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/
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Game Journal-Christmas Edition

Why is there a no RTP rule?

Wanted: writers, designers and artists to create RPG

author=Taharka
My goal is for my teammates and I to spend at least 6 months working on "pre-production" tasks for an RPG. Once the pre-production stage is complete, the team will decide whether the game should be created or not, and how to move forward.


I would advise you not to take such an approach. Unless I were a professional game designer, I would be pretty pissed off if my six month worth of efforts were subject to being forgotten and deleted.
I think it would be wiser to shorten the pre-production time to one or two months and agree right away to develop the game no matter what. Otherwise you just won't get anywhere and the team will lose interest.

As everyone said, you should be the first one to tell us about your design ideas. People who think your ideas are interesting will then judge if they want to participate in the project or not.
After that the team can start to brainstorm.

Release Something 11

I'll submit something that, I hope, will make you guys go crazy ^^

EDIT: (It'll be full of minor glitches though)

EDIT2: Can't I select the date at which my submission will become viewable anymore? I suppose I can submit it right now and you'll hold it until December 1st, right? I'll do so ^^

Retro Quest

author=Benjami33
how can you beat Easton??????????????
and im stuck and where is the courtyard

Also make sure the ATB is set to Active in the menu.
If it is set to Wait, Easton will never attack and you'll be left with no other choice than to act and die.

This is the kind of game design problem that normally shouldn't be an issue, but we can't help it when using the engine's default battle system.

Found a glitch: Being equipped with the Fire Amulet does not reduce Fire damage at all. I think every elemental resistance might be glitched too. That's because you checked both the "Magic" and "Fire" (or other elements) attributes for the magic skills. Magic and Fire attributes' damage modifiers must be stacked or something, so resistance-providing equipment become near useless.
I recommend you delete the "Magic" attribute completely and check only one attribute per skill. That way elemental resistance will work properly.

[Music] A ton of music for free use

These works are pretty good.
I'd picture most of the tracks from the NPShare archive in cutscenes. They have that "movie score" taste to them. But I think they are a bit too similar though. Most of the tracks use repetitive short strings of notes and few movements. I think you could fuse several of them together to make fewer and longer tracks.

A counter example would be "test2". It's my favorite track. There is an interesting variety of instruments and an "epic battle" vibe to it, good movements and emotional pacing (I feel it reaches its peak near the beginning with the first few notes of the flute and brass accompaniment, then slowly descends for a while and rises a bit more in the last, quieter part). I'd picture that song during a moment of agency in a game.

As for the more ambient tracks, "the slave's jail" would be my favorite. The hard sounding high pitched piano notes provide excellent atmosphere.

Keep up the good work!

Boss Battle Design Contest - Knowledge is Power

Lunatic Dream crashes for me right at the start:

Script STR22Core (Japanese text) v2.2b' line 755 RGSSError occured.
Failed to create bitmap.

rm2k3 - Can we press two keys at the same time?

Hi.
I'm working on a piano system that uses the keyboard's number keys (0 to 9) to play the notes and I am facing a cruel issue. The database event codes use ten separate Key Inputs that each check a variable's value (corresponding to number 0 to 9 on the keyboard) (values are therefore 10 to 19).
Other events check if the variables' value correspond to the note then a sound is played...

The problem is, it seems that the engine doesn't allow two or more keys to be pressed at the same time, even if paired with different variables.
Therefore, I cannot play two notes on the piano at the same time. I can only play notes in quick succession at best, which screws up the whole system because I want to allow players to play any song like they could do it on a real piano.

When two or more keys are pressed, only the one with the higher value is considered. For instance, if I try to play Do and Mi at the same time I press keys 1 and 3 on the keyboard, but only the "Mi" sound plays.
I want both "Do" and "Mi" to play at the same time.

Does anyone know if pressing two or more keys at the same time on rm2k3 is possible? If so, how?

Thanks.

Heartache 101 ~Sour into Sweet~

author=flowerthief
Wow, really? That's interesting, because Shihoko as a character was (loosely) based off of an occidental person while Keika as a character was loosely based off of a Japanese person. Those are in fact the two characters in the game who most owe their personality traits to actual people. (I'm more ready to admit that Akari and Hinami are manufactured in part from popular tropes :P)

Well, that's funny. Maybe there isn't that much cultural difference in relationship behavior then. Here are my thoughts about the two girls' paths that led me to believe in their cultural influence (story spoilers alert):

Shihoko values "quantity over quality" and feeds her ego with the attention she gets from many boys, thus fueling shallow relationships. But she doesn't know what a committed, intimate relationship really implies, and therefore wants to meet her needs about popularity and social success rather than those about love and mutual care. These issues come off as more oriental-like to me, with the Japanese people's typical concern about social status and image.
As for Keika, I thought her behavior were more typical of westerners: She feeds her ego with the fact of being in a relationship only, probably believing that breaking up or being single would be more hurtful than being disregarded by her boyfriend. Or maybe she nurtures the immature hope that everything will get better eventually and therefore clings to the relationship. She has to open her eyes about her boyfriend and listen to her own feelings more.

Of course, these thoughts are bound to my own experiences and knowledge of occidental and oriental culture and people too, so differences are to be expected. In any case, its pretty interesting, yeah ^^

13 ghosts = one grate game idea.

The Ars Goetia has already been used in Shadow Hearts: Covenant as a Materia-like magic and grid system, but I suppose that an RPG where the main quest is to beat all the 72 demons could go somewhere...

I've seen the 13 Ghosts movie remake and some scenes of the 1960 movie. A survival horror game based on these would be perfect. The fact that the player knows right at the beginning that there are 13 murderous spirits to defeat/escape from would be very appealing, I believe. You'd always be eager to meet the next one and see what trials you'd have to overcome in order to survive the encounter.

As for Scooby-Poo, I dunno.

What Videogames Are You Playing Right Now?

author=J-Man
Finished Makai Toushi SaGa on Wonderswan Color. (Final Fantasy Legend)

Now I remembered why that game pissed me off so much. Stupid cheap enemies.


They made a remake? How neat!
I just saw an impressive speedrun of the original GB title where the player relies solely on monsters and eating the right meats.