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Miscellaneous

Earfbound

"Leo & Leah" has turned out to be a tough sell. And I've been wondering: which other games really feature solely (at least 95%) animals in a role-playing game environment? Can't really think of any now, but I'm wondering if that's too odd or silly of a concept for some people. I have to find out how to market this game better because I really believe I put a lot into it, more than "A Home Far Away", which stands at ~2100 downloads currently. There has to be more to it than "copy paste blag on wabsite". What am I lacking, besides humans and an "epic storyline"? (besides custom graphics and being in RPG Maker, herp derp!)

I guess this is partially the reason why I decided to stop making games. It's not so much the lack of time, but the lack of inclination. I mean, I did this game in between the time I was not working my two jobs. It's true - you should make your game for yourself and not for an audience, and I was glad and proud to have another "notch" in my belt after sending this to be beta-tested, but we post them on sites on RMN and RRR for a reason. And it's just become very discouraging that messes like "Laxius Power" and "Final Tear 3" overshadows 90% of the games here.

But then again, the people who made those probably are skilled in the "networking game". I guess I will try harder! I am not comparing my game to Earthbound's quality, as I believe Earthbound is far superior to almost anything I've played, but it reminds me of its unfortunate marketing campaign. Nintendo could have concentrated so much more on the quirkiness and characters of Earthbound, but instead they opted to go with the "gross-out" route, playing on the angle that boys like everything that is deliciously smelly and disgusting. They included foul-smelling scratch-n-sniff cards in magazines and spreads that heralded the game with: "THIS GAME STINKS!"




But for those of us who've actually played the game, in addition to the unreleased Mother 3, would fume at its underrated, overlooked status. But I guess we are still glad to have experienced a piece of Shigesato Itoi's mind and we are still thankful to have spent some time with Ness, Poo, Paula, Boney, Lucas, Duster, Porky, Pigmasks and company. Hopefully people can be the same, in this game's case, for Leo, Daisy, Brandy, Whiskey, Cheep, Rammer, Toad King and company.

But yeah, aside from a few who have shown interest, it seems the response has been pretty lackluster so far (or maybe I am wrong to consider the first couple of days of a game's release to be one of its peak selling periods?) and I was wondering if anyone had any suggestions for some good marketing?

Miscellaneous

Where I Went Wrong

Back in 2005, I was doing my A' Level exams. I had a difficult time studying for them because I had just stumbled across a little but powerful program called RPG Maker two weeks before. I suppose we would all remember our first few weeks or months of discovering RPG Maker, especially to those of us who had always wanted to create a game but were unwilling to go through the ranks of "starving gam designer" or "B.Sc. Computer Science".

Me? Ever since I'd played RPG's like Final Fantasy VI and Chrono Trigger, I'd wanted to make a game. Not become a game designer, really... but make a game. And I was about eight years old when these thoughts began. So, discovering RPG Maker helped me achieve a dream much sooner than expected. All I had to do was wait ten years! Only a couple days after discovering the program, I decided to begin making a game in it. There was close to no pre-planning, so we can already see where this is going. At the time, I had a terrible unfinished novel called "Wyesse", my own banal attempt to mock the Lord of the Rings craze at the time. Both the game and novel have remained unfinished, with no regrets. Sword and sorcery has never been my strong suit, and will never be.

Three novels and a score of short stories later, I've also come to realize that anything purely dramatic or serious has never been my strong suit either. But where did I go wrong with Wyesse? Firstly, it wasn't even totally based on the awful unfinished work of the same title due to limited resources and my unwillingness to edit any resources back then. Secondly, all the planning done was done during the process of actually making the game. This is not a good idea, but I don't blame myself for just jumping into a game one week of opening the program. I had a lot of fun, but it didn't produce a good game.

Thirdly, I had planned the game to be about thirty hours long. There's two main problems with this. One: A first-timer usually does not try to do an epic. Like, say, a film-maker? Even George Lucas had his "THX-1138" before he made Star Wars, and even Darren Aronofsky had his "Pi" before making "Requiem for a Dream" and "Black Swan". Or even authors - the only example I can prattle off my head right now is Stephen King writing a bunch of magazine short stories before he could publish his first novel, "Carrie", a short work, and then move on later to write his "Dark Tower" magnum opus. Nobody just dives in trying to make an enormous project unless you're an RM'er.

