Add Review
Subscribe
Nominate
Submit Media
RSS
Announcement
Revamped Portraits
Been a while?


I've been working on upgrading the portraits. I've got a million complaints about the shading so I had to watch that, but anyways here they are :D
Jean Sozora hopefully isn't too loli... don't worry she has a personality

Ulidama Fia Owen is dissapoint

Mitori Kawashiro has prison palor

Sasha Sashiromiya is underwater

Surprisingly they're all free for dinner on short notice!
Other than that, though, progress is coming along fine. I've got some really good ideas for puzzles that are hopefully original, it's just gonna be really tough to implement them well. Guess that's all :D tell me what you think!
Miscellaneous
Incomprehensible Designs
Alright, everybody. Demo progress is going well, and I've gotten to the point where I need to get a few characters! :D
So I headed on over to the obscure dark pages of Touhoupedia to scrounge up a few nameless PC-98 characters that I could shamelessly steal. Thing is, ZUN wasn't very good with character designs back in the ol' days. Let's see how this stuff turns out...
Hmm... What is this thing? I guess I could use it for something... Maybe it'll be some sort of pet for somebody, or maybe an elusive wish-granter in the wild? Whatever it is, it'll be interesting I'm sure. I'll name it "Walfas" after the popular Touhou blog.
Source : http://en.touhouwiki.net/wiki/Joyful_Spherical_Creature#Joyful_Spherical_Creature
Base : Kedama from MegaMari
Oh.
My.
She does look somewhat of a clown, doesn't she? WTF IS THAT THING ON HER HEAD!? To me, she looks like she'll be a little bit nosy... Maybe somewhat arrogant, too. Which role can I taa-aake?
Yeah, I think I'm just gonna name her "Miriam Margus" for no particular reason.
Source : http://img266.imageshack.us/img266/8461/739pxzundesigns.jpg
Found this randomly on Satori Komeiji's page.
Base : Aya Shameimaru
Wow. This is just plain bizarre. I can't think of any Atlantean dressing like this. I did my best editing to make it look how she appears in the old Touhou games but I really have no idea what ZUN was thinking when he made this girl. I think she'll be from another dimension, where dresses with attached cloth-drills are all the rage.
Her name is taken from her Japanese fan name, "Like Lotus".
Source : http://en.touhouwiki.net/wiki/Nameless_Midboss_Fairy#Nameless_Midboss_Fairy
Base : Iku Nagae
At this point I just gave up. I scouted the internet for more fan characters and found this little interesting design. Her name is "Sugar Satellite", and apparently she's a fourth member of the three mischievous fairies. She'll steal the flame of the Will-o'-Wisp from Ulidama Fia Owen, just for teh lulz.
Source : http://t3.gstatic.com/images?q=tbn:ANd9GcRUDB0t5MnNyncPPg0JRT1yshj8bUAp8SHx-3JQ-lHWLZGy0e39&t=1
Base : Remilia Scarlet
Ugh. At least they'll be interesting to work with, right?
Also, don't forget to check out the new description and Spell-Card page for updated information :>
Miracle
So I headed on over to the obscure dark pages of Touhoupedia to scrounge up a few nameless PC-98 characters that I could shamelessly steal. Thing is, ZUN wasn't very good with character designs back in the ol' days. Let's see how this stuff turns out...

Hmm... What is this thing? I guess I could use it for something... Maybe it'll be some sort of pet for somebody, or maybe an elusive wish-granter in the wild? Whatever it is, it'll be interesting I'm sure. I'll name it "Walfas" after the popular Touhou blog.
Source : http://en.touhouwiki.net/wiki/Joyful_Spherical_Creature#Joyful_Spherical_Creature
Base : Kedama from MegaMari

Oh.
My.
She does look somewhat of a clown, doesn't she? WTF IS THAT THING ON HER HEAD!? To me, she looks like she'll be a little bit nosy... Maybe somewhat arrogant, too. Which role can I taa-aake?
Yeah, I think I'm just gonna name her "Miriam Margus" for no particular reason.
Source : http://img266.imageshack.us/img266/8461/739pxzundesigns.jpg
Found this randomly on Satori Komeiji's page.
Base : Aya Shameimaru

