ATMAWEAPON'S PROFILE
Atmaweapon
179
I grew up nerdy and alone. It was awesome.
I can still remember staying up at night, controller in hand, my face illuminated by the pale glow of my tiny TV set. The games I played growing up were more than just a way to pass the time. I remember the stories, the characters, the music. Later I would make friends over common interests. We would bond over old titles like these because they made us feel something.
That's what I want to do... If one person stays up late, their face painted with that familiar light, and they feel something now like I felt something then... I'll know I made something worthwhile.
I can still remember staying up at night, controller in hand, my face illuminated by the pale glow of my tiny TV set. The games I played growing up were more than just a way to pass the time. I remember the stories, the characters, the music. Later I would make friends over common interests. We would bond over old titles like these because they made us feel something.
That's what I want to do... If one person stays up late, their face painted with that familiar light, and they feel something now like I felt something then... I'll know I made something worthwhile.
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[PAID][Request][RMMV] Needing FF4/FF6 style battle sprites for MV. (11 Characters)
Hello,
I am looking for pixel artists that can do battle sprites in the SNES-era Final Fantasy tradition, or something close to it. I need 11 characters to flesh out the prototype of a new JRPG mini-series.
- A washed up freedom fighter
- This guy ^ as a kid
- A wandering duelist from a nomad culture
- This guy ^ as a kid
- A bright eyed elf ranger
- A mellow bard in sunglasses (cig in mouth a +)
- A shy, apprehensive magic-user
- A goblin tinker/sapper
- A dark and honorable spearfighter from a desert culture
- A mysterious thief/rogue character
- A generic Hooded Thief/Ninja
- A generic Platemail Soldier
The characters do not need to have all individual animations. For example, each character doesn't need to move a unique way when they dodge or lay in different directions when they're down. Template work is fine, as long as it is original work. I would request permission to use the art commercially because I don't yet know if the project will ever go commercial but I like to have the bases covered.
This doesn't have to all be taken on at once by one person. I wouldn't be able to afford that anyway. As each character is finished, I will cross them off the list here. Any artists that come through on this request will also receive credit under Battle Image Designer.
Here is a link to the game this is for: Neverspring Chronicles
Here is a pic of my placeholders to give an idea of what I'm looking for. I'm not able to use these because they are based on an edit of an edit of a FF6 character (I think).
Feel free to email me with questions or if you're interested at:
ogreleg.gameworks@gmail.com
I'm also including a link to a zipped file of my current battlers that need replacing. They are sized and positioned to fit the default RPG Maker MV weapon positions: Current Battle Sprites
Thanks for your time!
I am looking for pixel artists that can do battle sprites in the SNES-era Final Fantasy tradition, or something close to it. I need 11 characters to flesh out the prototype of a new JRPG mini-series.
- A washed up freedom fighter
- This guy ^ as a kid
- A wandering duelist from a nomad culture
- This guy ^ as a kid
- A bright eyed elf ranger
- A mellow bard in sunglasses (cig in mouth a +)
- A shy, apprehensive magic-user
- A goblin tinker/sapper
- A dark and honorable spearfighter from a desert culture
- A mysterious thief/rogue character
- A generic Hooded Thief/Ninja
- A generic Platemail Soldier
The characters do not need to have all individual animations. For example, each character doesn't need to move a unique way when they dodge or lay in different directions when they're down. Template work is fine, as long as it is original work. I would request permission to use the art commercially because I don't yet know if the project will ever go commercial but I like to have the bases covered.
This doesn't have to all be taken on at once by one person. I wouldn't be able to afford that anyway. As each character is finished, I will cross them off the list here. Any artists that come through on this request will also receive credit under Battle Image Designer.
Here is a link to the game this is for: Neverspring Chronicles
Here is a pic of my placeholders to give an idea of what I'm looking for. I'm not able to use these because they are based on an edit of an edit of a FF6 character (I think).
Feel free to email me with questions or if you're interested at:
ogreleg.gameworks@gmail.com
I'm also including a link to a zipped file of my current battlers that need replacing. They are sized and positioned to fit the default RPG Maker MV weapon positions: Current Battle Sprites
Thanks for your time!
2D Artist/Editor Needed. Project in final testing.
Hey folks. o/
I have a project on here called Durance of Magic (working title). It's in the late stages of testing and currently available for download here on RMN.
I have a big favor to ask and I can pay if needed. Right now I have these little animated gear wheels that turn on the side of buildings in my game. These mechanical wheels are actually rips from Final Fantasy 5 and I need to get rid of them.
I've tried making my own but I am not a very good artist, especially when moving pixels are involved. I need some steampunk-ish gear wheels that can animate in a turning motion.
Feel free to check out Durance of Magic on here to see what I mean. Thanks for your time!
I have a project on here called Durance of Magic (working title). It's in the late stages of testing and currently available for download here on RMN.
I have a big favor to ask and I can pay if needed. Right now I have these little animated gear wheels that turn on the side of buildings in my game. These mechanical wheels are actually rips from Final Fantasy 5 and I need to get rid of them.