The thing is, even if you plan the hell out of a game and create very organized "to-do" lists to follow over a course of three years, there will always be a shift in quality of the game from the beginning to, say, ten hours of gameplay in. I had this problem with Wyesse. The game began ridiculously vague and jumbled, but it actually started to improve about ten hours in. Of course, everyone would have quit by then.
After two years of working on it, I just completely ditched it. Couldn't stand to look at it anymore.

So, around Christmas 2007, I decided to start a new project. I mapped the few opening key scenes and opened up "Wordpad" and began taking a lot of notes on what I wanted to set out to do. I named this one "A Home Far Away" and I decided to completely ditch the epic fantasy storyline and try to make something more simple. Like say, a seven hour game? Something more feasible, and with the proper management, I completed my first game. "Leo & Leah" wasn't even supposed to be as long as it is now. I originally planned it to be three hours. No fodder. Just three hours of fun. And to be honest, I'd play a three hour amateur game over a twenty hour amateur game. There are very few examples of amateur games that are longer than ten hours that I can view as more than "terrible".

Custom systems are great and all, but people just want to open up a game and be entertained. It is difficult to do in RPG Maker because RPG Maker games are often so similar, they are viewed as dime-a-dozen. So instead of focusing on length, I found that focusing on detail is much, much more fun. I am sure games like Space Funeral, Clock of Atonement, Paradise Blue, even Beautiful Escape and hopefully the upcoming Anagram, will have benefited from such a concept. Custom systems are nice but to see a level of detail be placed in your story, style, mapping and characters... That's what makes a game stand out.

I might just be talking out of my ass for this one, but: The difference between most indie games and RPG Maker games is that most indie game developers try not to do Mario and Sonic re-hashes. They try to implement some new angle, idea or gimmick into it, even if it's meant solely for humour purposes than gameplay. Whereas most RPG Makers open the game with the sole intent of fleshing out their drawn-out childhood dreams in maps and pixels or mimicking their favourite Square-Enix games. It is very tempting when all of the basic code has already been done for you. But at the end of the day, it'll just be a Square-Enix demake. And, you know, there's a big target audience for that. Too bad 99% of those never get completed!!

Think smaller. Learn to live small first. It's much more manageable and rewarding to actually work on something and slap a green "COMPLETE" next to it than to toil with something for three years... to just... let life catch up with you and go on a gaming "Hiatus". Let your charsets skip and hop and cry, let your chipsets come alive, let your story shine, give your items weird names, give the Defend command an actual purpose to exist, make some minigames, let your imagination run wild! You're in the RPG Maker World, bro! You aren't confined to the hero's burning village or the seventh crystal cave or even the obligatory world map. ANYTHING can happen in ANY space of time!

How many blags must we read... "Too many custom systems, not enough time," before we will learn? It's not too late...

Miscellaneous

A ROARING FULL RELEASE!!! GIT YO PAWS ON DIS!

The main download is up... Now for me to go on a nice game-making hiatus!

Before you click the Download button... just a few words for those first time clickers:

Leo & Leah was started on a whim. It started just as a simple idea and it flourished into a project that I am very proud of and would not be afraid to show off to real-life acquaintances! I’ve always toyed with simple ideas in RPG Maker games and tried to flesh them out with a different angle. The story for this title is that Leo’s girlfriend, Leah, gets captured by two imps and he must take chase after them. As more of the plot unfolds, a grey-haired villainness named Brandy comes into play, wielding a shotgun that she isn’t afraid to use. The chase ensues through many different environments, including an insect-infested forest, an underwater frog castle and a haunted pirate ship. Leo is joined by a mysterious beast named Daisy at the beginning of the game.

My main inspiration for this game came from the Donkey Kong and Mother series, as well as Super Mario RPG. Like the Flower Points in SMRPG, the party is granted a fixed number of “Survival Points” that Leo and Daisy must juggle throughout the battles in the game. The humour and quirkiness in this game is much derived from Earthbound and Conker’s Bad Fur Day, such as the fourth wall breakage and unexpected viciousness juxtaposed to bright and colourful graphics.

Leo himself acquires a number of skills throughout the game, not only to be used in-battle, but out of battle. Examples of such would be the Dash skill, which could be used to slam into enemies and get that much-needed “first attack” in the battle; a “Faded Smile” item which allows Leo to completely dodge any on-screen encounters; and “Green Fins”, which allows Leo to swim through Jellybomb-infested waters…

This is my last long project on RPG Maker. I think it makes for a proper swan song.

The game is about seven hours long. It was started on July 2010, and finished on February 2011.