Wow. This is just plain bizarre. I can't think of any Atlantean dressing like this. I did my best editing to make it look how she appears in the old Touhou games but I really have no idea what ZUN was thinking when he made this girl. I think she'll be from another dimension, where dresses with attached cloth-drills are all the rage.
Her name is taken from her Japanese fan name, "Like Lotus".
Source : http://en.touhouwiki.net/wiki/Nameless_Midboss_Fairy#Nameless_Midboss_Fairy
Base : Iku Nagae

At this point I just gave up. I scouted the internet for more fan characters and found this little interesting design. Her name is "Sugar Satellite", and apparently she's a fourth member of the three mischievous fairies. She'll steal the flame of the Will-o'-Wisp from Ulidama Fia Owen, just for teh lulz.
Source : http://t3.gstatic.com/images?q=tbn:ANd9GcRUDB0t5MnNyncPPg0JRT1yshj8bUAp8SHx-3JQ-lHWLZGy0e39&t=1
Base : Remilia Scarlet
Ugh. At least they'll be interesting to work with, right?
Also, don't forget to check out the new description and Spell-Card page for updated information :>
Miracle
Miscellaneous
Ghastly Super-Moon
So I've pretty much moved on from creating maps to creating the DBS :0 I've not quite coded anything yet, I've been focusing mainly on creating the HUD, sprites and other miscellaneous graphics. Since the deadline is ever-increasing I've shamefully taken to less spriting and more splicing Dx Too bad stealing Tasofro's artwork won't make my spriting any better. Here's a sprite that used to be Reisen :D
Chaotic Dimension : "Super Moon"
Woooooooo it's swirly~ :D
My absolute worst fear is bumping back the deadline Dx I've worked really hard on creating a playable and enjoyable nontechdemo, and I feel that if I don't complete it by the deadline that it'll slip into nothingness and development hell to chill with Duke Nukem and that gay robot sidekick of his :< This may or may not mean late summer? Dx
eh, stick around, it'll get done eventually >>b
--Miracle

Chaotic Dimension : "Super Moon"
Woooooooo it's swirly~ :D
My absolute worst fear is bumping back the deadline Dx I've worked really hard on creating a playable and enjoyable nontechdemo, and I feel that if I don't complete it by the deadline that it'll slip into nothingness and development hell to chill with Duke Nukem and that gay robot sidekick of his :< This may or may not mean late summer? Dx
eh, stick around, it'll get done eventually >>b
--Miracle
Miscellaneous
ShadowLander Sighting
So I've been working on a new demo for Sozora's Labyrinth, except this time it won't be a Tech Demo. It'll contain actual gameplay, along with battles, puzzles and Spell Card-usage. Have a couple of screenies :
Out pops a shadowland inhabitant. Dreams are fun, so Spell-Card it up some~
Now you've got the shadowlander angry! Let's watch her blow up the bridge.
Wake up from your prophetic dream? Fear not, you can return to the same forest in real life.
That last screenshot is the same place as the second one, but it's in real life, rather than the dream. That means... BACKTRACKING :O
The first two screenshots are of the dream, and the cutscenes that are implemented in it. The first shows Jean preparing to use a Spell-Card on the shadowlander, the second is the shadowlander's revenge. After that, there'll be a jump puzzle in order to make the intro more interesting to play (don't worry, it'll be simple) as well as a battle with the shadowlander. Your foe is very deadly, but with the Dream-Exclusive SuperHuman SpellCard she should be no problem~ After that comes the Mansion.
It's been taking a while to do the mapping effects, and even longer to make all of the cutscenes air-tight. It'll be very difficult to program the battle, which may even set me back a week in my plans. But I do hope to have it released by Late Spring/Early Summer ^^
Please enjoy Mitori while you wait warmly.
--Miracle

Out pops a shadowland inhabitant. Dreams are fun, so Spell-Card it up some~

Now you've got the shadowlander angry! Let's watch her blow up the bridge.

