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AVEE'S PROFILE

I started to design games at age 5, drawing maps and sprites with felt pens and paper. Then I began writing stories and game scenarios. I've been working with Rpg Maker 2000 and 2003 mostly, as soon as they came out.
I favor RPGs, Action RPGs and Fighting games. My favorite styles are Fantasy, Horror and anything dark or gothic. I also appreciate cute and funny content.

I make a lot of pixel art and some digital art (concept, promo, fanart, etc.)
I also compose 8-bit music.

Don't be shy and send me a message if you want to commission my work ;)

Other games I worked for:

Makerscore Clicker
http://rpgmaker.net/media/content/users/15964/locker/Makerscore_Clicker.rar

A Child Called Ash
https://raziyatheseeker.itch.io/a-child-called-ash

A Maned Lioness
https://rpgmaker.net/games/11191/

bio-Synthetica
https://rpgmaker.net/games/12250/
https://graybardgaming.itch.io/bio-synthetica
https://store.steampowered.com/app/2258840/bioSynthetica/

Blackmoon Prophecy Awakenings (AKA Blackmoon Prophecy 2)
https://uprc.itch.io/ffbp
https://rpgmaker.net/games/5722/

Izrand Allure
https://rpgmaker.net/games/12395/
https://unity.itch.io/izrand

Little Avenger
https://www.148apps.com/app/988172424/

Onyx
https://rpgmaker.net/games/29/
https://yeaster.itch.io/onyx

Penumbra Crystallis
https://uprc.itch.io/penumbra-crystallis
https://rpgmaker.net/games/78/

Red Balloon of Happiness
https://rpgmaker.net/games/9333/
https://irog.itch.io/red-balloon-of-happiness

Requiem of the Shadows
https://rpgmaker.net/games/10441/

Second Death
https://rpgmaker.net/games/6972/

Super Mimi Souls
https://rpgmaker.net/games/9400/
https://prinnyhero.itch.io/super-mimi-souls

Twell
https://rpgmaker.net/games/7931/
https://luxesr.itch.io/twell
https://store.steampowered.com/app/2342860/Twell/

π (Pi)
https://rpgmaker.net/games/4904/
Cuties & Clues
A murderer of influencers is among you

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Skippable combat?

author=emmych
Also, I think the point of a game is to play the game, not watch the cutscenes or whatever. If you want to watch the cutscenes, there's youtube. If you don't like how a game is playing, maybe it's the wrong game for you!

This.
What sets a game apart from a movie are the interactive parts. If you allow the players to skip interactive parts you might as well make a movie. When you're fighting you're playing a game. When you're watching a cutscene you are not playing a game.
EDIT: And I wouldn't pay $60 to watch a movie.

FireStriker for the SNES has a very easy cheat you can use to skip every stage and boss battles, even the final boss. Just press Start and Select at the same time and you'll advance to the next stage. That way you can "beat" the game in a few minutes, but what's the point and where's the fun?

Froglight

The maps are quite empty but the style's good.

The Screenshot Topic Returns

Mmh... I'd say the yellow thing above the character is a spider enemy, there's a black table with a bear trap on its side and a giant bong on the top, the yellow/white stuff on the other table are dismembered kittens (where's the blood?!) and the red thing on the right is either a mutant crab-coffin enemy or a coca-cola vending machine that just exploded.

Gay Characters

author=calunio
So in theory, you could have a gay character and that would barely show, right? But what's the point? I think if you decide your character is going to be gay, that has to have some significant impact on story and characterization. He doesn't have to be all pink and queer, but having a gay character who never acts gay or talks about gay stuff is absurd.

As a matter of fact Dumbledore is gay. We never got any obvious hint throughout the books. J.K. Rowling announced it in response to fans' questions.
Link
But whether he'd been gay, straight, bi spiritual or whatever, his romantic life never were important to the story so I really don't see the point.

EDIT: Do we know how Cloud wipes his ass after taking a dump? No. Because it doesn't matter.

