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/
Search
Filter
Battle_With_Gigantes.gif
Thank you! And yes, most of the animated sprites will be from 4-6 DS. Some are custom made though.
The process of ripping the animation was a nightmare at first. But essentially I had to modify all 3 roms to remove the background from the bestiary since desmume doesn't remove the bg layer properly and then manually take a screenshot one by one of each monster, then crop all the frames, create an animated sprite sheet, make any modifications to transparencies, and do the same for the shadows.
Then I use Kazesui's DYNPEC plugin to essentially show each frame one after the other in the spritesheet and then loop back. It's time consuming but well worth it I think. Once the game is out I will definitely put them up for download so others can use it in future projects.
That must have taken a lot of time to do, but you've long proven your dedication to this project so I'm not surprised you went for it :)
Having the animated monsters really contributes to the feeling that this game is a love letter to and on par with the original releases. Well done!
https://pixeldigest.tumblr.com/search/dragon+quest
This person on Tumblr has ripped a few gifs. Maybe this might be of use to you.
Battle_With_Gigantes.gif
Nice! This is the sprite from the DS version of DQ5, right?
Is it playing the animated gif (where did you find it?) or are you showing every frame one after the other?
Is it playing the animated gif (where did you find it?) or are you showing every frame one after the other?
Skills of an artist (Titlescreen)
Welcome to the club :)
That is not bad at all, even though it could be improved in various ways or different styles.
Any amount of practice is never a waste!
Drawing will take you less and less time as you gain experience and repeatedly draw the same things: the brain eventually learns how things should look like without relying on references. And you'll figure out how to improve any image the more art or photos you look at and the more details you pay attention do.
That is not bad at all, even though it could be improved in various ways or different styles.
Any amount of practice is never a waste!
Drawing will take you less and less time as you gain experience and repeatedly draw the same things: the brain eventually learns how things should look like without relying on references. And you'll figure out how to improve any image the more art or photos you look at and the more details you pay attention do.
RMN's Event Event
Since it isn't on the list, could we do another 'Pa-Lette's Make' event sometime?
I really enjoyed that one. The limited palettes allowed us to be very creative.
I don't have anything in mind for this event yet so if anyone wants to team up...
I can offer custom 8-bit or 16-bit art as long as there isn't too much to make, and 8-bit music made with FamiTracker.
I really enjoyed that one. The limited palettes allowed us to be very creative.
I don't have anything in mind for this event yet so if anyone wants to team up...
I can offer custom 8-bit or 16-bit art as long as there isn't too much to make, and 8-bit music made with FamiTracker.
On this day in 2009...
You can also let me know anytime if you need anything else in terms of art (aside from what I already have to finish, of course!).
Lying to Players
Depends on the player. I usually find RNG-heavy mechanics to be boring design-wise and not rewarding at all. Conventional hit and dodge rates are like gambling: odds always have precedence over skill and knowledge. Winning doesn't make me feel particularly better because I had no merit in it.
Strategic and optimal choices based on knowledge of what will always succeed, now that feels rewarding to me. Rather than gambling, this is akin to skill games and quizzes. The player has to study, observe, pay attention and learn something, improving themselves, and then use that knowledge to make the best decisions in a given situation. Going through that cognitive process is more fun and dynamic to me than picking odds and hoping for the best.
And you can still include some form of risk-taking in resource management for instance or by having randomness govern other things than the hit/dodge rate, such as the enemies' next actions, the composition of that next enemy party you decided to challenge, etc.
What I believe a dev should ask themselves is "How can I implement RNG-based mechanics in a fun, creative or interesting way?"
Fudging the odds, unless for narrative purposes, seems like a complex solution to a simple problem: Why not simply show the true numbers and adjust the rates?
Instead of lying to me after I miss twice in a row, give me a hit rate buff. That way I can at least consider that bonus when I weigh my options on the next turn.
Strategic and optimal choices based on knowledge of what will always succeed, now that feels rewarding to me. Rather than gambling, this is akin to skill games and quizzes. The player has to study, observe, pay attention and learn something, improving themselves, and then use that knowledge to make the best decisions in a given situation. Going through that cognitive process is more fun and dynamic to me than picking odds and hoping for the best.
And you can still include some form of risk-taking in resource management for instance or by having randomness govern other things than the hit/dodge rate, such as the enemies' next actions, the composition of that next enemy party you decided to challenge, etc.
What I believe a dev should ask themselves is "How can I implement RNG-based mechanics in a fun, creative or interesting way?"
Fudging the odds, unless for narrative purposes, seems like a complex solution to a simple problem: Why not simply show the true numbers and adjust the rates?
