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

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

Blackmoon Prophecy 2
https://rpgmaker.net/games/5722/

Izrand Allure
https://rpgmaker.net/games/12395/

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

Onyx
https://rpgmaker.net/games/29/

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

Red Balloon of Happiness
https://rpgmaker.net/games/9333/

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

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

Super Mimi Souls
https://rpgmaker.net/games/9400/

Twell
https://rpgmaker.net/games/7931/
https://store.steampowered.com/app/2342860/Twell/

π (Pi)
https://rpgmaker.net/games/4904/
Cuties & Clues
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Gearing Up and Pace of Distribution

author=Illustrious
I don't know if it is just me who doesn't feel impressed by end game rewards as of late. It needs to be considered in both professional and amature rpgs.


Straying from the earlier discussion, I disagree on behalf of game design diversity.

Not putting a lot of thought into gear/rewards isn't a necessity. Most RPGs throughout the years did try to offer depth and variety there, yet there are no reasons why it should be a standard. Sometimes developers choose to focus on other features and therefore wish for their audience to focus on these features as well. For instance, if equipment upgrades are lacking, it's probably because the developers want you to rather rely on skills or strategies, etc. to win battles.

I believe that whenever a player is disappointed by a game's feature, he actually might not have paid attention to the "right" things.

Suitable EXP value curve? [2K3]

I don't think this is really an issue.
You'll have a better idea about the required tweaking when you play through the game yourself. Try and see.

B3.PNG

Did you stretch that BoF2 battle background? If so I think the original size would look much better.

Infinity 2

The problem with seeing white clouds on your maps is that it would imply the camera being 10,000 feet high, therefore the sprites and buildings would appear smaller than ants... unless you tell me it's a super-sized giant world.

I recommend turning the clouds black and increasing their transparency a bit more. Seeing clouds' shadows will look much better.

"Maps" I need it please!!

papasan96 did a pretty good job on Heiwaboke Crisis.
Try to contact him.

Those aspects in gaming you've always wondered about?

Why are speedy attacks typically less powerful? It goes against the laws of physics.

Crystalis: Sonata of the Far-Away Sky

It'll take a while for the next demo to come out... A few months, maybe several, but definitely not a whole year.
You can look at the progress report at the top of this page.

Set equipment weight -or- weight for worth?

author=Crystalgate
If we really want to talk realism, armor did not in real life slow you down a lot, contrary to what some rumors may say. So, games which makes armor greatly impair your agility are actually not adding realism.


Yes. Wearing heavy equipment in real life actually lowers your endurance: the ability to withstand fatigue and continuous efforts. In other words, you get tired and weak faster... which might affect you agility over time, but other parameters such as strength, defense and evasion would be impaired as well in a realistic battle system.

Special Request for a Coder [2K3]

It'd help that you upload your game somewhere :P I'd be willing to take a look at that.

Crystalis: Sonata of the Far-Away Sky

@amerkevicius: I didn't get a notification for the edit on your last message, which explains why I only answer now. To pass the flames that block your path you have to throw wind gusts at the flame pillars. These are usually a few steps away from the blocking flames. When there are several pillars to extinguish, you'll have to quickly snuff them all before the flames regenerate.

@aceina: Thanks for playing!
1. Starting with level 2 and 3 charges available was intended because Misae doesn't need rings or bracelets to be able to draw and cast the elemental spirits' powers. I also altered the original game's world, story and "rules" so I could include elemental spirits in it and make them the source of characters' magic powers. These changes allow me to add new bosses and plot twists to the original story.

2. Hit boxes are calculated by the engine's default X,Y position check. Whenever an enemy starts to move, the engine considers its current position to be its destination, even though most of the enemy's sprite is still on its starting position. This system has its flaws but it is much less trouble than programming a custom and complete pixel movement and hit detection system.

3. Foes do drop little money in the demo yet you don't really need to buy anything (except for 2 key items that cost 50 and 100 Gems) to finish it. It seems that many players usually grind up and gather lots of money to buy everything and to feel "secure"...
Yet I hope that players will try to play this game in several different ways, like to rather focus on learning the enemies' and bosses' attack patterns and discover the most effective battle strategies.
There is much more to this game than leveling up to increase your attack/defense and relying on a maximum of medical herbs to survive (not that I think you play like that, but to explain why I believe money shouldn't be a concern to players).

Thanks for your comments ^^