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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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Lighting effects, rm2k3

Like this? (click here)

Make a Picture of white-to-gray circles surrounded by black or colorless and show it with some transparency on your map. You can also use a colorless circle with a few gray shades outlines and surrounded by black (as in my screenshot). I use iDraw to make these kinds of graphics.

If you want to include shadows, you'll also have to draw them on a Picture. Use a screenshot of your map to position the shadows and when done drawing erase everything but the shadows. Make the shadows black or in shades of gray and the rest colorless. In the engine, show the Picture with some transparency again.

You can also put the lighting effects and your map together as a Panorama file, but that's something I haven't tried to do yet.

You can also type "rpg maker lighting effects" on google. I'm sure you'll find what you're looking for.

Is being an introvert a good or a bad thing?

author=ElectricalKat
Well yes, but she is a person of habit, and I think she accidentally made this into a bad habit. And she probably honestly thinks that I'm down on those occasions (maybe because of how she was raised, I guess) and wants to talk to me about it.

I always let it go because well, she is my mom, and we love each other. That still doesn't stop it from being kindof annoying though!


Just make sure you won't do the same when you'll have kids.

Are RPG battle systems shallower than other genres' ?

Okay, I don't know where this thread will go and it's quite blurted out, but these ideas just popped up after reading recent posts on the item hoarding thread and I wanted to share them.

Are RPG battle systems shallower than other genres' battle systems ?

I am referring to the "purer" kinds of RPG battle systems here, such as turn-based and ATB gauges systems, with command selection as the only mean of interaction.

By shallower, I mean that winning a battle within these systems all comes down to two things:

1) Matching attributes (such as exploiting elemental weaknesses or inducing some sort of handicap: silencing a spell caster can be considered as exploiting a weakness)

2) Optimizing numbers (such as using the most effective attacks for maximum HP damage or using the most effective ability in a given situation to minimize damage received, or maximizing experience points received)

But what about devising strategies, you say? When I think about it, the player's tasks only come down to these two goals regardless of how many different character abilities, equipment pieces, items, status effects, battlefield effects, alchemy recipes, resources gathering and crafting, etc. you can include in that kind of battle system.

Now let's add another goal, another layer to this battle system. Taking Strategy RPGs such as Fire Emblem as an example with the moving of character units on a battlefield grid. We now add a form of control over which characters can engage the enemy and which are more likely to be targeted, thus deepening the battle system by adding another task and complicating strategies.

Let's add Reaction Inputs (dunno how these are officially called) during attack and defense animations, the player having to press the right buttons with the right timing to alter outcomes or strengthen the previous goals (added damage, etc.) That's another layer here that draws the player's reaction skills.

My inspiration stops here... There are several other ways we could think of for adding layers of complexity to RPG battle systems.

It seems to me that more and more professional (or "industrial" if you'd prefer) RPGs nowadays try to deepen their battle system in such ways. Is it the same in the indie game development community?

Hopefully all repliers will read this little sentence here: I am not trying to belittle RPG battle systems, even though I admit having a strong preference for battle systems that include action elements.

This thread's goal is to discuss RPG battle systems' depth and suggest viewpoints or interesting design ideas toward it.

I'd love to hear what you think on this matter :)

P.S.: the thread's title is chosen for attention-grabbing purposes only :P

Inventory hoarding

author=LockeZ
The no-magic-no-items-initial-equipment-no-accessories-no-limit-breaks-no-level-ups-fox-only-final-destination challenges for FF7 are right in line with something I mentioned earlier: removing strategy from the game. While it's true you don't need the strategies that these resources provide, and there's definitely a challenge in finding a way to win, you're removing so much gameplay. So many tactics, so many strategies, so many effects that build on each-other to give the battles more substance. Gameplay that was originally in the game disappears. To me this is a really negative effect! Massive amounts of your game are being ignored, deleted by the player. Yes, the player is choosing to do it on their own, because they find it more fun... but they're doing so because the game that the designer provided them wasn't fun enough the way it was designed. They had to make a choice between having access to all the tactics and having a reason to need any tactics, because the game didn't give them both at once.

But you don't need people inventing crazy challenge modes to cause this effect of ignoring huge parts of your gameplay and losing access to tons of tactics. All you need is people not using the stuff you put in the game, for any reason. Thus: this topic. I guess.

