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Hey cool, anime eye contact lenses!
What we did horribly on our first games.
The Academy inspired one of my games! (Which actually in turn, inspired the creation of another game. I think that lead to more games too...)
I'll actually give a list of some of my games here...
1. Hmmm. My first ever game was made in Games Factory. It was a Monkey Island fangame. There was a beach and uh... pixel hunting. (I had actually been messing around with Multimedia Fusion before, but I never made anything.) I was in 4th grade, I think.
2. After that, I made a sort of arcade shooter in Games Factory.
3. Then, I found RPGMaker!
My first RTP RM game, called "Journey to the Past", involved a magical well that your king was thrown into by a demon. He was sent back in time and you, a loyal soldier (named Mike, complete with RTP Alex graphic) had to travel the world in order to find a way to open up the portal to the past to save your king. I actually used switches which I learned rather quickly (right away I think), although pictures variables took me quite a while to get. The dungeons were very short and battles required little leveling. Some dungeons were on the world map for some reason... (Like they weren't their own individual map.) This game had heavy Chrono Trigger influence.
4. My second RM game was called "The Dark Emperor." It was pretty standard stuff (RTP), no variables yet either. It used a few pictures and had an actual intro, unlike my first which just showed a kill being pushed into a well. The plot was generic: evil emperor rises up, you must defeat him.
5. Then, I played ABL and worlds opened up. I learned to manipulate graphics and not use just RTP. I also figured out making an ABS, but I scrapped it and used a heavily modified DBS. My third game was called Apocalypse. The first version of this game took place in the future, and used the ABS and a fishing minigame. I completely restarted and set it to a more medieval time, with a DBS. (Same plot though, basically.) It had a scrolling world map intro. I never got past the first dungeon, but by now I had learned how to use variables and pictures.
6. I then used my knowledge of ABS to create a game called Pirate Attack. It was a pretty interesting little game where you could choose to be a pirate or a villager and you would play through an attack from their point of view. (I still have this and I released it to some people in the community.)
7. My next game was called Time Chapter, and it was inspired by Kinetic Cipher.
Then, I got RPGMaker 2003.
8. My 6th RM game was called Chronomancer(RM 2003). It was inspired by FF:CW and The Way. My first attempt at a CBS. It worked to a point, but I moved on.
9. Then came a game which I called Shadow War(RM 2003). It had an ATB battle system, that
never quite worked out right. It had my first CMS, though.
10. That evolved into Chrono Reverse (RM 2003), another CT fangame. I got the ATB system to work and I basically had the game mimic CT, but you played through the time periods in reverse order. This got boring, fast.
11. Shadow War came back to me, and I gave it a brand new ABS. It worked smoothly and pretty well.
12. Ender's Game (RM 2003). Based off of the book. I put tons of time into this, and I got a working TBS/CBS. (Bahumut Lagoon) I lost the system and scrapped the project. I still have the remnants of this game. This is probably my favorite game that I have ever made.
Now came a time when I showed RPGMaker to a friend who decided he wanted to make games with me.
13. We started a project called Demon's Gate (RM 2000). It was an FF Clone (I had only ever played FF4 and 6, and he was creating it as a fan of the 3D ones.) I never really did anything for this.
14. Arnold's Atrocious Appetite (RM 2000). It was a supposed "sequel" to Bob's Big Adventure. It had some interesting puzzles but I got tired of coming up with ideas.
15. Lycanthrope (RM 2003). Tales style battle system. I did quite a lot of work on the battles. I still have this and some have played it. Also had CMS.
16. Infinite Legend (RM 2003). Second attempt at a futuristic game. Some sort of evil robot. Might be the only time I used Rudra graphics.
17. Then I made a game that was more of a movie-type thing for a friend. He used it as a school project and got 100% on it. It was about the cotton gin and black slaves. I think.
18. Endless Illusion (RM 2000) - a remake of Demon's Gate except it was more written out, more under my control, less FF. It basically utilized a ton of weird dream sequences.
(everything from here is RM2003, except for 1 RMXP game)
19. Milkweed. Movie game based on the book. First time I made a custom title-type thing.
20. Tangled Intricacy - Maze game, really hard. First usage of 2k3 DBS.
21. Special Project - Terranigma graphics, The Academy inspired. Non-linear with a karma system and a working CBS. Amazing, atmospherically. (Or so I have been told.) Made in a week for a Ghostlight Demo Day.
(timeline might be off from here on, should be relatively correct)
22. Akira RM. Based off of the manga/film. Never really got anywhere, except a cool menu.
23. Terranigma 2 - Only RMXP project I ever tried. It had pixel movement and ABS. I disliked RMXP, so I dropped it quick.
24. Last Blade RM2K3 - Fighting game in RPGMaker. I lacked graphics for this. Made for a Ghostlight Demo Day.
25. ABS Project - Quite an interesting ABS I made for a Ghostlight Demo Day. Legion wanted to write the plot for this, actually.