Wake up from your prophetic dream? Fear not, you can return to the same forest in real life.
That last screenshot is the same place as the second one, but it's in real life, rather than the dream. That means... BACKTRACKING :O
The first two screenshots are of the dream, and the cutscenes that are implemented in it. The first shows Jean preparing to use a Spell-Card on the shadowlander, the second is the shadowlander's revenge. After that, there'll be a jump puzzle in order to make the intro more interesting to play (don't worry, it'll be simple) as well as a battle with the shadowlander. Your foe is very deadly, but with the Dream-Exclusive SuperHuman SpellCard she should be no problem~ After that comes the Mansion.
It's been taking a while to do the mapping effects, and even longer to make all of the cutscenes air-tight. It'll be very difficult to program the battle, which may even set me back a week in my plans. But I do hope to have it released by Late Spring/Early Summer ^^
Please enjoy Mitori while you wait warmly.

--Miracle
Miscellaneous
Albedo the World
Less talk. MOAR SCREENSHOTS.
Sasha Sashiromiya casting "Albedo the World"
Yup. That should be what my CBS will look like.
It features a ring-style menu which is common for ABSs, but not for turn-based battles. Really, it works perfectly because you can either "Fight, Skill, Item, Flee" or choose from your four selections of Spell-Cards, four heroines, or scroll through your 11 or someodd items.
Aaaaaaã‚ã‚ã‚ã‚ã‚ã‚ã‚ã‚nyways, progress is still going slow. CBSs are pretty hard to program on 2k3, but I believe it'll be well worth it for the player to not have to wait about half an hour before you can actually battle and do something fun.
Sure, puzzles and story is fine, but I really just felt pretty guilty of not including one of the most important part of the plot and gameplay in the first few minutes. Still need to give a good reason to battle in the dream, though~
Stay tuned for more important information!
Eh, who am I kidding. *goes and waits on porch for 3DS*
--Miracle

Sasha Sashiromiya casting "Albedo the World"
Yup. That should be what my CBS will look like.
It features a ring-style menu which is common for ABSs, but not for turn-based battles. Really, it works perfectly because you can either "Fight, Skill, Item, Flee" or choose from your four selections of Spell-Cards, four heroines, or scroll through your 11 or someodd items.
Aaaaaaã‚ã‚ã‚ã‚ã‚ã‚ã‚ã‚nyways, progress is still going slow. CBSs are pretty hard to program on 2k3, but I believe it'll be well worth it for the player to not have to wait about half an hour before you can actually battle and do something fun.
Sure, puzzles and story is fine, but I really just felt pretty guilty of not including one of the most important part of the plot and gameplay in the first few minutes. Still need to give a good reason to battle in the dream, though~
Stay tuned for more important information!
Eh, who am I kidding. *goes and waits on porch for 3DS*
--Miracle
Miscellaneous
Visions and Vignettes
You know that new demo I was rambling on about? This one? Well, I've been working on it lately. It probably won't be long, like I said, but I'm still putting lots of effort into completing it and making it presentable.
Here's an animated screenie from my locker since RMN doesn't allow .gif screenshots (ಥ_ಥ) :
Jean regains consciousness only to arrive in a dream. Slight waver was not fun to implement.
No, I don't know when this'll be completed. That single map took a freaking long time to make, as well as the introduction. Not only that, but I also have to do the waver effect for every map I build.
That can't be easy. But whatever! After that, all that's left is the puzzles in the dream, her discovering the mansion and then back to reality!
Oh, and I'll have to implement a subtle tutorial along the way. That shouldn't be too hard, as I can just sneak in the standard RPG Maker controls along with the fresh and new features I've implemented, maybe just to balance it a little bit more.
But, like, be on the lookout for fresh info and everything~
I don't want to drag this new demo's production out really far.
--Miracle
Oh, and thanks TARDIS for suggesting that vignette. It seemed to work really well as to produce the feel/atmosphere that I was going for.
Here's an animated screenie from my locker since RMN doesn't allow .gif screenshots (ಥ_ಥ) :

