equipment and the other for skills! (I might release a new version of the prototype with the updated mechanics)
A WIP for a place called Pleasure Palace in Chapter 4 of Reindeer Story. Chapter 4 will be spread across A LOT of locations. But it's a pretty pivotal part of the game's main story so It'll be more grandiose in that sense.
Part of Chapter 4 will take place in Sweet Street. I've redesigned it from the demo to be more of an urban city-like place than a few houses.
Some enemies will appear in the Battle Zone! They'll behave differently! These BombBombmice will pursue you, and charge up to explode if you get too close!
Decided to come up with new enemy overworld sprite designs. Up to this point I was recycling a design I used in Wonder Robot D.
The Nutcracker has a test to see who is worthy. If you think this a set-up for a joke, you're right.
Working on scenes for Chapter 3. The players meet up with a Nutcracker, Jo.
A Blue Mole.
A Bomb Mouse. Watch Out! It will wander the battle zone and Explode!
It's an Imp.
Working on some more enemy attacks. Bosses and Stronger enemy attacks will directly target the character. Weaker enemies attacks will be more random and easier to evade.
a WIP for an area in chapter 2, Autumn Arena. (It's kind of more of an edited screenshot at this point). I'm aiming for a medieval-sports motif with autumn colours(Red/Orange/Yellow) Also the clouds in the background are just snow tiles at the moment.
In addition to the three main characters there will be "Guest" party members. They're not directly controllable but will help the party!
In the prologue of Reindeer Story, Lux and Robin Seek out the Abominable Snowman
In the full game the Prologue dungeon is Mount Fairsteppe! It will have a fair bit of jumping!
Working on scenes, I decided to make a placeholder sprite for undesigned characters so I can start building up content.
Working on a new ability. Hold down the a button to charge and release to Fire a beam!
A game mechanic I'm experimenting with for puzzles. This is a large log that you can push around! The Orange blocks represent which parts you can't walk through. (Though they'll be invisible in the full game, just have them for testing)
Experimenting with more maps for towns.
Testing autotiles to improve the look of the maps.
Making changes textboxes to adapt to the text length.
Battle Tutorial. The controls will appear for the 1st three battles! But they'll become more transparent in battles 2 & 3!
I've added gauge to indicate the enemies current HP.
The next version of the game's title screen will say to press Enter! to start. In the current version use Space Bar.
Next version will consolidated the different Attack Types into Melee and Special.
Adding some pop-up tutorials for the next version. To make learning the controls a bit easier.
I've added an autosave feature to the game! It will save when you move between rooms and if you gameover you can continue from the autosave.
Watch out below! These tiles disappear as you walk across them!
Robin joins the party.
Gravity attacks like black hole will try and drag your character into them! It's best to run in the opposite direction.
I've updated the look of the menu screens to match up with the other UI(Text boxes,etc.)
Different skill types have varying qualities. e.g. A melee style attack won't hit flying enemies unless specified.
I've added skill descriptions! I've made a script that looks at the data and constructs the description.
A battle in the Factory. Wendigo takes a hit!
This door is locked with a secret code.
When enemies attack. Move around in the Battle Zone to evade!
Wendigo uses a Zone Attack, Z-Attack to strike back at the enemies!
Partridge and Chestni are the 1st Boss for the prototype. I'm hoping to squeeze two more in before the 1st of Dec!
Tinsel Town, arriving here will be the ending of the Prototype/Demo
Concept for what the world map could look like.
I’ve finished the underlying world map logic! Inaccessible locations are faded out and have no paths drawn to them!
Battle Results! Showing your rewards, lots of cheese in this one.
Tutorial for basic controls. Can you figure out what the buttons do?
This Cherub is a jailbird. Solve the puzzle to rescue them!
Equipment have slots which you attach tokens to gain skills. Each slot has a level, the higher the slot level, the more powerful the skill will be.
During the enemy phase avoid their attacks by moving about.
Lux is accosted by a hungry slime
Jump to reach higher platforms!
Ice Floe, no where to go...except if you jump!
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