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No gameplay effect for now, but it helps ME balance certain skills xD.
The full continent of Aleko. Might want to do something better with that blank space but whatever.
tl;dr for the Forest of Phamas making-of.
Forest of Phamas from outside. In the night because I'm a night owl.
Vertical wave on this place because yes.
Spot the wave effect!
Minor revamp to save screens. Old files will show ???s due to new information added to the savefile, but they're still compatible.
World map option, because a lost player is a no-no.
Particles on selection because I needed MOAR highlight.
Find the... uh... N differences. With no referential image. START!
So yeah, diagonal movement now with its own graphic and stuff. Uhhh... looks cute.
A legendary man once screamed: "I'M WORKING ON IT!!!!"
Mom! I broke my limit, can I get a spare one? I don't know how to talk.
Small revision for equipment scene. You can now haz 2 accessories wow!1.
Element ranks editor. It just sets up all magical elements using presets, because I'm that lazy.
Alpha channel mask with scrolling effect.
Beta version of the meteor kick animation. And some other things missing xD sorry.
Take a seat you hobo.
Shippy ship sways weeeeeeeeeeee!
THIS IS A BAD IDEA AS ALWAYS UWAAAAA :^D
VERY small enciclopedia rework on the enemy category :^3.
( ?° ?? ?°) <- this WAS a Lenny face :sadboy: ???????
RMN doesn't like emojis ????????????????????????????
Progress is being made, I mean aside of these redesigned things.
You'll probably not encounter this amount of items but whatever, I can do it. And it scrolls.
I'll be remaking some of the battle backgrounds that aren't pixel art, just for consistency sake. Sorry!
Savefiles now have a screenshot as background. Changes as you select each file.
The main menu is pretty much the same, but with more texture and darker, I think it looks ok.
(Lágrima Luna=Moondrop) Shiny shiny Moon drop, please make the moon... drop?
Now please open your menu, and look at it!
I like these new windowskins, had to change some code to make borders MOAR THICC.
Happy today's standards.
New artwork. What could this be? Oh right, a new character.
Lockpicks because why not.
About teleportation and other shenanigans...
It's not about gradations nor gradients, it's about graduations!
You can now toggle the allies data section and find the artwork there.
A new battle background. Meet up with the snow, please! (?).
Maglev gets you from Aleko to Fierro and backwards. It's supposed to reduce backtracking.
The Combat School! A place to train soldiers to protect the town. We don't want another incident just like some years ago!
The good port of Parnassus! This is the first place you step in.
The barracks, a place constructed to protect civilians from another catastrophic end.
The outskirts of New Parnassus. Still in progress a.k.a. WIP. Oh my! WIP!
A new damage font. Trying to polish the aesthetics.
The battle HUD I worked on previously is there too! Choose whichever you like the best.
Kind-of-classic battle HUD. Now you can choose between two different styles.
The Snow Plains. You'll see what this is for...
Compare with the previous image. This is how all that glitchiness looks in-game.
See all these things that look like glitching graphics? Those are "fixes" for passability. At least in-game everything looks pretty <3.
Presenting... Lance's artwork!
Mistery! 5 out of 8.
I can share some love now <3.
Just don't mind this animated title logo, it's here for convenience.
Before: Breath-taking experience. Now the characters can breathe with ease.
Lo and behold! 1/3 is the new quarter.
Explanations about the available commands. Nothing new, but I revisit it sometimes.
Slowly making the other characters since someyear.
The desert can be cruel.
Or it can be a nightmare! And this is not the hardest enemy group!
Control rebinding screen now shows all the keys including gamepad. Still WIP.
The party characters fleeing, one by one.
The enemy fleeing. Some errors to solve, but no problem!
And another one! Now the control tips change when you're using the gamepad.
Guess the difference!
Small change at the title screen. Yeah, that text below.
GameJolt integration, maybe.
Drekirökr won something...
At last! I finished this battleback "orz...
Some update. Lights that help while going through the cave.
Outside of the cave, is where the mountain pass begins...
It's a me! Vance (?).
One of the Haleko mountain pass underground sections.
This is a random fight, now in full engrish! (Sorry, I'm a bad English user "orz).
This is how the language file looks. There are already 12400 lines but it includes commentary.
Language selector! Yays! And it can be called at midgame from the Config screen.
Uh... some random translated text.
The Academy of Aleko. YEAH.
A new battleback that will cause previous ones to be remade because style.
Something missing before. Upgrade/learn skill confirm screen.
New "List all battle skills" option. Because the skill tree shows only the ones you learn through it...
Aaaand more details...
ALL YOUR HUDS ARE DISPLAYED TO US.
Here is a little of how the town of Aleko is looking so far... But the main thing here is the minimap! Didn't knew it could look so good <3...
Big minimap. Normally used to see the entire worldmap on screen.
How bad is this light variation for the minimap?
The minimap minimized...
Synthesize and De-Synthesize Shop. Enhanced equipment, food, better potions... All is done here in this place.
What if...? (changes at the battle HUD). Updated 2 time(s).
The configuration screen as it is now.
Key rebinding screen.
