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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Battle Royale

I watched the movie and liked the concept of these high schoolers being forced to kill each other and scavenge weapons.
A nice choice for a game project, I must say :)

What Videogames Are You Playing Right Now?

Currently metagaming Final Fantasy VIII: I just beat Ultima Weapon with the 3 male characters on Level 10-11 with overpowerful junctions. A single Renzokuken was all it took for the boss to die ^^
Next I'll be raising the 3 guys' Levels to 100 with the Stat Bonuses equipped.
It's fun to "break" the game... yet it does take away a lot of suspense during fights...

World Maps

author=Verincia
If there is no flying in the sky, how would you get around quickly. I guess a teleporter or warp point.

Well, showing the "transition" event is not mandatory. It's a matter of screenplay. You'd rarely watch a movie where all the characters' traveling from point A to point B is shown so I think it is not a necessity in video games either.

World Maps

World maps with random battles usually allow the use of some actions that are disabled in dungeons, such as saving the game or changing your party members. These maps can act as "training areas" before you reach your next dungeon, which usually proves to be more challenging than what you've faced on the map.
Some areas of the world map can also offer extra events and sidequests to the player who will take the time to explore it thoroughly (ie recruiting Yuffie in the wooded areas in FF7). I believe these kind of world maps need to be full of options and interactivity in order to be interesting...

...While a world map without random battles' purpose is just to give the player a sense of where to go next and to quickly take him/her there. Therefore these world maps should be small and/or allow fast movement between the different locations. I think these maps' design and graphics usually look nicer to rouse players' interest in them since there's almost no interactivity.

Button Mash - Forcing the player to use different skills

author=LockeZ
Iniquity and Vindication has a skill called Charge Up There are two obvious ways to counter this. The first is to defend, and the second is to interrupt the attack.

Jude's Necropolis has that too (enemies take a turn to cast spells).

I'd agree with you about everything, I think it does make a game more enjoyable, provided that there is still room for the players to pwn the enemies with basic attacks when they've achieved a high level of experience or high stats, so they can experience the satisfaction of having become powerful enough to not have to play by the earlier rules. I think variety is ideal.

Recreating Shadow Hearts' Judgment Ring system [2k3]

The coding doesn't seem too complicated to me. The real pain is the tediousness of it, and having to draw hundreds of images...

EDIT: added a screenshot of the Judgment Ring.


So far I've coded a battle system base and a lottery event, both working fine using the Judgment Ring. I still have some graphics to add and write a tutorial explaining how to draw your own Ring Areas and code them.

Recreating Shadow Hearts' Judgment Ring system [2k3]

@Melkino: Thanks for the info. I just gave OriginalWij's script a try and I have to say it looks and feels very different from Shadow Hearts' Judgment Ring system.
Mine is almost identical to the original one. I still have some event writing to do but everything is working great so far.

I'll try to post a video sometime soon if I can. If not I'll at least post some screenshots of it. You'll all be welcomed to share the media with proper credit ^^

As for the demo, everyone will be free to use and/or edit it as long as they give me credit and don't make money out of it (duh).

Recreating Shadow Hearts' Judgment Ring system [2k3]

Good evening ladies and gentlemen.

I've been looking all over google to see if anyone managed to recreate the Judgment Ring system under Rpg Maker 2k to VX, from the Shadow Hearts game series. And I found that it seems a few people attempted to over the years but never ever completed or released anything.
To take a look at this fun and innovative battle system, watch this (skip to 1:15) http://www.youtube.com/watch?v=OczBEkrHi3A

Now I'm posting this because I might just have succeeded in recreating that system under 2k3.
The event writing is actually quite simple, combining a few variables operations and Show/Move Images while keeping track of key press timing.
If anyone is interested in such a system, let yourself be heard and I'll start working on a demo to show it and share it with you.

EDIT: So far I've coded a battle system base and a lottery event, both working fine using the Judgment Ring. I still have some graphics to add and write a tutorial explaining how to draw your own Ring Areas and code them.
Here a first screenshot of the ring:

Devil Star

I haven't played much yet but I see a lot of potential in this custom battle system. If you still intend to work on it, I'd highly recommend setting the cursor's starting position on the Attack icon, as well as design a variable-based Key Press/Move Cursor system instead of making the Cursor the "Hero".

Astyanax: Wrath Steel

Only the story overview is taken from the NES Astyanax game. The game itself doesn't seem to have anything in common with it.