Instead of lying to me after I miss twice in a row, give me a hit rate buff. That way I can at least consider that bonus when I weigh my options on the next turn.
bio-Synthetica
Yes, combat is really fun so far! Each new enemy is interesting to learn about and makes the first battle against them suspenseful. Once you figure out the best attacks and combinations to use against them, it becomes quite satisfying to defeat them quickly.
I have a few suggestions and more bugs to report below:
I think there are enough states for now, but I would like if there were more Reactions so that every state has 2 or 3 possible reactions.
It would be nice if Toxic Cloud and Soaked had a standalone effect to make them more relevant outside of combinations. For instance, Toxic Cloud could reduce Hit rate and Soaked could... I don't know. Maybe make the target roll the minimum damage? Both states only last 2 turns so these effects wouldn't be overpowered.
In order to make Experience more relevant:
It would be nice if we could upgrade the chances of inflicting Disoriented and Exposed for the Light Attack, Particle Blast and Lunge. Maybe by +10% per upgrade level? That way we could feel the satisfaction of unleashing Reactions more often.
Also if we could learn and upgrade passive skills that cost a lot of Exp, for instance:
-FDM rises when taking damage (+1 per upgrade level)
-A slight resistance to each State (+10% per upgrade level)
-A higher chance to get more/better loot after battle
-A chance to get more Exp after battle
Here's my bug report:
-The missing movie file bug didn't appear after I launched the game again today.
-Double TP: replace TP with FDM in the name and description.
-Disoriented description: replace Standard Attack with Light Attack.
-Aqua-blast state info: capital B to blast.
-The Standby actions do not increase FDM by 3.
-Gas Cloud and Toxic Cloud, both terms are used for states and abilities' descriptions. Make sure it's the right term everywhere.
-Bile Armor under Enemy states and Bile Protection under Health states, are they the same? They use the same icon, which might be confusing.
-The abilities' Current and Upgrade information on the KARN machine don't always reflect the full or true information, for instance Shockstrike costs 35 FDM but is said to cost 30 on the KARN machine, and Burning Cleave's description does not mention the explosion.
-Cool bug: I modified the bot to have the gunner version. Later, I reverted to the standard version and there were two arena-bot sprites in battle with me (one gunner and one standard). Their FDM numbers were superposed (I can tell because they're not aligned) but they seem to have a single gauge even though they both have their own numbers for abilities. They can both act in battle. R3-M1's "ready" sound plays when the first (gunner) bot's action is selected and when I cancel the selection.
I modified my bot to the gunner version again and the standard one was gone. Only the gunner bot remained in battle. But I can repeat the bug anytime.
https://rpgmaker.net/media/content/users/15964/locker/biosyn_bug_03.jpg
Any news about the lighting script and if it could be applied to battle maps eventually? If not, I was thinking that we could modify each battle map in Photoshop. The sprites wouldn't be affected / would have to be affected using another method, but that could be a start.
That's it for today :)
I'm about to go fight the armored Brute. Lookin' forward to it!
I have a few suggestions and more bugs to report below:
I think there are enough states for now, but I would like if there were more Reactions so that every state has 2 or 3 possible reactions.
It would be nice if Toxic Cloud and Soaked had a standalone effect to make them more relevant outside of combinations. For instance, Toxic Cloud could reduce Hit rate and Soaked could... I don't know. Maybe make the target roll the minimum damage? Both states only last 2 turns so these effects wouldn't be overpowered.
In order to make Experience more relevant:
It would be nice if we could upgrade the chances of inflicting Disoriented and Exposed for the Light Attack, Particle Blast and Lunge. Maybe by +10% per upgrade level? That way we could feel the satisfaction of unleashing Reactions more often.
Also if we could learn and upgrade passive skills that cost a lot of Exp, for instance:
-FDM rises when taking damage (+1 per upgrade level)
-A slight resistance to each State (+10% per upgrade level)
-A higher chance to get more/better loot after battle
-A chance to get more Exp after battle
Here's my bug report:
-The missing movie file bug didn't appear after I launched the game again today.
-Double TP: replace TP with FDM in the name and description.
-Disoriented description: replace Standard Attack with Light Attack.
-Aqua-blast state info: capital B to blast.
-The Standby actions do not increase FDM by 3.
-Gas Cloud and Toxic Cloud, both terms are used for states and abilities' descriptions. Make sure it's the right term everywhere.
-Bile Armor under Enemy states and Bile Protection under Health states, are they the same? They use the same icon, which might be confusing.
-The abilities' Current and Upgrade information on the KARN machine don't always reflect the full or true information, for instance Shockstrike costs 35 FDM but is said to cost 30 on the KARN machine, and Burning Cleave's description does not mention the explosion.