Jean regains consciousness only to arrive in a dream. Slight waver was not fun to implement.
No, I don't know when this'll be completed. That single map took a freaking long time to make, as well as the introduction. Not only that, but I also have to do the waver effect for every map I build.
That can't be easy. But whatever! After that, all that's left is the puzzles in the dream, her discovering the mansion and then back to reality!
Oh, and I'll have to implement a subtle tutorial along the way. That shouldn't be too hard, as I can just sneak in the standard RPG Maker controls along with the fresh and new features I've implemented, maybe just to balance it a little bit more.
But, like, be on the lookout for fresh info and everything~
I don't want to drag this new demo's production out really far.
--Miracle
Oh, and thanks TARDIS for suggesting that vignette. It seemed to work really well as to produce the feel/atmosphere that I was going for.
Miscellaneous
Hellish Dream Portal
I may have a new demo later on :D Maybe Early Summer?
Anyways, it'll be a lot better than that old one. The old one had numerous errors and flaws, like being able to select options that weren't implemented yet, or leaving valuable ideas in the game code. It's pathetic and shameful and wants to die.
BUT the new one will contain gameplay :D No more techdemo. Probably not any battles, but that's allright because Jean doesn't get SpellCards until about half an hour through the game anyways, and it'd be too hard to try and perfect with what time my schedule allows.
Have a look at one of the opening sequences :
Probably doesn't make too much sense just by looking at it. It's really just a hideous portal (very hideous and hellish) to another dimension.
But like, depending on how things go I may move the demo sooner or later. Still very vague ^^;
Also, I like the idea that I'll send the demo to Creation first so he can Pass/Fail it. It won't be long, and I can easily adress any issues that he may point out. When it's all put together, I'll release it .
--Miracle
Anyways, it'll be a lot better than that old one. The old one had numerous errors and flaws, like being able to select options that weren't implemented yet, or leaving valuable ideas in the game code. It's pathetic and shameful and wants to die.
BUT the new one will contain gameplay :D No more techdemo. Probably not any battles, but that's allright because Jean doesn't get SpellCards until about half an hour through the game anyways, and it'd be too hard to try and perfect with what time my schedule allows.
Have a look at one of the opening sequences :

Probably doesn't make too much sense just by looking at it. It's really just a hideous portal (very hideous and hellish) to another dimension.
But like, depending on how things go I may move the demo sooner or later. Still very vague ^^;
Also, I like the idea that I'll send the demo to Creation first so he can Pass/Fail it. It won't be long, and I can easily adress any issues that he may point out. When it's all put together, I'll release it .
--Miracle
Miscellaneous
Spell Card ~ "SuperHuman : Jean Sozora"
I've been working on the introduction for quite some time now. I'm never really happy with it, so I decided just to move along and plan other things.
The game starts out with a prophetic dream. It shows Jean discovering the mansion, and how ghastly it is.
And since watching Creation's Pass or Fail series of videos, I thought it might also be a good time to ease players into the unusual gameplay this game wields.
So, in other words, it'd be like an interactive introduction. You would discover the mansion in your dream, then when you went to the forest in real life, you would remember the mansion from your dream.
So while I was going through all of the tutorials, I was like, "Hey, why don't I let the player use Jean's "Dream Clock", too?" Then, it hit me. Jean doesn't have Dream Clock at that point. I wanted the tutorial to cover every gameplay system (except for battle and Activation Character), and the OW Spell Cards are pretty fun, too.
The solution? SuperHuman : Jean Sozora (or just SuperHuman for short.)
SuperHuman can only be used in the tutorial dream. Once you wake up, you'll never be able to use it again.
Sure, it might be a little odd to have a Spell Card randomly appear out of nowhere, but they're an important part of the story as well as an important part to gameplay. Plus you know when you're dreaming and you fall off the Eiffel Tower, or something like that? That's what it was inspired by xD
Here's a pic :
When you activate SuperHuman, you'll be able to do things like Jump really high, or push really heavy things for about 10 seconds. After that, the Spell Card Cooldown system will be activated, resulting in the player being unable to activate SuperHuman for about another 10 seconds or so.
I needed it to be included in the tutorial, and I kinda like it, so why not~?
--Miracle
The game starts out with a prophetic dream. It shows Jean discovering the mansion, and how ghastly it is.
And since watching Creation's Pass or Fail series of videos, I thought it might also be a good time to ease players into the unusual gameplay this game wields.
So, in other words, it'd be like an interactive introduction. You would discover the mansion in your dream, then when you went to the forest in real life, you would remember the mansion from your dream.
So while I was going through all of the tutorials, I was like, "Hey, why don't I let the player use Jean's "Dream Clock", too?" Then, it hit me. Jean doesn't have Dream Clock at that point. I wanted the tutorial to cover every gameplay system (except for battle and Activation Character), and the OW Spell Cards are pretty fun, too.
The solution? SuperHuman : Jean Sozora (or just SuperHuman for short.)
SuperHuman can only be used in the tutorial dream. Once you wake up, you'll never be able to use it again.
Sure, it might be a little odd to have a Spell Card randomly appear out of nowhere, but they're an important part of the story as well as an important part to gameplay. Plus you know when you're dreaming and you fall off the Eiffel Tower, or something like that? That's what it was inspired by xD
Here's a pic :