The actual status for the naming screen. And yes, it uses your keyboard. And accepts mouse AND gamepad input.
Notice the small bar at the top-left. Yeah, that's the reason for this screen...
A little revamp to the save/load screen.
Random moment in a random battle. Random Screen #XX.
The new faces at the party menu screen... along with custom input support.
The town of Fierro.
Minuet Vijuphrava pixel artwork.
The new style for battlers. It's taking little time, but they're getting there!
Sid Vipond pixel artwork.
New faces, and some changes at the interfaces...
A cameo! I hope it is recognizable ;_;
The very first "battle" in the game.
New artwork for Hikari Morishita. This is the style all the artworks will have.
Same here, redesign for skill selection in-battle.
Redesign for in-battle item selection, it's meant to be more compatible with the active-battle feature.
A small redesign on the status screen. I felt the previous disposition was a little messy, and also added the option to change the battle row from there. Also wanted to try out putting EXP below instead of close to LVL, HP/MP and all that.
This is the bank. What does it do? Stores money. Money is important.
Raining on Fierro. Yeah, now it can rain, sometimes, by itself.
A little something I "undid" to the used skill name window.
Snow!? Shut down that machine you dumbass!! You're ruining everything!
Some maps from Fierro houses... heheheheheheh... some of them don't even have NPCs, but I'm on that!
Please excuuuuuuse the amount of shit, princes and princesses.
LShift - Equip on left hand. RShift - Equip on right hand.
Slug progress, but still rockin'... (?).
Enciclopaedia - Topic information. As you learn a new topic, they get here.
The diary. Top one is how it looks when accessed from the menu. Bottom one is when you load your game.
Enciclopaedia main section. Here you can select the diary too ("diario").
Enciclopaedia - Enemy data. They unlock as you scan them in-battle (?).
Enciclopaedia - Characters bio. They unlock as you meet them...
Naming screen featuring just finished pixel-art Hikari portrait.
Hikari new artwork...
Battle as is it now. "Features" (?) generated shadows and statuses shown as icons, for both bands.
Status screen, now with scrolls and "fylgja" equip.
And here it is! Shop screen. Not too fancy I think, it's just an overhauled default, at least for now...
Yeah, another interface, sorry ohoho... There's still a shop to go!
After some changes at the cave illumination...
Oh well, here's another interface screen. And don't worry, it will be on english.
By the way, here's how it looks while riding the "airship" (?).
And here another screen of the same cave of Parnassus entrance...
This is not going to happen, but just for fun I did it ahahaha! (also I was testing my "expression manager").
Music volume, sound volume, window size, fullscreen.
The equipment screen. There's also a subscreen for this one, where you select the item to equip.
The inventory, just how it looks when just opened.
The party arrangement screen. There are active/inactive actors by the way!
Not end, my mistake. The System screen. Because you can save there. Nothing else new by now.
It's dawn! Of dragons? Nou. I think it's saturation the thing that looks awful.
Day time! If you shrink your eyes and count to three, you'll see the sunrays. Somewhere.
Using a consumable item C:!
The main menu screen.
As you can see, you can check who can equip the items. Just like old Final Fantasies C:.
Menu, skills. I forgot to add a "skill name/desc" window by the way. Silly me.
The menu, character stats. Select actor with Left-Right Arrows, change scene with Q/W.
At dusk time... need to refine a little the tone, but it's something like that.
Leap! Jump! Monkey!
Night time! This one also needs a little tweak to the tone, but something like this is it.
The road to the Parnassus Cave... there Daemons and Bonnacons live =).
I think it's sexy...
The ruins of Parnassus City - Lower area 2
The ruins of Parnassus City - Lower area 1
Port, but mainly ship test! Ohohohoho! (it ended being too much M&B-like, but... but... C:).
A waving Alice Kindness artwork C:
Artwork of Minuet casting something... The "something" is just a random effect I made as a filler using GIMP, but anyway, I think it doesn't looks that bad .-.
A tree from the new forest chipset, just to say that I'm back =D (?).
Huge illustration, for illustration purposes (?).
I'll "fully translate" it later...
Random screen #2 from Port Town Havoc
Random screen #1 from Port Town Havoc
Random screen #3 from Port Town Havoc
Havoc new tileset testing... dunno why I didn't uploaded it here ahahaha!
Revamped Fierro Zone, now featuring a train-like transportation, and some windmills. And "better detailed" towns.
And so... a new battle background. Not so new, I just adapted and revamped a little a previous one I had... anyway.
Lights are functional and depend on game's daytime.
And now, monsters are encountered as NPCs on the map.
Taken from the editor, the mining town of Fierro.
The new magma cave chipset. The place itself is the training cave (where you can start moving).
A worldmap screen, featuring the first completely done chipset, and the overworld graphics style... yup.
By now, Inventory, Character section and Data are not functioning. System calls the system menu (which will have the save, the default ATB options and exit, for now has everything for testing).
Updated title screen.
A battle screen. Backdrops, characters and enemies are mine, the system graphics are mods of FFT from PSX I found in Charasproject. If there's a "problem" with them, I will just do them again, that's not a problem.
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