I've tried making my own but I am not a very good artist, especially when moving pixels are involved. I need some steampunk-ish gear wheels that can animate in a turning motion.
Feel free to check out Durance of Magic on here to see what I mean. Thanks for your time!
Advice Needed on RM2k3 Patches
Advice Needed on RM2k3 Patches
Hi folks,
I have recently noticed these patches, David and Goliath, and went to google to scrounge up some information on them. Most of what I have seen are fragmented bits of information and a couple videos showing this or that.
What I would like to know is; what EXACTLY does David do and what EXACTLY does Goliath do and, most importantly, if I decide to use these patches how will it affect the average RM2k3 user in regards to playing a copy of my game? Will they also have to install these patches or is it all packed up neatly in the game file when I create the game disk?
Also, do these patches affect the stability of the engine at all? I would like to offer our community a solid game.
Thank you. =)
I have recently noticed these patches, David and Goliath, and went to google to scrounge up some information on them. Most of what I have seen are fragmented bits of information and a couple videos showing this or that.
What I would like to know is; what EXACTLY does David do and what EXACTLY does Goliath do and, most importantly, if I decide to use these patches how will it affect the average RM2k3 user in regards to playing a copy of my game? Will they also have to install these patches or is it all packed up neatly in the game file when I create the game disk?
Also, do these patches affect the stability of the engine at all? I would like to offer our community a solid game.
Thank you. =)
Pro 2k3er assistance plz
Hi.
There's some trouble in paradise here. I'm hoping for some help with skill creation.
I may have missed it... Is it possible to make an attack that targets MP first and then HP?
EXAMPLE --> Target has 10 MP and 10 HP. The attack does 6 "damage". So when struck once, the target then has 4 MP and 10 HP. When hit a second time the target will have 0 MP and 8 HP.
There's some trouble in paradise here. I'm hoping for some help with skill creation.
I may have missed it... Is it possible to make an attack that targets MP first and then HP?
EXAMPLE --> Target has 10 MP and 10 HP. The attack does 6 "damage". So when struck once, the target then has 4 MP and 10 HP. When hit a second time the target will have 0 MP and 8 HP.
RMN Closing Down April 2nd
What!? Dude, no. I hope to god you see this post:
You can't shut down. Seriously. I just got here. And this is the best community I've ever had the privilege of lurking amongst, popping out every now and then to respond to something interesting or post for help.
My first day, I posted my game info and made a thread introducing myself. Immediately, several users who I have come to realize are regulars and veterans welcomed me. And Jericho, who I have come to the conclusion is the most skilled and actually funny troll I've ever known, posted the funiest shit I've ever seen in regards to my name. I seriously laugh randomly to this day.
Guys like InfectionFiles, Darken, EnderX, kentona, Corfaisus, NewBlack, and even the ever witty kitty Jericho have all been invaluable with their comments, suggestions, and feedback. Just from browsing the forums and checking out other games I have increased my design ability ten fold. If it weren't for the forums here, I would have never found eScapist online magazine's extra credits videos. Videos that have been crazy informative. Everyone here has been nice, to the point, funny, or informative. Even any criticism I have recieved has been constructive. There is even a fantastic level of professionalism amongst some members I have interacted with. EnderX, for example, time stamped his beta notes for me. I was like "wtf, who does that? This is awesome!"
Maybe I'm just too new or haven't been active enough but I haven't seen any serious negativity at all in the month or two I have been here. This place has been a fuckin citadel of game design to me. A bastion of info and confidence. I've sifted through many online communities. I'm no good at playing the keyboard warrior. Yet here, at RMN, I have found the ONLY online community I have ever fit into and felt accepted in. I literally rave about this place to anyone that will listen.
Please, reconsider!
You can't shut down. Seriously. I just got here. And this is the best community I've ever had the privilege of lurking amongst, popping out every now and then to respond to something interesting or post for help.
My first day, I posted my game info and made a thread introducing myself. Immediately, several users who I have come to realize are regulars and veterans welcomed me. And Jericho, who I have come to the conclusion is the most skilled and actually funny troll I've ever known, posted the funiest shit I've ever seen in regards to my name. I seriously laugh randomly to this day.
Guys like InfectionFiles, Darken, EnderX, kentona, Corfaisus, NewBlack, and even the ever witty kitty Jericho have all been invaluable with their comments, suggestions, and feedback. Just from browsing the forums and checking out other games I have increased my design ability ten fold. If it weren't for the forums here, I would have never found eScapist online magazine's extra credits videos. Videos that have been crazy informative. Everyone here has been nice, to the point, funny, or informative. Even any criticism I have recieved has been constructive. There is even a fantastic level of professionalism amongst some members I have interacted with. EnderX, for example, time stamped his beta notes for me. I was like "wtf, who does that? This is awesome!"
