BLIND'S PROFILE
Blind
2262
Search
Filter
Tagging users in posts
Tagging users in posts
As long as this wasn't abused/spammed, I'd agree that it would be very useful and help to modernize RMN a bit. XD
Can we get a rundown of what it would actually take from someone who handles the code? I'd be willing to donate money to certain features being added to this site, if that's what the programmer(s) need.
Can we get a rundown of what it would actually take from someone who handles the code? I'd be willing to donate money to certain features being added to this site, if that's what the programmer(s) need.
loser.gif
This looks great, Joseph!
I'm not sure I get the point of the dithering (?) in the black space? Is that just result of converting to GIF?
The battle sprites are absolutely incredible, though. XD
I'm not sure I get the point of the dithering (?) in the black space? Is that just result of converting to GIF?
The battle sprites are absolutely incredible, though. XD
People trying to put too much in there games.... Leading to an unfinished project!
I'm a bit confused what the original post refers to? Game content? Effort?
I don't think there's such a thing as putting "too much" work into a game. You'll always be improving your craft, which is an intrinsic reward. Unless you're talking about genuinely pointless features & content, that add nothing of substance to the experience.
Obviously it's much different with commercial games. If a significant budget is involved, that will inherently effect how developers think about project deadlines. (..But in the age of bare-bones titles with DLC galore, it's actually refreshing to play anything that feels like a fully fleshed-out experience...both indie or commercial).
Not counting my hiatus, I've worked on the same game for almost 4 years, but that isn't something I'd wish on other people. Over time, you develop an intuition for when something is "good enough" to feel satisfied with.
Very few people have finished a 30-hour opus in the RPGMaker (excluding Harmonic lol?). Unless your quality threshold is very low, it's probably not a realistic goal to have. A well-done 3-hour experience can be just as memorable and enjoyable.
I don't think there's such a thing as putting "too much" work into a game. You'll always be improving your craft, which is an intrinsic reward. Unless you're talking about genuinely pointless features & content, that add nothing of substance to the experience.
Obviously it's much different with commercial games. If a significant budget is involved, that will inherently effect how developers think about project deadlines. (..But in the age of bare-bones titles with DLC galore, it's actually refreshing to play anything that feels like a fully fleshed-out experience...both indie or commercial).
Not counting my hiatus, I've worked on the same game for almost 4 years, but that isn't something I'd wish on other people. Over time, you develop an intuition for when something is "good enough" to feel satisfied with.
Very few people have finished a 30-hour opus in the RPGMaker (excluding Harmonic lol?). Unless your quality threshold is very low, it's probably not a realistic goal to have. A well-done 3-hour experience can be just as memorable and enjoyable.
Does anyone know where I can get some tilesets which are not rips. RM2K3
author=LibertyInteresting. Any idea why?
Actually, Theo doesn't want people using his stuff anymore so I'd recommend not using them unless you're okay with basically using the equivalent of rips (in that they're not at all commercially viable and the developer rescinded permission to use them).
Edit: It strikes me as a bit pointless to "rescind" usage rights on graphics that were made almost a decade ago. Not that it's up to me, but it's unfortunate. He should consider releasing them as a resource pack, request monetary royalties, or whatever, but it'a s shame to see those resources wasted, when tiles for Rm2k3 are scarce enough as it is.
For anyone into AI culture, this video is downright fascinating/mildly creepy.
Hanson Robotics has two of their humanoid AI bots "debate" about the foreseeable future, and other issues. One of the robots, Sophia, made headlines in October when she become the first AI to receive "citizenship" in Saudi Arabia (in quite a bit of human rights irony). I had no idea the intuitive speech was this far along. Sophia is supposedly programmed to facilitate human empathy. She recognizes crude/early forms of human and sarcasm, sings a few lines from a Bjork song, and more.
Does anyone know where I can get some tilesets which are not rips. RM2K3
I'm not sure if they're royalty-free in the way that REFMAP is, but you could always use Theodore resources if you're okay with your game adopting a more "gritty" aesthetic. Some tiles are based on rips and some are completely original.
Deacon Barista uploaded (mostly) the entire collection in this thread.


Deacon Barista uploaded (mostly) the entire collection in this thread.
First and foremost, a review is written for the benefit of the audience and not the creator. Thinking that the criticism within a review isn't valid because it isn't sympathetic towards the creator is remarkably silly.
Eh, I reluctantly agree, but I think we should be writing reviews with the understanding that we're not the IGN or RottenTomatoes of RPGMaker/Indie games. First and foremost, RMN is a site for developers and those who follow them. Writing a review that's intentionally mean-spirited, needlessly aggressive/pointed, and so on, is counterintuitive to that goal.
The difference between one of us writing a review of, say, Breath of the Wild, and something that was designed from the ground up on RPGMaker.net is that the developer WILL inevitably see the review. I don't think there should be any ban-worthy rules in place, necessarily, but simply a sense of respect and common sense.
The difference between one of us writing a review of, say, Breath of the Wild, and something that was designed from the ground up on RPGMaker.net is that the developer WILL inevitably see the review. I don't think there should be any ban-worthy rules in place, necessarily, but simply a sense of respect and common sense.
Other RPG Maker games that inspire you?
Weirdly, I was going to start a new thread similar to "Post What Inspires You!" but I'm relieved to see there already is one. XD
A lot of the RPGMaker games that have inspired me/my aesthetic are generally older projects, but not exclusively. I included a lot of images, so hopefully no one finds that too obnoxious. ^--^
---
Aedemphia
Developed by: Sylvanor
Engine: RPGMaker 2003
Development: 2008-Ongoing(?)