For those who are now stumbling onto this blog, here is a trailer I posted a while back:




Before I close off I would like to thank all my beta-testers and Ciel especially, who gave me a lot of advice on improving many facets of the game. So enjoy the game! And have some laughs, and don't forget to give some feedback! ^_^

Oh, and don't forget to visit the MERIDIAN DANCE BLOG to see more of #shmup's cool projects!



*prepares to be bumped down by six BOF updates by dawn*


Miscellaneous

The Peach Garden

"We can always do better. I can always do better. Being truly contented is overrated. Conflict, whether internal or external, is what drives us. We wither without it. So don't accept your flaws. Fix them. If they can't be fixed, then it's not a flaw, it's a handicap. Just as the blind man isn't flawed, he's handicapped. So still improve everything else, just like the blind man amplifies his other four senses. It is incumbent upon us to be conflicted but we must make sure the duration of the process, not just the swift resolution, of these conflicts will make us better people and make our environments better.

And what better conflict than love? One step away from the unemotional, the stoic, the passive. A proverbial leg stuck out to trip my sleepwalking feet. The most intriguing thing about love, whether it be a sapling or a Great Oak, is how brittle it can be. Look at the toxic substances that can kill it: boredom, distance, misplaced curiosity, one-too-many forgotten dates, a petty reciprocation that never occurs, an unspoken word, a misspoken word (truthful or not). But love isn't the answer. Instead, love is the brilliant light bulb that appears over your head when the solution, in that unpronounceable form, comes into your mind and makes you jubilant before you word it into a proper essay to score full marks on your examination. And love isn't a tree. The tree is what the love sprouts into, for love is simply the wind-borne seeds from a fruit from a flower of that tree swooping over hills and valleys that alight on your soils. Only a few of those seeds would sprout. Don't make yourself out to be a wasteland, or none will. It does not start with love. It starts with you. You are the foundation. And when you nurture your seed into a sapling and eventually into a Great Oak, you will need not only platoons, but armies and armies, of termites to help tear it down.

But there are always seeds out there zipping past the Parthenon, the Pampas and the Pacific just for you... that will never even soar anywhere close to you. But you should be glad that they even exist. You're both gazing at the same sea of stars with the same yearning, not feeling like little people, but realizing how vast the universe is.

If Heaven exists, it exists within the an untouched recess of the bloodstream; a hidden chamber in our hearts that needs a key to be opened to gush golden blood like manna from heaven. Heaven; in the ashes scattered from an alabaster vase over the ocean in a hidden village on Christmas Island of which the shimmering sunlight reflects; where the cross-breezes ruffle the feathery topazes of immortelles along a meadow in Tehran?; in a dilapidated, deserted temple of which bells are still activated by phantom night breezes?

Love is not a quieting pond but a river that runs turbulent and deep. We opt to envision the peaceful when it comes to love. Behind the shut doors of a silky bedroom of a private palace. An isolated beach. On a magic carpet. The top of the Ferris Wheel in Scarborough Fair, where you can pick the stars like glowing dandelions.

Safe from all the bad things. Fear is in this love without confidence in the other and confidence in yourself. Then you begin fearing each other. Will she leave me? Will he be a good father? What will our biggest fight be like? Will we still be having sex in thirty years? A festering, perpetual mind-stroll that leads down the lane inhabited by copies of yourself that are only able to say one thing, "I wonder if you are good enough." The only gauges or measuring units there are for comparing human characteristics is the one embedded in your head. Except for perhaps the absolute zeros, there is no objective unit for intellect, kindness or talent. Whether or not you think showing everything that you are might not be enough, that's all you have. But that's all you have. And it's yours.

The face of adversity is an ugly one and it's simply jealous of your pretty countenance. Keep rolling the dice and you will eventually pass Go and collect your two hundred dollars. There is no honest ball, no matter how fast or how curved, anyone can pitch to you that you can't knock out of the stadium with the meat of your bat. If it's a foul ball and the referee refuses to acknowledge this, this is where you take a stand and get the crowd to rally and jeer with you, "I won't let my team be cheated!"

And most of all, don't forget your seed needs four things to grow: good soil, fresh air, sunny days and rainy days. Because the world needs more big, healthy trees."

~ Leo, when asked about his love for Leah.

Miscellaneous

Meridian Dance: Click for Kool Gamez!!!





Visit the Meridian Dance blog for updates on these upcoming projects from the "shmup crew".