Maybe I'm just too new or haven't been active enough but I haven't seen any serious negativity at all in the month or two I have been here. This place has been a fuckin citadel of game design to me. A bastion of info and confidence. I've sifted through many online communities. I'm no good at playing the keyboard warrior. Yet here, at RMN, I have found the ONLY online community I have ever fit into and felt accepted in. I literally rave about this place to anyone that will listen.
Please, reconsider!
DoM... Where's the hook?
Thanks folks, I finally found it per Liberty's instructions. It was easy enough to find once I knew where to look. I must have skimmed over it, being distracted by the "Locker" upload area.
I've gotten some great feedback so far, so thanks to everyone who has responded. With the notes I've collected I may retool some things and then upload the revised demo properly.
I've gotten some great feedback so far, so thanks to everyone who has responded. With the notes I've collected I may retool some things and then upload the revised demo properly.
DoM... Where's the hook?
DoM... Where's the hook?
Friends!
Borderline desperate is my need for a fresh point of view. My testers and I have been at the game long enough that I believe we need a new look.
Those willing, please download and test the first 10-20 minutes of my game's demo for Durance of Magic. The demo is basically the game's first chapter and there is more gameplay than 20 minutes, yet this is the crucial area for me.
The game can be downloaded here: http://www.mediafire.com/?784s77yjpqkvyf2
What I ask is this: Where, if at all, is the hook? The moment that you feel compelled to continue playing? Some of my testers, as well as myself, feel that it flows well. Though two have noted that the game hooks far too late for the average to impatient gamers.
Help on this would be greatly appreciated.
P.S.
- How do I upload this file directly tot his website? I saw a "Locker" upload area, though it only suports about 10 mb of space. I've seen other games up to 40 on this site.
Borderline desperate is my need for a fresh point of view. My testers and I have been at the game long enough that I believe we need a new look.
Those willing, please download and test the first 10-20 minutes of my game's demo for Durance of Magic. The demo is basically the game's first chapter and there is more gameplay than 20 minutes, yet this is the crucial area for me.
The game can be downloaded here: http://www.mediafire.com/?784s77yjpqkvyf2
What I ask is this: Where, if at all, is the hook? The moment that you feel compelled to continue playing? Some of my testers, as well as myself, feel that it flows well. Though two have noted that the game hooks far too late for the average to impatient gamers.
Help on this would be greatly appreciated.
P.S.
- How do I upload this file directly tot his website? I saw a "Locker" upload area, though it only suports about 10 mb of space. I've seen other games up to 40 on this site.
Story vs. Features
Presently, I am working on the game "Durance of Magic". This game is designed to be both unique and cliche enough to provide original world and story for effective immersion as well as that refreshing cup of nostalgia and remembrance to evoke whatever feelings drew us to the old RPG genre in the first place... A hard task to accomplish, indeed.
In my attempt to accomplish this, I have focused heavily on the flow of story, the storyline itself, character design, dialogue, and the world itself. As I neared the completion of the game's first chapter I sent out demos to my tester friends and then played through it myself. I also played through a couple highly praised games on this site to see "what I am up against", so to speak. The results were disheartening.
I was missing the hook, first of all, and the pizazz to boot. Features! Holy hell, I had forgotten the allure of the features. Even my dungeons were simply a walk-through-and-random-encounter mess. After a solid facepalm, I went back to my written notes to try and find my feature ideas. I began to implement my ideas and realized... Oh my god... by doing this I may have pushed back my completion deadline by as much as a third. Another palm to face jogged my mind enough to realize that I would have to cut down the features not only to save time, but to save immersion.
Some games are for story. Some games are for gameplay and features. Can they coexist? It is my concern that, given too many different things to do, a player can lose sight of the story and characters and get swept up in the this or that.
So my question is this:
Is it possible to have a -quality- game that is rich in both storyline and feature? Or is too much of one or the other a hindrance to each other? And what game can you think of that has married the two successfully?
P.S.
- sorry for the text wall.
In my attempt to accomplish this, I have focused heavily on the flow of story, the storyline itself, character design, dialogue, and the world itself. As I neared the completion of the game's first chapter I sent out demos to my tester friends and then played through it myself. I also played through a couple highly praised games on this site to see "what I am up against", so to speak. The results were disheartening.
I was missing the hook, first of all, and the pizazz to boot. Features! Holy hell, I had forgotten the allure of the features. Even my dungeons were simply a walk-through-and-random-encounter mess. After a solid facepalm, I went back to my written notes to try and find my feature ideas. I began to implement my ideas and realized... Oh my god... by doing this I may have pushed back my completion deadline by as much as a third. Another palm to face jogged my mind enough to realize that I would have to cut down the features not only to save time, but to save immersion.
Some games are for story. Some games are for gameplay and features. Can they coexist? It is my concern that, given too many different things to do, a player can lose sight of the story and characters and get swept up in the this or that.
So my question is this:
Is it possible to have a -quality- game that is rich in both storyline and feature? Or is too much of one or the other a hindrance to each other? And what game can you think of that has married the two successfully?
P.S.
- sorry for the text wall.