When you activate SuperHuman, you'll be able to do things like Jump really high, or push really heavy things for about 10 seconds. After that, the Spell Card Cooldown system will be activated, resulting in the player being unable to activate SuperHuman for about another 10 seconds or so.
I needed it to be included in the tutorial, and I kinda like it, so why not~?
--Miracle
Miscellaneous
Dr. Miracle Scenario
A large scenario I've cooked up. I'm not entirely sure about how I feel about it, so I would love to hear your suggestions. It's quite long, but I could definitely use your opinions.
SCENARIO
Jean and Ulidama are looking for something in the Mansion. They go in a maintenance closet and discover a hidden crawlspace behind a pile of boxes. Since Ulidama's rift cannot fit through the crawlspace, Jean must go through alone. She goes through a fairly easy maze with three seperate passageways. At the end she reaches the chamber where a treasure is held. She opens the box, gets the spoileriffic MacGuffin when suddenly the lights go out. She obtains a source of light (through another spoileriffic MacGuffin) and discovers there three Statues that move closer when you aren't looking (TARDIS don't you say a word~ >>) Anyways, they can only move when they aren't seen, so Jean must keep her eyes open in order for them to not catch her.
Here's where the mini-game begins. You chose one of the three passageways and one of the statues will follow you. You activate a Blink Meter. The Blink Meter will slowly decrease over time. To keep the Blink Meter going, you must press SPACE and blink. Blinking will not restore the Blink Meter fully, but Jean only blinks for a short time (.5 seconds.) If you let the Blink Meter run out, then Jean will be forced to blink. The Blink Meter will restore itself fully at the cost of Jean blinking for a longer time (1.5 seconds.) When Jean blinks, the monster will swiftly move toward Jean, and if it catches her, then you must restart to the beginning of the mini-game.
Also, since Jean is walking backwards, she moves a little bit slower, gaining speed over time (just to make it a little bit hard.) Moving backwards is forced, so you have to avoid tripping over rubble or backing into walls, which will make Jean blink and lose you some time.
This is only a quick mockup (I don't like the meter, it'll change later), but this is about what it should look like in the end of it's production :
Don't back into walls~
At the end of the maze, the two other Monsters ambush Jean from both sides. She quickly ducks, and they're stuck frozen looking at each other for eternity. Whoops.
Jean crawls backwards through the crawlspace, where Ulidama pulls her out. She tells Ulidama of the Statues, and when they look back to the crawlspace, the statue has already worked somewhat through it (you can see it's arm sticking out.) Jean grabs a hammer and tells Ulidama to fetch a mirror. Jean smashes the arm until it's crushed then fastens the mirror to the edge of the crawlspace where the Statue looks at itself forever. Double whoops.
Then Jean uses the MacGuffin that she found in the chest. Turns out that the MacGuffin was what was animating the Statues all along, and without it they crumbled to dust.
Whaddya think, good idea or bad? Also, what might be a fantastic way to implement it?
SCENARIO
Jean and Ulidama are looking for something in the Mansion. They go in a maintenance closet and discover a hidden crawlspace behind a pile of boxes. Since Ulidama's rift cannot fit through the crawlspace, Jean must go through alone. She goes through a fairly easy maze with three seperate passageways. At the end she reaches the chamber where a treasure is held. She opens the box, gets the spoileriffic MacGuffin when suddenly the lights go out. She obtains a source of light (through another spoileriffic MacGuffin) and discovers there three Statues that move closer when you aren't looking (TARDIS don't you say a word~ >>) Anyways, they can only move when they aren't seen, so Jean must keep her eyes open in order for them to not catch her.
Here's where the mini-game begins. You chose one of the three passageways and one of the statues will follow you. You activate a Blink Meter. The Blink Meter will slowly decrease over time. To keep the Blink Meter going, you must press SPACE and blink. Blinking will not restore the Blink Meter fully, but Jean only blinks for a short time (.5 seconds.) If you let the Blink Meter run out, then Jean will be forced to blink. The Blink Meter will restore itself fully at the cost of Jean blinking for a longer time (1.5 seconds.) When Jean blinks, the monster will swiftly move toward Jean, and if it catches her, then you must restart to the beginning of the mini-game.
Also, since Jean is walking backwards, she moves a little bit slower, gaining speed over time (just to make it a little bit hard.) Moving backwards is forced, so you have to avoid tripping over rubble or backing into walls, which will make Jean blink and lose you some time.
This is only a quick mockup (I don't like the meter, it'll change later), but this is about what it should look like in the end of it's production :

