AVEE'S PROFILE
Avee
5794
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/
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/
Search
Filter
A Civil Garden Party ~ 2k3 Discussion
author=LockeZ
My RMXP game uses a Tool system similar to games like Lufia, Wild ARMs, and Zelda. (...) This is something I could not have done in 2K3! At least, it would have been a complete nightmare...
This is off-topic but I've been taking up this challenge under 2k3. I believe it might be doable by adding tile ID checks to the usual XY checks, and using chipset tile doubles for every story.
A Civil Garden Party ~ 2k3 Discussion
How to write a book?
Yes, I understood that :P Is it under 2k3? You might want to specify which engine you use everytime you ask a new question.
Let me explain it slightly differently and in further detail:
1- Go in the Database and create an item called "Book of Whatever". This item has to be a Switch type of item (you know, there are several types like Weapon, Shield, Medicine, etc. and Switch).
2- Have this item activate a Switch called "Book"
3- Remaining in the Database, go to the Common Events tab. Create an event called "Read Book". Make it Auto Start and activated by the previously created Switch called "Book".
4- In the command space, have message boxes open or show a Picture with the book's text on it. At the end of this event, turn Switch "Book" OFF.
Now in your maps, have a treasure chest or something that adds the item "Book of Whatever" to your party's inventory. If you've done it correctly, you should now be able to read this book through your inventory in-game.
If this is not what you want to do, there is no other way to do that book reading thing you're asking for (unless you design a whole custom menu system).
Let me explain it slightly differently and in further detail:
1- Go in the Database and create an item called "Book of Whatever". This item has to be a Switch type of item (you know, there are several types like Weapon, Shield, Medicine, etc. and Switch).
2- Have this item activate a Switch called "Book"
3- Remaining in the Database, go to the Common Events tab. Create an event called "Read Book". Make it Auto Start and activated by the previously created Switch called "Book".
4- In the command space, have message boxes open or show a Picture with the book's text on it. At the end of this event, turn Switch "Book" OFF.
Now in your maps, have a treasure chest or something that adds the item "Book of Whatever" to your party's inventory. If you've done it correctly, you should now be able to read this book through your inventory in-game.
If this is not what you want to do, there is no other way to do that book reading thing you're asking for (unless you design a whole custom menu system).
How to write a book?
Make a Switch Item that plays a "Call" common event (create it in the database). Put desired messages in this event.
Coldcrest Archipelago
As requested, here are my comments on the game. I tried v1.3b
Overall gameplay
-There is no introduction and the storyline lacks depth. You might want to work on your writing skills next.
-There isn’t much to do in towns except talking to quest-providing NPCs and shopping. Likewise there isn't much to do in dungeons other than go straight to treasure chests and boss sprites. Try your hand at making puzzles and other kinds of quests.
Battles
-Status ailments are a pain to deal with. I lost about 6 turns in the first fight against puny Bats because they blinded me, and I just kept losing HP. It might be best to just run away whenever you get blind.
-Also, the fight against the Doom Swordsmen might be very hard to most players since their Paralysis-inducing attacks cannot be prevented. The only way is to Blind them right away (skill learned at Level 6) (unless you can prevent or cure Paralysis with the girl, but I couldn't as explained below).
-So overall I think that status ailments should last fewer turns in order to avoid these problematic situations.
Glitches and issues
-It isn’t clearly expressed when and what most reward-providing NPCs give you.
-The priest in the first town wants to ask me a favor yet doesn’t give any information about his request. Only when I talk to him again does he says I apparently have to find some box.
-There’s a passable tile glitch on the Tower’s wall, as shown below.
-The cracked walls are secret passages. The hero should pass under them, not over them.
-Some houses in Thorg Village don’t have teleports yet their doors are wide open and passable.
-There might be too many equipment choices for such a short game. I actually didn’t need to buy any to beat it, only HP recovery items.
-My HP did not actually increase by 1000 when I got the Doom Sword.
-It seemed pretty mandatory to me to spend several thousands of Gold in HP, Atp and DFP, at the least, in order to beat the final boss. That was the only time I had to farm monsters for money.
-I beat the whole game without recruiting the girl. Actually I didn't know I could have an ally until I gathered equipment Erago couldn't wear.
-The font isn’t the easiest one to read. Some letters create awkward blank spaces (V’s and Y’s mostly).
-There are a few spelling and typing mistakes here and there:
-One eventmaking mistake screws your game file if you save the game after entering the lava cave after you killed its boss. This is caused by misplaced teleports and the impossibility to avoid stepping on them. The red Xs below show Teleport Events. The bug exists because we return to the southern X when leaving the cave, and mountains and lava cannot be crossed.
Bottom line
This game feels just like a typical beginner maker’s project: it’s not great, but it’s good enough to entertain new RM players for a short while. There are still a few glitches and mistakes to fix, but I believe that you can only keep on leveling up your gamemaking skills.
Overall gameplay
-There is no introduction and the storyline lacks depth. You might want to work on your writing skills next.
-There isn’t much to do in towns except talking to quest-providing NPCs and shopping. Likewise there isn't much to do in dungeons other than go straight to treasure chests and boss sprites. Try your hand at making puzzles and other kinds of quests.
Battles
-Status ailments are a pain to deal with. I lost about 6 turns in the first fight against puny Bats because they blinded me, and I just kept losing HP. It might be best to just run away whenever you get blind.
-Also, the fight against the Doom Swordsmen might be very hard to most players since their Paralysis-inducing attacks cannot be prevented. The only way is to Blind them right away (skill learned at Level 6) (unless you can prevent or cure Paralysis with the girl, but I couldn't as explained below).
-So overall I think that status ailments should last fewer turns in order to avoid these problematic situations.
Glitches and issues
-It isn’t clearly expressed when and what most reward-providing NPCs give you.
-The priest in the first town wants to ask me a favor yet doesn’t give any information about his request. Only when I talk to him again does he says I apparently have to find some box.
-There’s a passable tile glitch on the Tower’s wall, as shown below.

