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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Dragon Quest +
So I kept playing Easy mode after adding a few QOL mods of my own (lowering some of the sound files' volume in Audacity and adding a Save anywhere feature, which caused a game breaking error when loading in Mercado. That'll teach me to mess with other people's games :P).
I only ran into minor issues like typos and the Drakeema who seems to be missing the right part of its face. No performance issues, no problems with the menus or anything of the sort.
I defeated the Dragonlord and I'm about to start the extra post-game content. So far I think there's a great balance between familiar tasks and new content. The small changes to original areas and NPC dialogues kept the experience interesting. While the game is still DQ1 in essence and therefore not the most deep or exciting DQ adventure that exists, it feels like a freshened up and more enjoyable version of a nostalgic experience.
The end credits are nice too :)
Good job! I might share more of my thoughts after I finish the post-game stuff.
By the way, what kind of game do you want to work on next / what do you have in mind for future projects?
I only ran into minor issues like typos and the Drakeema who seems to be missing the right part of its face. No performance issues, no problems with the menus or anything of the sort.
I defeated the Dragonlord and I'm about to start the extra post-game content. So far I think there's a great balance between familiar tasks and new content. The small changes to original areas and NPC dialogues kept the experience interesting. While the game is still DQ1 in essence and therefore not the most deep or exciting DQ adventure that exists, it feels like a freshened up and more enjoyable version of a nostalgic experience.
The end credits are nice too :)
Good job! I might share more of my thoughts after I finish the post-game stuff.
By the way, what kind of game do you want to work on next / what do you have in mind for future projects?
The Simple Times
Dragon Quest +
Congrats on finishing the game! That must have been a lot of work.
Here are my initial thoughts on testing Normal mode for about 2 hours. Most of it might sound negative and nitpicky, so take my feedback with a grain of salt :P The only real issue I have is about the music and sound effects volume:
Here are my initial thoughts on testing Normal mode for about 2 hours. Most of it might sound negative and nitpicky, so take my feedback with a grain of salt :P The only real issue I have is about the music and sound effects volume:
Quality of life improvement suggestions and bug report:
-I can play on Windows 7 Pro.
-Text speed selection: You could indicate which number is fastest and which one is slowest.
-I selected 0 for text speed, but battle text speed's default should be a higher number because 0 comes and goes too fast to be readable.
-Pressing the Mini Map key (0 on my numpad) during the intro or elsewhere when I don't have the mini map freezes my sprite too. You could probably disable the command when the game starts and enable it only when the mini map is obtained.
-It's also weird that I can open the Menu in town using the same key (numpad 0) but when on the world map it shows the mini map.
-Intro questions: I was asked the same question twice "Do you like negotiating..." with another question in between.
-Speaking of Personalities, it would be nice to be told ingame what those do.
-There's weird waiting time when opening the first blue treasure chest and after obtaining the Map that's inside.
-Saving at a church plays that jingle, making me wait for no reason (an issue that the original series should fix in my opinion).
-Saving only at churches is another big issue that the original series should fix. Being able to save anywhere except during battle or cutscenes is the new norm.
-Doors that aren't locked could open when I run into them instead of having to press the Confirm key.
-You could probably show the item menu categories' contents while selecting the category, instead of having to enter the category by pressing Confirm. Having that large blank space while selecting categories is silly (it's an issue that the RM engines keep having).
-Since there are new items in the game, a more transparent description of their effects would be useful. For instance, I should be informed that Apples recover some MP without having to save, use one to see what it does, then reload.
-Sound effects are too loud compared to music volume, which is unpleasant and a shame considered the massive 850 MB of music you included in the game. Some music tracks are barely audible even when the volume of sound effects is painfully loud, such as the castle theme. Others, like the battle music, have some loud parts that are too loud compared to the quieter parts. Speaking of the battle music, it has parts where it just dies down. It's not always a good idea to feature live orchestrated performances because of things like that... I would recommend to balance the volume of such tracks in Audacity, and to reduce the volume of sound effects in the database and events to compensate for the quiet music.
-Lovely mapping. The towns and world map are solid improvements over the original, not only thanks to the 16-bit tiles but how you handle the tiles as well.
-The screen flashing before entering battle begins before the sprite has finished moving, which looks a bit weird. You could add a 0.2 or so waiting time before making it flash.
-You could probably remove the extra zeros when showing damage numbers under 100 and under 10.
-The sound effect for the enemy about to attack could play while they flash red to save some time.
-You could also remove the waiting time between my attack animation and the enemy taking damage animation.
-Player's and enemies' damage output varies too much. For instance, a Dracky deals between 1 and 6 damage to me, which is too much variance when I have only 15 Max HP.
-Plus, Drackies can Poison me, which is a deadly state when HP is that low. I'd suggest not having enemies inflict Poison until a little later.
-You could probably use several Variables per dialogue option to change the "Adventure Log I-III" when saving and loading. Associate a Variable's value to the current location and another to the current Level for instance, and show these Variables in the text box.
-The game on Normal seems just as grindy as the original when starting out, which is typical of older RPGs like Final Fantasy 1 and Dragon Quest 1~2 but also a big hurdle that should not be reproduced in my opinion. My recommended solution for this would be to reduce the Experience needed to reach the first few Levels.
-It would be great to be informed ingame what the exact differences between the difficulty settings are. More transparency is always best. I had to test Easy mode to learn that Exp and Gold are doubled on that setting, which is how I would have preferred to play.
