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/
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100 Room Challenge
I think it's all about the border between challenge and frustration.
Primo, since the rooms are randomly generated, none should require a particular upgrade to pass (for instance, a huge gap requiring rush jet would mean game over if you didn't get the room it is found into).
Secundo, if we have to start all over at room 1 when lives are exhausted, it would be less frustrating to be allowed two more tries at the room we died into. So that's a vote for 3 lives.
Primo, since the rooms are randomly generated, none should require a particular upgrade to pass (for instance, a huge gap requiring rush jet would mean game over if you didn't get the room it is found into).
Secundo, if we have to start all over at room 1 when lives are exhausted, it would be less frustrating to be allowed two more tries at the room we died into. So that's a vote for 3 lives.
New_Alimena.PNG
Interesting.
I use an upper layer impassable blank tile. I don't need to have two sets of roof tiles either.
The more you know ;)
I use an upper layer impassable blank tile. I don't need to have two sets of roof tiles either.
The more you know ;)
New_Caldinasus.PNG
Looks good to me.
I don't know if I'll be able to explain this right but the base of brick walls don't match with their corners... Adding a small (about 16x4 pixels) wall portion below the corners and lowering the dark area of the base by as much would look better.
I don't know if I'll be able to explain this right but the base of brick walls don't match with their corners... Adding a small (about 16x4 pixels) wall portion below the corners and lowering the dark area of the base by as much would look better.
New_Alimena.PNG
Mount_Ronmrilus.PNG
In terms of level design, it seems a bit confusing to me because there aren't any tiles or objects used to mark a path.
Aside from that it looks pretty good. Maybe a bit of deeper water in the eastern pond would add a nice touch.
Aside from that it looks pretty good. Maybe a bit of deeper water in the eastern pond would add a nice touch.
Introscenewedding02.PNG
Crystalis: Sonata of the Far-Away Sky
It's always a pleasure to answer such questions!
A) Shame on me, I forgot about foes' immunities. I honestly don't know if I will add immunities because I already programmed weaknesses (twice the damage from charged shots). I'll think about it. Thanks for pointing that out.
As for your other questions, they have mostly been answered already. Just take a look at the previous posts and Images section.
B) There will be additions to the original game such as new dungeons and enemies. The global storyline is the same yet I will edit many things. For instance all the main characters are more developed (check the Characters section for more information).
C) That information will remain confidential for now :P (basically, that means yes...)
D) Take a look at the Images section. I already ripped and edited the wyrm from the Windmill Cave and the caterpillar and fly from the Swamps. Other enemies and bosses will be ripped from the original game (expect a certain giant insect coming up soon) while some are completely original, such as the Recon Rat in Velyagun's Great Wall.
I hope you'll enjoy the demo (coming soon). Thank you for your comments :)
A) Shame on me, I forgot about foes' immunities. I honestly don't know if I will add immunities because I already programmed weaknesses (twice the damage from charged shots). I'll think about it. Thanks for pointing that out.
As for your other questions, they have mostly been answered already. Just take a look at the previous posts and Images section.
B) There will be additions to the original game such as new dungeons and enemies. The global storyline is the same yet I will edit many things. For instance all the main characters are more developed (check the Characters section for more information).
C) That information will remain confidential for now :P (basically, that means yes...)
D) Take a look at the Images section. I already ripped and edited the wyrm from the Windmill Cave and the caterpillar and fly from the Swamps. Other enemies and bosses will be ripped from the original game (expect a certain giant insect coming up soon) while some are completely original, such as the Recon Rat in Velyagun's Great Wall.
I hope you'll enjoy the demo (coming soon). Thank you for your comments :)
temple.png
Which game was the biggest disappointement for you?
A big disappointment implies high expectations. However I never had such expectations for an RM game... Still, I'd say Eyes Without A Face was pretty disappointing because of its length, unexplained plot and the amount of overly positive feedback it has.
Regarding professionnal games, I'd say Wild Arms Alter Code F. It's a remake of an awesome game, but they managed to make it as crappy as AVGN's worst games.
Regarding professionnal games, I'd say Wild Arms Alter Code F. It's a remake of an awesome game, but they managed to make it as crappy as AVGN's worst games.
Crystalis: Sonata of the Far-Away Sky
@flowerthief: That's a very relevant comment. In the NES game you can indeed walk diagonally and as you can see I want to make this game as close to the original as possible.
I tried to make the diagonal movement work in the database events, searched for tutorials, but the results were terrible. I'll give it another try, but I'm pretty sure I'll have to give it up.
Anyway the heroine's movement speed is set to Normal, which is pretty fast, and so is the gameplay. I hate sunday driver gameplays ;) Thank you for the comments.
EDIT: Just as I thought, it seems impossible to make a bug-free diagonal movement system in Rm2k3. The best eventing code I can write makes all hero touch- and hero collision-triggered events inactive (teleports, taking damage when running into enemies, etc.). I suppose we could fix it by writing a bunch of ID detection events, but it wouldn't be worth it in my opinion.
I tried to make the diagonal movement work in the database events, searched for tutorials, but the results were terrible. I'll give it another try, but I'm pretty sure I'll have to give it up.
Anyway the heroine's movement speed is set to Normal, which is pretty fast, and so is the gameplay. I hate sunday driver gameplays ;) Thank you for the comments.
EDIT: Just as I thought, it seems impossible to make a bug-free diagonal movement system in Rm2k3. The best eventing code I can write makes all hero touch- and hero collision-triggered events inactive (teleports, taking damage when running into enemies, etc.). I suppose we could fix it by writing a bunch of ID detection events, but it wouldn't be worth it in my opinion.