Idea for a battle system...

If you're using Rpg Maker XP or VX someone with scripting knowledge might help you.
If you're using Rpg Maker 2000 or 2003 though I could help.

Legend Of Zelda - Sacred Sword V0.2beta

WTF I tried to download twice and when I try to unzip the file it says it isn't valid and empty.

"No one outside of RM communities gives a flying fuck about____"

...this topic.

Is modular story based game content the way to go?

author=Killer Wolf
I like the idea of a player running his "main" character through a few modules, and then maybe trying out a new character build for a lower level module that isn't really compatible with his current build. He could then bring the new character up through a few adventures, and add him to the team with the original main character to help round out the party's capabilities for later adventures. I guess I'm trying to build in "re-play factor" but in a way that doesn't really have to interrupt the flow of the game, or make the player sit through the same quest sixteen times if they want to try every character build out in the game.


I'm not sure I fully grasp what you're suggesting here, but would an example of such a system be as in DQ4 and Hero's Realm? Having to play several characters separately, each having their own built and abilities, before ganging up in a later chapter.
Or as in FF Tactics, having both story characters join the party and fully customizable, initial allies.

Anyhow, the most important part of it might be to rouse the player's interest in changing main characters and trying a new built, starting from a lower level. One way to achieve that could be similar to Megaman Battle Chip Challenge (even though this is a shitty game): you are pretty much forced to use different Navis (Fire Man, Quick Man, Guts Man, etc.) and different setups of Chips (AKA battle abilities) in order to beat certain stages.
In a similar way you could have your second character know certain abilities tailor-made for his initial trial, giving him a chance of success where the first character would inevitably fail despite his higher level. Players would then understand that they have to build several characters in order to beat the game.

Since one of the main points of this approach is to focus more on characters...


Wouldn't the real focus be on the personality setups rather than on the characters, if you know what I mean? Like I could have a night elf wizard and a dwarf barbarian share the exact same personality, therefore they would share the exact same storyline?

Anyway these are great ideas.

Faith, religion, and you

I like such sensitive topics and share Oblic's thought about how interesting it is to hear people's stories.

In a nutshell, my awakening to science and psychology throughout the years of my existence made me add more credibility to proofs and facts than to the lack of them, and I concern myself more with the usefulness of beliefs rather than the maintain of customs.

To me religions are composed of two distinct parts that are philosophy and mythology. The former might be useful to follow depending on the values and behaviors it promotes, while the latter is just... unnecessary.

For the record I was born in a believing-yet-casually-practicing family, baptized without knowing it, and confirmed out of following the customs at that age when anybody hasn't lived enough to really reflect on the matter. Religion was still on the program during my elementary and high school years. My parents only brought me to church with my consent and it seldom happened (I'd rather play the NES on Saturday mornings, you know).

Therefore I am not a Christian, Muslim, Buddhist, Atheist or anything. I just don't need religions' suggestions in defining what values and goals I choose to follow.
I don't believe in any religion because they are all fiction to me, don't define myself with religion-related terms, and it is a subject I don't give much importance to afterall. What I do believe in is freedom of belief. Anyone can believe in anything they want as long as it doesn't hinder others' quality of life.

Idea for a battle system...

@Stew: What I understand from your ideas is:

1)
Increasing Attack power costs Stamina Points.
Increasing Defensive capabilities costs Stamina Points.
Using abilities costs Stamina Points.

2)
Attack...
if Armor = 0 --> HP drops
else: if SP = 0 --> Armor drops
else: SP drops

This would be very easy to program in a custom battle system, provided that you have fair knowledge of variables and fork conditions.

Stamina Points are therefore a very important resource and choosing how to spend/save them would be the core focus of battle strategies.
It is realistic that the longer the battle lasts the weaker both parties become, either in damage output or durability.

Fixed hit rates are not realistic at all though. A rookie archer and a veteran on wouldn't both have 50/50 chances of landing that blow. So you might want to give more thought into the abilities.