Miscellaneous

Who wants to beta-test this beast?

Post here and I'll PM you a copy.

Size: 48MB
Length: ~ 6 hours

NOTE: It is about 95% of the game, just missing some of the final maps and the final battle. I think I may be having some trouble with battle balancing, not sure. I really want to see how the difficulty is for other people before I redo that final battle.

I am also very anxious to get some feedback and know what to polish up before the release. So hit me up! =D

Miscellaneous

LEOOOOOOOOOOO!

Hi.



Enjoy =) Snippets of gameplay from two areas in the game. I'll have the game out for beta-testing soon.

Also hey guys, visit THIS BLOG for more information, updates and screenshots of Leo & Leah and other "shmup" projects, such as Magi's new game "Albion", Rainbow Nightmare and The Long Goodbye!

REMEMBER!: http://meridiandance.org/

Miscellaneous

Update: New chapsets, added aeris.mid for sad cutscene

Shameless piece of advertisement! I posted this on RMN forums a couple months ago. Just thought I would share this for anyone who might be interested. I do intend to be a published author one day, so help me God. I am working on my fourth novel right now. So ya ya ya, check 'em out if you feel so inclined!



ME AND TOM UNDER THE BOARDWALK

Synopsis: The protagonist in this novel becomes aware he is in this novel in the first chapter. Realizing this, he undergoes an epiphany to make this novel the best he can make it. But how is he going to do that? You would think you would know these things from reading the back of this novel, wouldn't you? It doesn't help that the protagonist is the narrator and he knows less than you do already about this book. And it doesn't help that the first chapter begins with mutual masturbation and ends with a heinous murder.

WARNING: This book contains copious amounts of murder, heartache, love, orgasm, plot twists and Puff, the Magic Dragon.

Download: http://www.lulu.com/product/file-download/me-and-tom-under-the-boardwalk/10899232

------------



TOGETHER WE ARE SPIDERS

Synopsis: In 2005 Trinidad and Tobago, the kidnapping of a young cyclist affects four different people: a boy who pretends to be Albert Einstein's great grandson who believes a curse has been put on his family; a wayward Muslim girl; a boy haunted by his girlfriend's doppelganger; and a past kidnap victim turned crime-fighter wannabe.

Download: http://www.lulu.com/product/file-download/together-we-are-spiders/11474420

-----------------



LITTLETOWN SECRETS

Synopsis: In Littletown, everyone has a secret. Realizing that they have no one to trust with these secrets, a young boy sets up a small business of "secret keeping": a dime per secret.

It is mostly successful due to the other children. And through these secrets the mystical dangers surrounding the town are revealed, such as the clock tower that houses a ghost, a mischievous imp lurking in the forest and the truth of the tree that gobbles up the birds perched on its branches. And through these secrets reveal childhood dilemmas such as bullies, rowing abusive parents, isolation and peer pressure.

Download: http://www.lulu.com/product/file-download/littletown-secrets/10898284

Miscellaneous

God bless the games...

Just want to say Leo & Leah is playable from start to finish now and I'll just be using the next two or three weeks or so polishing up and ironing out anything that needs to be ironed out. I may also try editing a few poses and stuff and inserting that. I'll be asking for beta-testers when that time comes. So I am guessing I will meet my March deadline.

So, yay, this is my third complete game, and admittedly, my last. Consider this my retirement. With two jobs (teaching takes up a LOT of time) and a novel to finish writing, I just won't have the time anymore. Making games take up a lot of time, y' know! I'm not an Energizer Bunny like YDS and J-Man. I have poured all I could into this project, however. I lost a lot of sleep! So hopefully the reception will be good and people will have a good time.

So now, instead, I will try to focus more on actually PLAYING more games now and doing more reviews and articles once this download is up. I might even try to do some LT's. Anything to encourage people here to make games and complete games. Maybe one day I might make another project, but it would be very short, if it ever comes to fruition. Maybe...

To conclude, hopefully my contribution to the RPG Maker community has been worthwhile. Thank you. Keep working hard. Keep flexing your creative muscles. Keep enjoying yourself. Keep making games. And God bless the games.

Miscellaneous

Not so cute now... gunshot.wav.. spooky.mp3 (video)

In the video:

- A glimpse of Brandy, the primary villain of Leo & Leah.

- Scoping out the first few parts of the Marooned Matey. If you've played AHFA... some things here will look familiar.



I would like to note that this game was inspired by Mother 3...
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