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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 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/
Cuties & Clues
A murderer of influencers is among you

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Akira Toriyama passed away

I just stumbled upon the news that we've lost this great man, one of the most influential Japanese artist ever. Akira Toriyama passed away on March 1st 2024.

Dragon Ball and Dr. Slump were the first mangas I ever read.
He was also the main artist behind the Dragon Quest series and Chrono Trigger.
His works have reached peak levels of success worldwide. His artwork is instantly recognizable. And his style of storytelling has influenced other artists for decades.

RIP to another one of the greatest (Kentaro Miura too, a few years ago). I will continue to love his work and draw inspiration from it.

What are your memories of and/or favorite works from Toriyama?

Odin Sphere Leifdrasir (Remake + HD Remaster)

Massive fangasm for the newly revealed trailer of Odin Sphere Leifdrasir.

The game will apparently include an HD remastered version of the original game (not that it weren't already gorgeous), as well as an extra mode with several added features such as new areas, platforming action, new enemies, new character abilities, an enhanced crafting system, etc.

You can watch the trailer below. The first half showcases the remastered original game, the second half introduces the new content.
I'm really excited about this remake and it's great to see a professional dev studio being passionate about their projects enough to offer both options, and caring about their fans.

This is probably what Squeenix should do with the FF7 remake: one version should only have better graphics and another should redesign everything. That way every single fan would be happy with it.

https://www.youtube.com/watch?v=yo11vp8cd_8&feature=youtu.be

What jobs are you made for? - Holland Code Quiz

I remember taking that quiz in 9th and 10th grades.
You can take the test here: http://www.roguecc.edu/Counseling/HollandCodes/test.asp

Over a dozen years later the results have been more or less confirmed:

AIE

Realistic: 4 *lowest
Investigative: 8
Artistic: 10 *highest
Social: 5
Enterprising: 8
Conventional: 5

Suggested jobs: Game Writer/Developer, Screen Writer, Fiction Writer, etc.

Aside from the day job (unrelated, gotta pay the bills) I take commissions as an artist/pixel artist (and would ultimately like to do that only - currently making slow but steady steps towards that goal).

Have you ever taken that test before?
Was it accurate for you or not?
Do you believe you've found or taken the right career path?
:)

Classical Album of the Year: video game music

I just learned about it thanks to the Other Adisq Awards rerun and would like to share this with you guys.
Angèle Dubeau & La Pietà, a well-known string band from Québec, Canada, released an album of video game music arrangements and won the Classical Album of The Year award.

The album features medleys of games including Chrono Trigger, Halo 3, Angry Birds, Heavy Rain, Final Fantasy and Secret of Mana.
I just listened to a few tracks and I must say, they did and amazing job.

Here's the Secret of Mana medley someone uploaded on Youtube. As for me I'm definitely buying that album.


.
http://www.youtube.com/watch?v=hKus0ofMFvs

The Problem Page game

Suggest a crazy, funny solution to the above person's problem (not a realistic, logical solution) and then post a problem of your own.
Problems can be real or fictional.

Example
Problem: My pee stream keeps splitting in two. What should I do?
Solution: Tie a funnel around your hips using rubber bands.

Here's my problem:
My dog starts to bark madly every time the doorbell rings. What should I do?

Search feature disabled?

Was the search feature that usually appears in the upper right corner taken out today? I just noticed it's missing and I was actually using this feature quite a few times a day.

2k3 - BGM questions

I have a couple of crazy questions for RM2k3.
I was wondering if there is any patch or plugin, or any other clever way to:

1. Set loop points to BGMs, just like in VX Ace.
And if so, set one BGM's starting point to the value at which the previous BGM stopped.

or

2. Have two BGMs play at the same time.
And if so, choose which BGM I want to alter or change (for instance raise one's volume and lower the other one's).

[2k3] Tap an arrow key to face direction without moving?

Again for my Roguelike project under 2k3.
I want the hero to face a direction without moving if an arrow key is tapped, while if it is pressed and held the hero will move.
I can't figure out how to code this, so any help would be greatly appreciated ^^

I have to mention that using a "Move Hero: Wait" stops the hero for too long between movements. The coding should avoid using this command (or find a way to lessen the waiting time) if possible.

Also, moving with this system should still allow for Collision events to initiate.

[2k3] Proximity detection event problem

Trying to code a roguelike system under 2k3. So far I've stumbled upon a proximity detection issue I don't know how to fix.

The event affects enemies and items. When these are within the hero's sight (marked by 3 tile-wide lighter area around the hero), a switch activates to show their sprite. When not within the hero's range of sight, the switch is turned off and the item/enemy sprite disappears.

Here's a screenshot of the issue:

The treasure chest's sprite appears when it stands in the hero's sight except for the 4 tiles I colored red. It currently disappears if within this red area and it should not.

Here is the code:

I added some explanations and boxes in red to help you understand the code.

So the problem is, I don't understand what's wrong with this code that makes the chest's sprite invisible if within the red areas of sight.

Thanks for your help.

Are RPG battle systems shallower than other genres' ?

Okay, I don't know where this thread will go and it's quite blurted out, but these ideas just popped up after reading recent posts on the item hoarding thread and I wanted to share them.

Are RPG battle systems shallower than other genres' battle systems ?

I am referring to the "purer" kinds of RPG battle systems here, such as turn-based and ATB gauges systems, with command selection as the only mean of interaction.

By shallower, I mean that winning a battle within these systems all comes down to two things:

1) Matching attributes (such as exploiting elemental weaknesses or inducing some sort of handicap: silencing a spell caster can be considered as exploiting a weakness)

2) Optimizing numbers (such as using the most effective attacks for maximum HP damage or using the most effective ability in a given situation to minimize damage received, or maximizing experience points received)

But what about devising strategies, you say? When I think about it, the player's tasks only come down to these two goals regardless of how many different character abilities, equipment pieces, items, status effects, battlefield effects, alchemy recipes, resources gathering and crafting, etc. you can include in that kind of battle system.

Now let's add another goal, another layer to this battle system. Taking Strategy RPGs such as Fire Emblem as an example with the moving of character units on a battlefield grid. We now add a form of control over which characters can engage the enemy and which are more likely to be targeted, thus deepening the battle system by adding another task and complicating strategies.

Let's add Reaction Inputs (dunno how these are officially called) during attack and defense animations, the player having to press the right buttons with the right timing to alter outcomes or strengthen the previous goals (added damage, etc.) That's another layer here that draws the player's reaction skills.

My inspiration stops here... There are several other ways we could think of for adding layers of complexity to RPG battle systems.

It seems to me that more and more professional (or "industrial" if you'd prefer) RPGs nowadays try to deepen their battle system in such ways. Is it the same in the indie game development community?

Hopefully all repliers will read this little sentence here: I am not trying to belittle RPG battle systems, even though I admit having a strong preference for battle systems that include action elements.

This thread's goal is to discuss RPG battle systems' depth and suggest viewpoints or interesting design ideas toward it.

I'd love to hear what you think on this matter :)

P.S.: the thread's title is chosen for attention-grabbing purposes only :P
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