THE LATEST

A Heroic Effort
It's a rare dev that custom-builds every part of a one-man project. Save for a few key scripts, Toymaker - Prologue looks, sounds, and feels like a very different creature than RPG Maker 2k3 usually wants to create. Moody and atmospheric, it depicts what I can only describe as Santa's North Pole undergoing some kind of Game-Of-Thrones-ian ragnarok, and it manages to present that setting with such gravity and clarity of purpose that the places where the game is lacking feel more like rough patches than oversights.
2016 Misao Results
With a sweet 1707 votes this year, the results are in for the 2016 Misaos. Who won the coveted GOTY award? Did you manage to pick the winners? Was there a sweep or not? What games should you keep an eye out for this coming year?

Check the deets!
Hello, Ma!
As you likely know by now, development of Archstone is complete, and it is a published, full game that's a boss rush from the Kid's Design event. There's really nothing else coming for Archstone, so the game is complete and I encourage you to play and finish it before continuing on, as it doesn't take long, and if you'd like to write a review for Archstone, that would be totally cool too.

So, here's a little behind the scenes information regarding Archstone!
X gonna give it to ya
The next round of stats are up.

We now have over 4000 active game profiles, WIP is about to get knocked off the TOP 10 in Makerscore, yet we still have over 1000 games with a download without a review.
Halloweird...and belatedly awesome!
  • NTC3
  • 01/06/2017 04:39 AM
To officially mark my return to the RMN after a year-long break in general (and a 16-month break from reviewing in particular) I decided to start off with some nice, simple game, and TungermanU’s Halloweeb, apparently made for the Halloween event just a couple months ago, seemed like a good choice.
The Future of Soma Spirits
It's been quite a year, hasn't it? It's hard to believe that Soma Spirits came out over four months ago, and in many ways it feels like it's been so much longer than that.

Final 2016 Update - The Future of Scarlet Twilight
Hello, everyone on RMN! Whew, life's been a cruel being to me as of late, so I'll just say that I'm doing fine and get down to the point pretty quickly.

So... it's been way, WAY too long since any actual progress was done on Scarlet Twilight, and mostly, that's been both my fault and the constant business of life that gets piled up without my knowing. But to once again reaffirm to every doubtful viewer out there: I am still working on Scarlet Twilight and I STILL do not have any intention of giving up.
A magical experience!
How does one write a review for a Game of the Year? What can be said that hasn't already been said?

As it turns out, plenty.
INPUT NEEDED: The Big Question!
So here we are, at the end of December 2016, and @JRL's development has all but halted. Since making this game page, I've produced, completed and released several other games. I've learned a lot of lessons in that time. I've given @JRL a graphical overhaul once already, and I've definitely improved as an artist and am more than willing to give it another big overhaul.

But the question is this: is @JRL worth keeping?
Rebel Scum!
The next round of stats are up!

Of note, we have 200 commercial game profiles on RMN now (oh noes!), 4.2 million downloads, 5 people with over 10000 posts, and a lot of activity in The Super Secret Ninja Hideout...
Chapter 1 Progress and Companion Talk
...I'M DOING WORK I SWEAR!

Sorry for being so late with the update, but the past month has been pretty hectic for me. I mean, it still is, but you deserve to know what's going on. So here I am. Good news, though: me being so quiet on the game's progress means that I've been putting my nose to the grindstone, and quite a bit has been done!
Rethinking Antagonists
Forget the lame laugh-out-loud evil that plagues every other jRPG out there, let's talk antagonists that aren't people, aren't human and aren't one person. Let's discuss how we can change things up a bit. From society to selves, enemies that the hero has to fight in ways beyond sword and sorcery.
Attachment and loss
Colour me interested, because this game hooked me from the title screen itself. Besides the lovingly crafted, sepia-like backgrounds, who could resist a game that shares a name with Love and War: Act I's spunky heroine? But even if we leave aside these idiosyncratic reasons, there is much to admire in Lavender.
Beastly!
The latest round of stats are up (finally). I think this sets a new record for lateness. I blame my utter despair.
Looking Back at the First Version of this Project
  • unity
  • 11/18/2016 07:26 AM
First off, a huge thanks to everyone who's been checking out the page, subscribing and leaving comments! I'm so happy that people are excited about this game ^_^

As a mentioned in the summary, the first version of this game was started with RPG Maker 2000 back when I was a teenager. About a year or so after I started Chase for Divinity, I began developing this game.
Out-of-combat skills
Something I noticed while testing a healing skill using my combat plugin is that the skill only heals a small amount compared to an actor's maximum HP, even though said skill has a magic power of 100% (which correlates to 10 Intelligence Influence in RT2K3's built-in combat system). When you think about it, that makes a certain amount of sense: you generally want an actor to be able to take at least a few strong hits without being KOed, so an equally strong heal wouldn't restore that much health either, right?
Progress Report: October (1).docx
Give or take a few days, it's this gamepage's one-year anniversary! And according to my most recent LinkedIn email, it was two years ago today that I officially incorporated as a commercial pursuit. I suppose I should celebrate somehow (and really, I've got plenty more to celebrate about anyway), but right now, it's time for an update!

Let's Game Together!
We have a steam group (that I never check, but it exists) and we also have that discord server thingie.

So we should game together. There HAS to be some game most of us have, or even a couple of us have. So let's play. Together. You know, instead of being lonely souls playing that 50 hour RPG by ourselves.
Let's talk about "GoldenGuard:GO!"
Hello!

A lot of time flew by since my last progress report. And in all honesty, I didn't work much on the completely new version of GoldenGuard. However, I found new motivation for my little golden gem. Especially because this game will still be a simple game with no dialoges or super complicated stuff. It's managable.

So, how's my current progress for GoldenGuard:GO! ?
RTP: About This Game
How it started:
People who frequent the forums have most likely stumbled across this advice aimed at people new to RPG Maker: don't start making the game of your dreams right off the bat. Start out small, and work your way up. Start with a game consisting of a single town, dungeon and final boss fight just to learn the basics of the program. Of course, I never did this, as I had my own ideas of what I wanted my first game to be - and surprisingly, it didn't even turn out to suck that badly.