26. Ghostlight Chain Game - Don't ask.
27. Mindflare. My current project! The demo was made in 3 hours for a Ghostlight Demo Day. (I have never had progress like I did at Ghostlight.)
28. Somewhere around here I started A Swan's Song with YDS. It turned into Night Shift Noble. (If I ever want to finish anything, it'll be this.)
29. Desert Nightmare English Translation - I'll get around to finishing this. Sometime.
30. - Game for RPGMaker Breach. Apparently it was a pretty solid ABS, but it didn't win. (No pixel movement or SimCity whatever.) Complete game!
31. Azn's Horror Game. - Neat little game for a one week game contest. Incomplete, but I still really like it. Nice music and atmosphere, and an ABS. (no enemies, though...)
32. Linear Motion Battle System - A tech demo really. By now, all I ever made was tech demos. This is just one of many I made. A working Tales battle system, complete with pixel movement. It runs smoothly (well for everyone except Nessiah.)
33. Survival Kids RM. This was fun, but it was too much.
34. Vanilla Villain. Uh. Contest game. It was almost done, but Nessiah flaked. (Team was me, YDS, Nessiah, and NEO_Prime.)
35. Nightmare in Flames. This was me coming back to RPGMaker after several months, pulling off a release for this place. It was a very surreal, kinda creepy little preview. I might do more if I get the time.
36. Le Cadeau Du Temps. It's a secret. ;)
This is only a few of the games I have worked on. I don't want to talk about the rest. (too many to list here anyways)
This is the longest fucking post I have ever made. (*gasp* not a one-liner post)
I still have most of these too.
I'll actually give a list of some of my games here...
1. Hmmm. My first ever game was made in Games Factory. It was a Monkey Island fangame. There was a beach and uh... pixel hunting. (I had actually been messing around with Multimedia Fusion before, but I never made anything.) I was in 4th grade, I think.
2. After that, I made a sort of arcade shooter in Games Factory.
3. Then, I found RPGMaker!
My first RTP RM game, called "Journey to the Past", involved a magical well that your king was thrown into by a demon. He was sent back in time and you, a loyal soldier (named Mike, complete with RTP Alex graphic) had to travel the world in order to find a way to open up the portal to the past to save your king. I actually used switches which I learned rather quickly (right away I think), although pictures variables took me quite a while to get. The dungeons were very short and battles required little leveling. Some dungeons were on the world map for some reason... (Like they weren't their own individual map.) This game had heavy Chrono Trigger influence.
4. My second RM game was called "The Dark Emperor." It was pretty standard stuff (RTP), no variables yet either. It used a few pictures and had an actual intro, unlike my first which just showed a kill being pushed into a well. The plot was generic: evil emperor rises up, you must defeat him.
5. Then, I played ABL and worlds opened up. I learned to manipulate graphics and not use just RTP. I also figured out making an ABS, but I scrapped it and used a heavily modified DBS. My third game was called Apocalypse. The first version of this game took place in the future, and used the ABS and a fishing minigame. I completely restarted and set it to a more medieval time, with a DBS. (Same plot though, basically.) It had a scrolling world map intro. I never got past the first dungeon, but by now I had learned how to use variables and pictures.
6. I then used my knowledge of ABS to create a game called Pirate Attack. It was a pretty interesting little game where you could choose to be a pirate or a villager and you would play through an attack from their point of view. (I still have this and I released it to some people in the community.)
7. My next game was called Time Chapter, and it was inspired by Kinetic Cipher.
Then, I got RPGMaker 2003.
8. My 6th RM game was called Chronomancer(RM 2003). It was inspired by FF:CW and The Way. My first attempt at a CBS. It worked to a point, but I moved on.
9. Then came a game which I called Shadow War(RM 2003). It had an ATB battle system, that
never quite worked out right. It had my first CMS, though.
10. That evolved into Chrono Reverse (RM 2003), another CT fangame. I got the ATB system to work and I basically had the game mimic CT, but you played through the time periods in reverse order. This got boring, fast.
11. Shadow War came back to me, and I gave it a brand new ABS. It worked smoothly and pretty well.
12. Ender's Game (RM 2003). Based off of the book. I put tons of time into this, and I got a working TBS/CBS. (Bahumut Lagoon) I lost the system and scrapped the project. I still have the remnants of this game. This is probably my favorite game that I have ever made.
Now came a time when I showed RPGMaker to a friend who decided he wanted to make games with me.
13. We started a project called Demon's Gate (RM 2000). It was an FF Clone (I had only ever played FF4 and 6, and he was creating it as a fan of the 3D ones.) I never really did anything for this.
14. Arnold's Atrocious Appetite (RM 2000). It was a supposed "sequel" to Bob's Big Adventure. It had some interesting puzzles but I got tired of coming up with ideas.