I made it to Level 3 and tried the maze mini game. There might be too many things to improve for me to want to keep playing, but I think that you did a great job with this remake so far.
-I can play on Windows 7 Pro.
-Text speed selection: You could indicate which number is fastest and which one is slowest.
-I selected 0 for text speed, but battle text speed's default should be a higher number because 0 comes and goes too fast to be readable.
-Pressing the Mini Map key (0 on my numpad) during the intro or elsewhere when I don't have the mini map freezes my sprite too. You could probably disable the command when the game starts and enable it only when the mini map is obtained.
-It's also weird that I can open the Menu in town using the same key (numpad 0) but when on the world map it shows the mini map.
-Intro questions: I was asked the same question twice "Do you like negotiating..." with another question in between.
-Speaking of Personalities, it would be nice to be told ingame what those do.
-There's weird waiting time when opening the first blue treasure chest and after obtaining the Map that's inside.
-Saving at a church plays that jingle, making me wait for no reason (an issue that the original series should fix in my opinion).
-Saving only at churches is another big issue that the original series should fix. Being able to save anywhere except during battle or cutscenes is the new norm.
-Doors that aren't locked could open when I run into them instead of having to press the Confirm key.
-You could probably show the item menu categories' contents while selecting the category, instead of having to enter the category by pressing Confirm. Having that large blank space while selecting categories is silly (it's an issue that the RM engines keep having).
-Since there are new items in the game, a more transparent description of their effects would be useful. For instance, I should be informed that Apples recover some MP without having to save, use one to see what it does, then reload.
-Sound effects are too loud compared to music volume, which is unpleasant and a shame considered the massive 850 MB of music you included in the game. Some music tracks are barely audible even when the volume of sound effects is painfully loud, such as the castle theme. Others, like the battle music, have some loud parts that are too loud compared to the quieter parts. Speaking of the battle music, it has parts where it just dies down. It's not always a good idea to feature live orchestrated performances because of things like that... I would recommend to balance the volume of such tracks in Audacity, and to reduce the volume of sound effects in the database and events to compensate for the quiet music.
-Lovely mapping. The towns and world map are solid improvements over the original, not only thanks to the 16-bit tiles but how you handle the tiles as well.
-The screen flashing before entering battle begins before the sprite has finished moving, which looks a bit weird. You could add a 0.2 or so waiting time before making it flash.
-You could probably remove the extra zeros when showing damage numbers under 100 and under 10.
-The sound effect for the enemy about to attack could play while they flash red to save some time.
-You could also remove the waiting time between my attack animation and the enemy taking damage animation.
-Player's and enemies' damage output varies too much. For instance, a Dracky deals between 1 and 6 damage to me, which is too much variance when I have only 15 Max HP.
-Plus, Drackies can Poison me, which is a deadly state when HP is that low. I'd suggest not having enemies inflict Poison until a little later.
-You could probably use several Variables per dialogue option to change the "Adventure Log I-III" when saving and loading. Associate a Variable's value to the current location and another to the current Level for instance, and show these Variables in the text box.
-The game on Normal seems just as grindy as the original when starting out, which is typical of older RPGs like Final Fantasy 1 and Dragon Quest 1~2 but also a big hurdle that should not be reproduced in my opinion. My recommended solution for this would be to reduce the Experience needed to reach the first few Levels.
-It would be great to be informed ingame what the exact differences between the difficulty settings are. More transparency is always best. I had to test Easy mode to learn that Exp and Gold are doubled on that setting, which is how I would have preferred to play.
I made it to Level 3 and tried the maze mini game. There might be too many things to improve for me to want to keep playing, but I think that you did a great job with this remake so far.
hrdx_colourblast.png
It's Setzer's Flash! I always liked that animation.
https://static.wikia.nocookie.net/finalfantasy/images/e/e9/FFVI_Prismatic_Flash.png/revision/latest?cb=20130422061313
Do you think you could separate the darker areas and add transparency to them, like in that screenshot? It would look a little cooler IMO.
https://static.wikia.nocookie.net/finalfantasy/images/e/e9/FFVI_Prismatic_Flash.png/revision/latest?cb=20130422061313
Do you think you could separate the darker areas and add transparency to them, like in that screenshot? It would look a little cooler IMO.
Does the "Delete" button really work?
Are you talking about Locker files? After clicking on Delete you have to scroll down to the bottom of the page and click on Update.
Twell
author=jhongyu
There no option I can send savefile only image
Did you use your Locker to upload the savefile?
You can add any file that's into your Locker to a reply by clicking on the Link icon.
Let me know if you need more help.
By the way, you can also Edit your older replies instead of writing a new one everytime.
i have no brian and i must think
A.I. Generation and RMN
We and, from what I've seen so far, the majority of internet users all agree that AI-generated content shouldn't be encouraged.
I support the staff's decision on this matter. To know that RMN will not wait any longer to forbid such content is a giant green flag in my eyes.
I support the staff's decision on this matter. To know that RMN will not wait any longer to forbid such content is a giant green flag in my eyes.
PSA: DO NOT Use Unity (Or RM Unite)
author=KrimsonKatt
Move to Gadot if you can.
author=KrimsonKatt
Switch to Gadot if your switching off RPG Maker.
I would love to have access to Gal Gadot, but it's actually called Godot, just so you know :P
[RM2K3] Target shooting and racing minigames
I know of Wild Thunder and Macro Machines, but I wouldn't call those "simple". Still, they might be worth a look for inspiration.