-The cracked walls are secret passages. The hero should pass under them, not over them.
-Some houses in Thorg Village don’t have teleports yet their doors are wide open and passable.
-There might be too many equipment choices for such a short game. I actually didn’t need to buy any to beat it, only HP recovery items.
-My HP did not actually increase by 1000 when I got the Doom Sword.
-It seemed pretty mandatory to me to spend several thousands of Gold in HP, Atp and DFP, at the least, in order to beat the final boss. That was the only time I had to farm monsters for money.
-I beat the whole game without recruiting the girl. Actually I didn't know I could have an ally until I gathered equipment Erago couldn't wear.
-The font isn’t the easiest one to read. Some letters create awkward blank spaces (V’s and Y’s mostly).
-There are a few spelling and typing mistakes here and there:

-One eventmaking mistake screws your game file if you save the game after entering the lava cave after you killed its boss. This is caused by misplaced teleports and the impossibility to avoid stepping on them. The red Xs below show Teleport Events. The bug exists because we return to the southern X when leaving the cave, and mountains and lava cannot be crossed.

Bottom line
This game feels just like a typical beginner maker’s project: it’s not great, but it’s good enough to entertain new RM players for a short while. There are still a few glitches and mistakes to fix, but I believe that you can only keep on leveling up your gamemaking skills.
The Screenshot Topic Returns
author=Large
That one seems to be too cute, right? The thing is, I want to avoid the "HUGE monster, tiny character" trope that is so popular, like here:
I'd be fucking terrified if a bulldog that size showed up on my front porch, is what I'm saying.
Actually none of the enemy battlers in FF6 can be compared in size to the character sprites or even to each other, but I understand your aesthetic choice.
A Civil Garden Party ~ 2k3 Discussion
"Delay" before showing spell animations
On older computers you might also get lag depending on which of the 4 screen sizes you're playing on (toggle it with F4 and F5).
Best Game Openings: RPG Version
Boss Battles
Supaguy's article suggestion applies to 2k3 as well. You can also read this one here.
Typically one would design a list of all the existing attacks and skills within the game, then match them up to create interesting skill sets.
Make sure you experiment with all of the skills' and status ailments' parameters.
Also make sure that your bosses are different from each other. For instance don't have them all use offensive magic. Have some of them very speedy and others very slow. Have a swarm of weak bosses team up instead of having a single foe. etc.
Typically one would design a list of all the existing attacks and skills within the game, then match them up to create interesting skill sets.
Make sure you experiment with all of the skills' and status ailments' parameters.
Also make sure that your bosses are different from each other. For instance don't have them all use offensive magic. Have some of them very speedy and others very slow. Have a swarm of weak bosses team up instead of having a single foe. etc.