15. Lycanthrope (RM 2003). Tales style battle system. I did quite a lot of work on the battles. I still have this and some have played it. Also had CMS.
16. Infinite Legend (RM 2003). Second attempt at a futuristic game. Some sort of evil robot. Might be the only time I used Rudra graphics.
17. Then I made a game that was more of a movie-type thing for a friend. He used it as a school project and got 100% on it. It was about the cotton gin and black slaves. I think.
18. Endless Illusion (RM 2000) - a remake of Demon's Gate except it was more written out, more under my control, less FF. It basically utilized a ton of weird dream sequences.
(everything from here is RM2003, except for 1 RMXP game)
19. Milkweed. Movie game based on the book. First time I made a custom title-type thing.
20. Tangled Intricacy - Maze game, really hard. First usage of 2k3 DBS.
21. Special Project - Terranigma graphics, The Academy inspired. Non-linear with a karma system and a working CBS. Amazing, atmospherically. (Or so I have been told.) Made in a week for a Ghostlight Demo Day.
(timeline might be off from here on, should be relatively correct)
22. Akira RM. Based off of the manga/film. Never really got anywhere, except a cool menu.
23. Terranigma 2 - Only RMXP project I ever tried. It had pixel movement and ABS. I disliked RMXP, so I dropped it quick.
24. Last Blade RM2K3 - Fighting game in RPGMaker. I lacked graphics for this. Made for a Ghostlight Demo Day.
25. ABS Project - Quite an interesting ABS I made for a Ghostlight Demo Day. Legion wanted to write the plot for this, actually.
26. Ghostlight Chain Game - Don't ask.
27. Mindflare. My current project! The demo was made in 3 hours for a Ghostlight Demo Day. (I have never had progress like I did at Ghostlight.)
28. Somewhere around here I started A Swan's Song with YDS. It turned into Night Shift Noble. (If I ever want to finish anything, it'll be this.)
29. Desert Nightmare English Translation - I'll get around to finishing this. Sometime.
30. - Game for RPGMaker Breach. Apparently it was a pretty solid ABS, but it didn't win. (No pixel movement or SimCity whatever.) Complete game!
31. Azn's Horror Game. - Neat little game for a one week game contest. Incomplete, but I still really like it. Nice music and atmosphere, and an ABS. (no enemies, though...)
32. Linear Motion Battle System - A tech demo really. By now, all I ever made was tech demos. This is just one of many I made. A working Tales battle system, complete with pixel movement. It runs smoothly (well for everyone except Nessiah.)
33. Survival Kids RM. This was fun, but it was too much.
34. Vanilla Villain. Uh. Contest game. It was almost done, but Nessiah flaked. (Team was me, YDS, Nessiah, and NEO_Prime.)
35. Nightmare in Flames. This was me coming back to RPGMaker after several months, pulling off a release for this place. It was a very surreal, kinda creepy little preview. I might do more if I get the time.
36. Le Cadeau Du Temps. It's a secret. ;)
This is only a few of the games I have worked on. I don't want to talk about the rest. (too many to list here anyways)
This is the longest fucking post I have ever made. (*gasp* not a one-liner post)
I still have most of these too.
[FULL]Sacred Earth: Bonds
Where are you going today?
author=linkzelda122 link=topic=1966.msg32974#msg32974 date=1222030250
Today is my granpa's birthday so were going to thier house for dinner. lolz
Why is the "lolz" necessary?
CMS/CBS Problem
Actually, if you have the bar at the very edge, you can just slide the picture around. Then it's pretty simple.
CMS/CBS Problem
author=Demicrusaius link=topic=1973.msg32401#msg32401 date=1221702159
...I don't see what's wrong with that. It works just fine and only uses one variable. The coding didn't take long and wasn't tedious.
By subtracting like that you can get the next digit. In the example it moves from the tens place to the ones place.
Different strokes for different folks.
There's a function in RM used for isolating individual digits. (Mod)
author=S. F. LaValle link=topic=1973.msg32658#msg32658 date=1221795919
To answer the original question, there is no way to show numbers without coding pages and pages of show picture/move character commands EXCEPT if you use the message window.
This isn't anything especially tedious anyways... I've tons this tons of times.
Your Process when making a game
Would You Rather?
Broken leg. That way I can still play guitar. I've had my leg in a cast several times before anyways...
Would you rather be amazingly skilled at electric or acoustic guitar?
Also, why did several posts disappear?
Would you rather be amazingly skilled at electric or acoustic guitar?
Also, why did several posts disappear?
Grand Theft Release Something! IV: Guns of the Patriots [Sept 22nd]
stop mkaging fun of barkley
ALSO I think Monopoly is a terrible board game. Although I would be interested in playing an RM version, there are so many better games for adaptation.
ALSO I think Monopoly is a terrible board game. Although I would be interested in playing an RM version, there are so many better games for adaptation.














