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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 Child Called Ash
https://raziyatheseeker.itch.io/a-child-called-ash

A Maned Lioness
https://rpgmaker.net/games/11191/

bio-Synthetica
https://rpgmaker.net/games/12250/
https://graybardgaming.itch.io/bio-synthetica
https://store.steampowered.com/app/2258840/bioSynthetica/

Blackmoon Prophecy Awakenings (AKA Blackmoon Prophecy 2)
https://uprc.itch.io/ffbp
https://rpgmaker.net/games/5722/

Izrand Allure
https://rpgmaker.net/games/12395/
https://unity.itch.io/izrand

Little Avenger
https://www.148apps.com/app/988172424/

Onyx
https://rpgmaker.net/games/29/
https://yeaster.itch.io/onyx

Penumbra Crystallis
https://uprc.itch.io/penumbra-crystallis
https://rpgmaker.net/games/78/

Red Balloon of Happiness
https://rpgmaker.net/games/9333/
https://irog.itch.io/red-balloon-of-happiness

Requiem of the Shadows
https://rpgmaker.net/games/10441/

Second Death
https://rpgmaker.net/games/6972/

Super Mimi Souls
https://rpgmaker.net/games/9400/
https://prinnyhero.itch.io/super-mimi-souls

Twell
https://rpgmaker.net/games/7931/
https://luxesr.itch.io/twell
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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How do people feel about RPGs with no consumable items?

author=Trihan
One potentially interesting thing to bring to the table: look at a series like Mario & Luigi, where you still have plentiful supplies of healing items available in and out of battle and the battle system also specifically allows you to avoid EVERY POINT of incoming damage if you get the patterns and avoidance mechanics down, in a lot of cases even turning the tables on your opponents and damaging them when they attack you.


Consumables in this case allow less skilled players to rely on inventory management to survive instead of having to get better at skill-based gameplay. It balances out difficulty depending on what kind of player you are, making the game more accessible to everyone.

We could say that that's thoughtful.
It may help target a wider audience and therefore increase sales.

Collecting consumables may also break the monotony of walk-fight cycles, and add a sense of exploration/adventure by having the option to search for loot/chests.

I prefer when every feature and mechanic has been given a strong purpose, deep thought. How well they work with one another is important.

[RMVX ACE] I need a Slime Girl sprite... Please?

Did a Google search:

Looking for tips to make a horror game that doesn't suck

Isn't there a Tint Screen command in the new makers? Why go through the trouble of recoloring assets when a simple event command can alter the whole screen?

What are you watching?

Monster.
I'm only at episode 17. It starts pretty good and just keeps getting better.

[RMVX ACE] RECRUITING FOR A COMMERCIAL PROJECT - URBAN FANTASY

Who are the other team members?
Have you made other games before?

Was anyone else here disappointed with FF 6?

Tycoon Castle's theme has a little brother:

Was anyone else here disappointed with FF 6?

author=LockeZ
...I'm sure there are other things I only like because of nostalgia. Most of the time, people aren't really capable of analyzing their own likes and dislikes enough to recognize when that's true though. It's easier to see in someone else than in yourself.

I don't know how you could be curious about something because of nostalgia. That's like an oxymoron. Nostalgia means you're already familiar with it.

I also think "taste" is a skill that you can be better or worse at. Not necessarily that some criteria for quality are better than others, but more that you can be better at the ability to truly see whether a given thing matches your own criteria, without being blinded by things like proximity or prejudgement...


I can relate to how sometimes we don't give much thought about why we like a specific thing or prefer this over that. Sometimes it's also a matter of not having/knowing of a better alternative, or that the qualities ultimately outweigh the flaws, the latter becoming tolerable/forgivable.

For anyone to enjoy or give value to a game solely because of nostalgia, I think that's impossible. Fallacy of the single cause.
There has to be at least one fairly objective quality to this game in order for you to like it, one thing that should logically appeal to several players even if they have widely different tastes.

For instance, DQ1 is pretty awful by today's standards. Yet it features an open world. You can complete the tasks in almost any order. There's a sense of freedom and discovery, at least the first time you play through.
Oh, hi there Skyrim!

FF4 has a bunch of distinct classes with unique strengths and different optimal roles to fill during battle. That allows for one kind of strategy-based gameplay, which is widely agreed as being better than having all characters be identical and play the same.

I'd bet that you like Bubble Tape because it also tastes good on your buds (for 5 seconds). That's more than nostalgia.
That's how I see it anyway.

Blame my poor choice of words when I mentioned curiosity, or rather my lack of developing my thoughts:
I was curious about DuckTales Remastered because of nostalgia. I was curious about Shovel Knight as well because of the art style and gameplay.
Then, when I played those games, I found out that I wasn't having as much fun as I expected to.
Nostalgia got me interested in playing. Playing let me assess those games' qualities and flaws and decide whether I liked them or not.

On the last point quoted, I get what you're talking about. Reasoning, emotional detachment, self criticism... those can be put to good use to better one's tastes. Tastes are still mostly subjective though; one person's "good" might be another's "great" or "bad".

Was anyone else here disappointed with FF 6?

You can't remove posts.

This kind of topic is getting old. It's fine to seek shared tastes as long as discussions remain tactful and we don't nag.

No one should think of tastes in terms of validity or nostalgia blindness. That's a flawed mindset to be in and a sure way to never understand other people, what makes them who they are and what governs their tastes.

EDIT: Nostalgia can influence curiosity, but I've never heard anyone state that they like a game only because of nostalgia.

A podcast idea

What unity said.

Also, I don't have time to sit and watch or listen to a 90 minute show/audio track that mostly consists of improvised replies and useless interjections.

I'd rather read a well-prepared and well-written interview.

Number Station

I think I missed something.
I didn't get it.

EDIT: I mean, I think there's potential here. You could use the sounds to give actual clues in morse code to help solve puzzles, build tension, etc.
But right now the sounds have no purpose in the game.
You merely walk around, backtrack and flick switches.