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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 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
A murderer of influencers is among you

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Ch-ch-ch-changes - Progess Report 11

Thanks for sharing. I'm always happy to see when devs find creative ways like this to reach their objectives.

There are a few things I'm curious about:

-Will the parallax map be deleted once you exit the current floor or will they accumulate in the game's folders?

-What would you say are the advantages and disadvantages of such dungeons?

-And will you still rely on a few man-made maps such as entrance rooms and boss rooms, or other areas where important cutscenes might happen?

*crawls out of the dirt* - I just released free resources on itch and idk where to say that. I'll say it here. Also hi.

Akira Toriyama passed away

I just stumbled upon the news that we've lost this great man, one of the most influential Japanese artist ever. Akira Toriyama passed away on March 1st 2024.

Dragon Ball and Dr. Slump were the first mangas I ever read.
He was also the main artist behind the Dragon Quest series and Chrono Trigger.
His works have reached peak levels of success worldwide. His artwork is instantly recognizable. And his style of storytelling has influenced other artists for decades.

RIP to another one of the greatest (Kentaro Miura too, a few years ago). I will continue to love his work and draw inspiration from it.

What are your memories of and/or favorite works from Toriyama?

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10/10 game!

Repair Kit VS Humen Healing items

Would it work if you created two Elements? Humans being impervious to the "Repair Kit" element and Gundams being impervious to the "First Aid Kit" element.

Storywriting - Ask a character to do something unreasonable

Two of the main characters go through that in Final Fantasy 13 when they are first introduced: Hope's mother joins Snow's rebel group, is given a gun, starts fighting and is soon killed before their eyes, Snow failing to save her. During the next several hours of playtime, Hope resents Snow and wants to kill him while Snow tries to deal with the guilt in different ways.

I thought it was an appropriate trigger to get these two characters' stories going... However, Nora was not developped enough for me to grow attached to her and therefore her death left me mostly indifferent. And I couldn't have much empathy or patience for Hope's and Snow's struggles because of that either.

If I compare to a similar situation in Final Fantasy X: In Djose, Luzzu reveals to Wakka that he was the one who convinced Wakka's younger brother Chappu to join the Crusaders, leading to his untimely death. Wakka becomes angered and punches Luzzu. Luzzu then reveals why Chappu enlisted (he had a very honorable and touching reason to do so) and it helps Wakka calm down. They leave on good terms.

A few minutes later, the party can choose to encourage Gatta, Luzzu's cadet, to join the fight against Sin during operation Mi'ihen. If you do so, Gatta is killed not long after and his superior Luzzu has a very emotional scene dealing with the situation and pain of it. Wakka understands his pain and comforts him.

Those events come after several hours of playtime and several instances of interacting with Luzzu and Gatta, getting to know their personalities and objectives and the relationship they have with the party. Therefore I had time to grow fond of them and was much more affected by the tragic events that unfolded.

FFX handled it better. Not only does the game give the players enough time and experience to care for the characters involved but it also does not dwell on that tragedy for hours and ends it on a positive note, making characters move on and grow, which helps make them more real and likeable.

Countering the Psychology of Touch Encounters

But. When being chased, people tend to run... the player is actively avoiding those very encounters


In life, yes, that's a common reaction. In games, I don't think that's the case because the consequences of confrontation and escape are not the same as in reality.
But let's assume it is the case for the sake of this discussion.

In action-based or strategy-based games, tactical retreats are common: You move to a more advantageous location to take on the pursuer or to fight a group of enemies one at a time.
Taking on several enemies that attack from different directions at once can be suicide in many games, but it can be an effective strategy in a party-based game with a heavy tank character while the others remain at a safe distance and use ranged attacks.

It's certainly possible to add action or strategy elements to a turn-based RPG. Most touch encounter games I've played include that tried and true feature of running into the enemy's back or striking at them on the exploration map to gain some advantage in battle. Dragon Quest 11, the Persona and Trails series come to mind, and Valkyrie Profile with its side-scroller action-like exploration.

Some of the Wild Arms games don't feature touch encounters but warn you when a battle is about to start and allow you to avoid the encounter by spending special points. You may refill those points by fighting or by finding gems scattered in dungeons. Psychologically speaking, it's the same as running away from an incoming visible threat.
One could implement a similar idea in a touch encounter system and reverse it: spending points right before the enemy touches you would give you an advantage in battle.

How about giving the player a much greater reward when they do go looking for trouble and take on particularly dangerous encounters? "Rewards" don't have to be limited to the battle system's features like more experience or higher drop rates. A reward could be new story development, a new character to recruit, unlocking a new skill or area, etc.

Many games also simply force players into tutorial fights at the beginning where we learn that we may be strong enough to win despite appearances and will obtain important rewards by doing so... And that fighting is, well, fun!

How would you rank the NES / SNES / PS1 Final Fantasy's in increasing difficulty?

Your ranking sounds about right to me. All of the difficult challenges in later games are optional. You don't have to get and upgrade the celestial weapons in order to beat FFX, for instance. Nor do you need to breed a golden chocobo to go and get Knights of The Round to beat VII.

Older titles can require some grinding and I don't know if that qualifies as "difficulty", but it can get tedious. Some aesthetic choices can get in the way of enjoyment as well, such as the DS version of FF3 having the characters swing their weapons way too many times before the damage numbers show up.

That being said, it sounds to me like your sister was disappointed by the story of Super Mario RPG. If she wants the best writing that the FF series has to offer, I would recommend X (memorable characters and great love story) or VII (lots of suspense and psychological themes).

Remodelling in progress!

The new textures on the house and its bigger, realistic size compared to the characters are a big improvement!

You went in the right direction by splitting the trees into different "stories". I think they could be improved further by making the edges of those stories more round and a little jagged, in a way similar to any of those examples:

https://i.pinimg.com/originals/5e/4a/a3/5e4aa386936187c70ffbcac04dab83df.png

https://c8.alamy.com/comp/2B9DRA0/pixel-art-trees-isolated-vector-set-2B9DRA0.jpg

https://media.gettyimages.com/id/472679214/vector/pixel-christmas-trees.jpg?s=1024x1024&w=gi&k=20&c=Hw1SISrkxbzi_E_LUx8HWH646e4RMzC3fwLVuV7uscA=

https://www.reddit.com/r/PixelArt/comments/zxdpgl/what_color_scheme_looks_best_for_this_fir_tree_my/

hrdx_engineer_toxinconcept.png

tesla coil from Command & Conquer: Red Alert


I see. It's not an easy shape to reproduce at such a small size, but the updated version is solid! :)
No amount of practice is ever a waste!

How many classes have access to lightning attacks? Maybe having one more wouldn't hurt.