Don't back into walls~
At the end of the maze, the two other Monsters ambush Jean from both sides. She quickly ducks, and they're stuck frozen looking at each other for eternity. Whoops.
Jean crawls backwards through the crawlspace, where Ulidama pulls her out. She tells Ulidama of the Statues, and when they look back to the crawlspace, the statue has already worked somewhat through it (you can see it's arm sticking out.) Jean grabs a hammer and tells Ulidama to fetch a mirror. Jean smashes the arm until it's crushed then fastens the mirror to the edge of the crawlspace where the Statue looks at itself forever. Double whoops.
Then Jean uses the MacGuffin that she found in the chest. Turns out that the MacGuffin was what was animating the Statues all along, and without it they crumbled to dust.
Whaddya think, good idea or bad? Also, what might be a fantastic way to implement it?
Miscellaneous
RMN is still pimpin'?
--EDIT
The wonderful and powerful RCHolbert has taken control of RMN!
Thankfully I didn't kill my profile like I had intended to.
That means that I'll resume posting updates and screenshots for as long as I can.
Thank you~
--Miracle
Old Post:
The wonderful and powerful RCHolbert has taken control of RMN!
Thankfully I didn't kill my profile like I had intended to.
That means that I'll resume posting updates and screenshots for as long as I can.
Thank you~
--Miracle
Old Post:
*Joins bandwagon of farewell blogs*
Anyways, I just read the sad news. :(
I've been here, like, since august or whatever, so I haven't really had much time here,
but the time I had here was great :D RMN was the first RPG Maker community I discovered,
and the first community to host my game. It's a shame that RMN is shutting down, I was just
starting to really like this place xD
But thanks to everyone who commented/subbed on my game and gave me feedback,
we'll probably see each other on other RM forums anyways xD
And thanks especially to Fist, my TNs partner, Link2112 who let me beta test a fangame of one of my favorite series, and Versalia for letting me help out with CoG a little bit. ^^
Obviously I won't be updating my profile anymore xD
Thanks for hosting my game and superfluous amount of images~~~
--Miracle
Anyways, I just read the sad news. :(
I've been here, like, since august or whatever, so I haven't really had much time here,
but the time I had here was great :D RMN was the first RPG Maker community I discovered,
and the first community to host my game. It's a shame that RMN is shutting down, I was just
starting to really like this place xD
But thanks to everyone who commented/subbed on my game and gave me feedback,
we'll probably see each other on other RM forums anyways xD
And thanks especially to Fist, my TNs partner, Link2112 who let me beta test a fangame of one of my favorite series, and Versalia for letting me help out with CoG a little bit. ^^
Obviously I won't be updating my profile anymore xD
Thanks for hosting my game and superfluous amount of images~~~
--Miracle