I agree with the second part, but I believe the challenge-seekers play like that on their 5th+ playthrough, when they already went through everything the game has to offer they now know it so well it would be more boring to play it in the same way again as intended by the developers. They are trying to find a way to "game" the game, surpassing how the developers usually foresaw how the players would play the game... while the ones who ignore features do it on their first playthrough and every subsequent ones on every game that they play.

Finsterling

Everything so far looks really cute.

Music Challenge - Phase 3 Results

Comments:

01: Sounds more like a crisis theme than a battle one.

02: Sounds more like an army campaign theme. The bridge is clown music. The second part is clown campaign music. The ending feels really out of place. Overall I think this entry's author tried and failed in making a song that has several movements.

03: At last, a battle theme. Good mix of instruments, has some memorable and emotional parts. A solid entry in my opinion.

04: Behold the Trumpet of bleeding ears. The author tried to turn it into a more emotional fight but the feeling it gives is quite weak. Nice try though.

05: The strings are too strong, making them annoying. Pacing drops way too low in the quieter parts. I don't like the song much personally but it is a solid entry.

06: Has a little Castlevania flavor to it. I like it but there are too many instruments used here and there. It feels like the author ran out of ideas in making a better melody and tried to compensate by adding instruments.

07: The drums crescendo is nice, but the cymbals are too strong and hurt the ears at the beginning. The violin and piano are sometimes too strong also, as if the author alters their volume several times. Yet the overall melody is simple and effective.

08: Chiptunes! It sounds like a Robot Master song from Megaman. The middle and ending parts are really boring though, and overall doesn't sound like a battle theme for an RPG (the contest is about RPG music afterall).

09: This one sounds different from the other entries so far, which is interesting. It feels darker and sicker at first, which I really like, but it fails to sustain this feeling by mixing three or four other genres during the middle part. The second half sounds too different from the first half, therefore the whole song lacks definition. A solid entry nonetheless.

10: Without a doubt the best entry so far. Solid writing, excellent blend of instruments and great balance of strength. The epic feeling is okay but could have been toned down a little. The choice of instruments lacks originality though.

11: Another very good entry. It sounds just epic enough and has the close friend emotion right. The combination of horns and flutes boosts its originality. It remains true to itself the whole time and feels like a battle theme. It also reminds me of newer JRPG compositions and sounds professional. It beats Entry #10 in my opinion.

12: A solid composition that unfortunately sounds bland. I didn't feel much and wasn't moved by any part, therefore I can't say much more about it.

13: The drums and cymbals sound out of place at first and take too much of the spotlight during the whole song, hindering the other instruments' melodies. It could be a solid entry if rebalanced.

14: The Asian touch and instruments add originality and the melody's interesting. The electronic sounds feel like a failed attempt at taking it a step further. Changing these for an electric guitar and rewriting a kickass part for it (think Advent Children's version of One Winged Angel) would have earned this entry first place for me.

15: Excellent blend of instruments and balance. The strings of note feel right but the pace doesn't, making this entry sound more like a final dungeon theme. It is an excellent composition though and I'd honestly picture it in a professional game.

16: Parasite Eve pops up. It sounds great and is fun to listen too, but doesn't sound like a close friend theme, nor like an RPG battle theme.

17: What is this..?

18: This is overall a good composition, well-written, great choice of instruments... But it sounds like what an RTP battle song would be, therefore making it unimpressive. A solid entry fine for an actual game but just not a contest winner.

19: But the chair is not my son! (no, that's from Billie Jean)


My vote: Entry #11

Whatchu Workin' On? Tell us!

The more I look at it the more I feel that what I'm talking about is an optical illusion: the hair length on the right side of her face doesn't span over the eye, making it look higher than it actually is.
It's just me then :P

Inventory hoarding

An item you find 50 times yet use 5 times throughout the game (FF's Ethers and Phoenix Downs for instance) = lazy design.
I never used any item when playing FF7, 8 and X. Why would I when Cure spells are always better and there are inns, magic supplies or full recovery spheres everywhere?

When I was younger I used to hoard items, but now I usually sell all my Ethers, Phoenix Downs and other status recovery items and spend the cash on equipment.

I like how the later metroidvanias handle the inventory. You have a maximum of 9 of a same item and potions are rare finds. Since there are several full recovery save points here and there you save items for the boss fights wherein you definitely need them. It gives significance to these items and shows clever guidance of players' inventory management.

It's also more interesting to feel vulnerable by having a limited inventory than to feel secure "Hey no problem, I've got tons of potions."

Whatchu Workin' On? Tell us!

author=tpasmall


The front hair spikes make her eyes look weird, or are they uneven by default? (her left one is too high)