New account registration is temporarily disabled.

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

Search

Filter

Final Fantasy vs Dragon Quest (titles 1-6)

author=Mr_TagoMago
I think most western people were FF fans before they got into DQ. Of course I owned Dragon Warrior as a kid but that was really early and bare bones in fact its the probably the weakest in the series though it has a sorta nostalgic charm 2 was such an improvement and 3 was a behemoth.

Actually DQ was my first RPG, soon followed by FF, then DQ2 (I didn't like it much) and DQ3 (My favorite NES RPG).
All four NES DQs were released in North America. We did get 3 other FF games on the Game Boy, but those were actually SaGa games and differed greatly from FF1.
In my opinion, DQ did far better than FF before the SNES era.

FF2 was ported to PSX 14 years after its Famicom release (13 on the WonderSwan but nobody bought that obscure console).
FF3 was ported to the DS 16 years after its Famicom release.
Both FF2 and FF3 on the Famicom are quite bad. The FF2 ports are equally weak, and the DS FF3 is mediocre.

Things changed when Squaresoft began to release several great SNES games. FF4 and FF6, along with other titles such as Secret of Mana, Breath of Fire, Mario RPG and Chrono Trigger. DQ5 and DQ6 were not released in North America due to Enix' lack of confidence in potential sales (Square was actually also struggling at the time despite having released those excellent RPGs).

If I had to pit each original release in the series against one another and focus on the gameplay, my personal preferences would be:

FF1: 5 interesting classes (Thief sucks). Less linear, less grindy.
DQ1: Fun open world. Too redundant and grindy.

DQ2: Unique characters. Occasional lack of directions.
FF2: Boring from beginning to end. Poorly balanced.

DQ3: 6 interesting classes (Merchant and Goof-Off are useless). Fun battles and character growth. Lack of freedom in battle strategy near the endgame.
FF3: See FF2.

DQ4: Lack of control over allies in Chapter 5. Otherwise a great title.
=
FF4: Similar to yet better than FF1 in strategy and character growth.

DQ5: Hands down one of the best titles in the series.
FF5: A few fun classes. Poorly balanced after the halfway point.

FF6: Hands down one of the best titles in the series.
DQ6: Haven't beaten it yet, but not as good as DQ5.

[RM2K3] Help with lever puzzle

For the levers, before you turn their switches off, turn the door's switch off.

And instead of using Trigger Condition: "Action Key" to open the door, use "Parallel Process" like Link_2112 suggested.

[RM2K3] Help with lever puzzle

The way you coded it so far will require the player to interact with the lever twice in order to open the door.

The closed door will then appear at its location because the Variable 0001 DOOR needs to be equal to 1 in order for the closed door to show. Before the variable is set to 1, there will be no door shown.
This might not be what you want.

Also, the player can pull the lever again to increase the Variable 0001 DOOR even more because you set the operation to +1, which will make the door disappear at value 2 or higher if the player has not interacted with the door when it was at value 1.
Again, this might be a problem.

- - -
EDIT

Here are a few screenshots of a working example:

What do you guys think of this story and concept for the RPG i'm making?

Take it easy Mr_TagoMago. You asked for feedback on your story and you received it. Not everyone will understand what you truly have in mind or praise you. We all have different tastes and different aspects we focus on.

My advice to you is to use that feedback to maybe make slight adjustments to the story so it will receive more positive reactions. But at the end of the day, this is your project. Brush the criticism aside and make it however you feel it should be.

I figured I'd go ahead and ask how much should it cost to have someone draw enemy designs?

Yes, each artist has his/her prices and it also depends on the medium used.

If you want concept art and not actual in-game battlers, you could also request simple sketches. Either black and white or colored, artists would charge less for those.

[RM2K3] Help with lever puzzle

author=Liberty
Why would you do that when you can just use a fucking variable?

On each trigger for the levers, add one point to a variable. For the door, change the page when the variable in question is equal to three. Done. Motherfucking pie.


In that case, also make a second page for each lever where the variable cannot be increased further and the lever is locked in position, or where the variable drops by 1 when the lever is pulled back down.

Or have the door open at value 3 "or above", and never alter that variable again.

[RM2K3] Help with lever puzzle

-You can use a Fork Condition command in the door's event page to check for a third switch (or more).
-Once you've checked if all 3 switches are ON, turn on a switch for the door.
-Make a second event page activated by the door's switch, make the door opened so the player may pass.

Let me know if that works.

Mega Man: Revenge of the Fallen Review

Agreed. Especially with this part:
...these additions and changes to them are such a natural progression that you'd almost think they've always been like this.

The stages and enemies/bosses are pushed to their limits yet still feel familiar.
That's pro fangame design in my book and RotF topples every other MM fangames I've played so far in that aspect.

I also agree with the difficulty ratings. I recently played MM5 and MM6 for comparison and aced them so easily it left me unsatisfied.
Some segments in RotF might require several tries to overcome and perseverance is the key. Once you're familiar with the level design and know how to handle each challenge, most of the game is actually a breeze.

It's a great game for MM fans for sure (on Normal Mode). I've had non-fans play Easy Mode, they didn't enjoy it as much and gave up early on.
Yet I can't see how the game could be any better than it already is.
A well deserved 5/5. Keiji Inafune would be proud.

Your Dream Collaboration

I can't really think of a specific dream team; I'd probably enjoy teaming up with anyone as long as everyone gets his/her job done and brings positive energy.

As far as genre/theme goes I'd likely prefer going out of our comfort zone. I could enjoy combining my background with calunio's to make an adult psychological thriller/horror but I don't think it would be as satisfying as, say, make a kawaii sci-fi bullet hell where you shoot down mutant cheese.

Mega Man: Revenge of the Fallen

author=shriekyphantom
I can't jump while charging my buster and walking to the right. When I'm trying to walk to the left and charging, I can jump.
Is it only me?


I've had that problem with keyboard controls for any kind of game: If you use the arrow keys for movement, the right arrow cannot combine with more than one other key. So holding Shoot, Right and then pressing Jump won't make you jump.
That's why I use WASD for movement and JKLUIO for actions.