-Cool bug: I modified the bot to have the gunner version. Later, I reverted to the standard version and there were two arena-bot sprites in battle with me (one gunner and one standard). Their FDM numbers were superposed (I can tell because they're not aligned) but they seem to have a single gauge even though they both have their own numbers for abilities. They can both act in battle. R3-M1's "ready" sound plays when the first (gunner) bot's action is selected and when I cancel the selection.
I modified my bot to the gunner version again and the standard one was gone. Only the gunner bot remained in battle. But I can repeat the bug anytime.
https://rpgmaker.net/media/content/users/15964/locker/biosyn_bug_03.jpg
Any news about the lighting script and if it could be applied to battle maps eventually? If not, I was thinking that we could modify each battle map in Photoshop. The sprites wouldn't be affected / would have to be affected using another method, but that could be a start.
That's it for today :)
I'm about to go fight the armored Brute. Lookin' forward to it!
bio-Synthetica
Thanks for the tip. I fixed the Ring Menu by listening to the first computer that plays an audio file.
I've enjoyed fighting more enemies and really like to figure out optimal attack combinations between R3-M1 and the Bot. I like how upgrades are available fairly often and you don't have to grind for them.
I have 2 more bugs to report:
-While I was listening to that audio file in that room, one of Sagrim's dialogues came up, asking me what I thought of the minions. The emotion icons appeared and stayed on screen even after I left the room. I could answer and continue the conversation even without being in Sagrim's room.
I did meet him earlier but didn't get that conversation until now.
-I grabbed this loot box after the battle here, and this error message came up. Now it comes up every 4 seconds and pauses the game until I press Enter. What is this movie supposed to be? I searched through the movies folder but no file seems to bear that name.
https://rpgmaker.net/media/content/users/15964/locker/biosyn_bug_02.jpg
I've enjoyed fighting more enemies and really like to figure out optimal attack combinations between R3-M1 and the Bot. I like how upgrades are available fairly often and you don't have to grind for them.
I have 2 more bugs to report:
-While I was listening to that audio file in that room, one of Sagrim's dialogues came up, asking me what I thought of the minions. The emotion icons appeared and stayed on screen even after I left the room. I could answer and continue the conversation even without being in Sagrim's room.
I did meet him earlier but didn't get that conversation until now.
-I grabbed this loot box after the battle here, and this error message came up. Now it comes up every 4 seconds and pauses the game until I press Enter. What is this movie supposed to be? I searched through the movies folder but no file seems to bear that name.
https://rpgmaker.net/media/content/users/15964/locker/biosyn_bug_02.jpg
It's me. I'm the hero.
bio-Synthetica
Demo is out! Yes! Congratulations on your first Steam demo :D
I played a little and am impressed with the amount of work you've put into it.
(I don't really realize how much work I did myself. Seeing how the assets are used and how the game plays, it all feels new to me).
The excellent atmosphere is the first thing that struck me. The voice acting is fantastic and helps the game stand out among similar RPG Maker games, I think. I really enjoyed the first exploration segment. Tension rose gradually, which is great. Loved the chasing segment and how real it felt. You really did a great job with the art direction: how the scenes play out, how the Lurker moves, the minions' lines, etc.
I appreciate that despite the horror/tension/dark themes, you added a generous amount of humor here and there. I had a good chuckle listening to the ZEAL cola ad on TV :)
I fought a couple of times before I stopped playing for the day and added the Arena-Bot to my party.
I have only one bug to report but it's an important one: Before I stopped, I noticed that I could no longer open the Ring Menu by pressing Esc. Maybe the function was disabled at some point? Unfortunately, I did't notice when.
So far, I'm having a lot of fun. I'll play more and share my comments again :)
I played a little and am impressed with the amount of work you've put into it.
(I don't really realize how much work I did myself. Seeing how the assets are used and how the game plays, it all feels new to me).
The excellent atmosphere is the first thing that struck me. The voice acting is fantastic and helps the game stand out among similar RPG Maker games, I think. I really enjoyed the first exploration segment. Tension rose gradually, which is great. Loved the chasing segment and how real it felt. You really did a great job with the art direction: how the scenes play out, how the Lurker moves, the minions' lines, etc.
I appreciate that despite the horror/tension/dark themes, you added a generous amount of humor here and there. I had a good chuckle listening to the ZEAL cola ad on TV :)
I fought a couple of times before I stopped playing for the day and added the Arena-Bot to my party.
I have only one bug to report but it's an important one: Before I stopped, I noticed that I could no longer open the Ring Menu by pressing Esc. Maybe the function was disabled at some point? Unfortunately, I did't notice when.
So far, I'm having a lot of fun. I'll play more and share my comments again :)