A french game that grabbed my attention back in 2008/9. I'm pretty sure most older members know about its lengthy development, and hugely inspirational artistic impact. I'm not sure if it ever actually got finished.
---
Sunset Over Imdahl
Developed by: Teo Mathlein
Date of Release: January 2005
Sunset Over Imdahl is a non-battle RPG that takes place in a city under siege. You play as Lohn, a young boy who is the sole survivor of the siege. Wandering the streets in desperation, Lohn meets a nobly-dressed man who offers him a chance to bring his hometown back to life. Without knowing his intentions, Lohn accepts on the man's offer, and the game begins.
Sunset Over Imdahl was made in rm2k and utilizes hand-drawn backdrops over tile-based mapping. The game is short, containing only a few hours of gameplay; however, is a completed project of the highest standard..
Although they're more commonplace now, SOI was one of the first games I remember seeing that effectively utilized hand-drawn backdrops in RPGMaker. Despite the aging software, I think the creativity poured into the visuals hold up well.
---
Wilfred the Hero
Created by: Brandon Abley & Teo Mathlein
Made with: Rpg Maker 2003
Game Page: Here!
Game created for RPG Maker 2003 by Brandon Abley and Teo Mathlein with the initial objective of making a console-style RPG unlike any other created with the engine. Enjoy stunning artwork by Teo Mathlein and beautiful music by Brandon Abley. Features 100% user-created content and no RPG Maker 2003-default game systems.
---
Grave Spirit
Created by: Zohaib.
Made With: Rpg Maker 2003
Development: 2005-2007
Within an ancient land, undisturbed for ages, evil resides in a towering fortress... A young wanderer, without a name and past, has been forced to travel to this fortress by a shadowy spirit who controls his every move. Setting out on an uncertain journey, the nameless wanderer has no choice but to succeed in pleasing the spirit's wishes or die trying...
(Quoting Tau, from Looking Back) Don’t expect any extremely new ideas in this game. The biggest thing it has going for it is its extremely unsettling art style, and its interesting story. I’ll say it right up front. I found the puzzles in this game to be too easy. The biggest challenge was fighting the urge to want to escape the dungeons and graveyards quickly, as the air about the places you visit in this game is extremely unsettling.
---
Godsent
System: RPG Maker 2003
Creator: Meiscool
Development: 2012-2014
From Meiscool's topic on Charas.Net:
Meiscool (or Matthew Holt) was a friend/rival of mine back on GW, who endlessly inspired me with his masterful ability to recolor/reconfigure Rudra (etc) rips into aesthetics that felt entirely unique. He was most active on Charas.net and received quite a following there. I'm not sure if this game was abandoned/cancelled, but his YouTube channel and Photobucket screenshots (seriously, check Google!) remains online.
"Taking the role of a young woman on a train, you read a letter sent to her describing her back story. Tragically, she no longer has a home or family of her own, and has been offered shelter and employment as a miner as a gift to assist her in getting back on her feet. Mining has become quite profitable as of late due to the discovery of a new type of red ore found off the coast in an underwater cave. This red ore has certain useful qualities to it that are difficult to explain, but if harnessed correctly could change the world as the young woman knows it. The mining operation is difficult to undergo however, as sending people underwater to gather rocks is no easy feat.
During one of the operations that our young heroin is attending, a cave in occurs and traps her underwater. Unexpected to her, she is washed away to a temple under the water. Here she finds the secret of the red ore.
What will she do with this information? What will her country do with the red ore? How will opposing countries handle the threat of a nation that has a new means of fighting wars? The young woman will be tied to all events that unfold as the world is changed before her eyes. She is Godsent."
---
Sarcia
Another enigmatic french game from much earlier in the community's years. There's currently a game in production with the same name - so I'm fairly sure the development is likewise handled by the same individuals.
---
Theia - The Crimson Eclipse
Developer: LolloRocketDiver
Engine: RPGMaker 2003
Development: 2013-Ongoing (English Language version)
One of the most notable Rm2k3 games to come out of the Italian corner of the RM community. It blends pseudo-cyberpunk/sci-fi visuals with beautiful, lush maps and a great custom menu system. The game was finished in late 2015, and now development is steadily pushing along for an english release. It even has an active RMN Page to follow progress.
---
Velsabor
Created by: Lachsen.
Made With: RPGMaker 2000
Anyone from the pre-RMN age of RPGMaker knows of this game. One of the most technically impressive ever to be created in Rm2k3, it was long-before DynRPG or any official patches (let alone a legal release) was even a vague prospect. It boasted an unbelievable battle system, gorgeous/meticulous animations, a custom menu (no small feat back in the day), and more. Unfortunately, for a long time, it was only available in German, and thus very few players made it all the way through the game.
Nonetheless, it came to be heralded as a shining example of what RPGMaker was capable of back in the day.
---
Mystic Lands
Developer: JKB
Engine: RPGMaker 2003
Years before his current-day project, an incredible fan-game effort(Megaman X: Corruption), JKB was a staple on GW with his amazing "programming" achievements in Rm2k3.
Little was known about the actual premise of the game, and JKB has removed all traces of it from his social media/YouTube accounts in the years since then. Thankfully, a couple of fans kept the videos uploaded for future RPGMaker users to gawk at.
---
..Also, Ara Fell, duh.
)
A lot of the RPGMaker games that have inspired me/my aesthetic are generally older projects, but not exclusively. I included a lot of images, so hopefully no one finds that too obnoxious. ^--^
---
Aedemphia
Developed by: Sylvanor
Engine: RPGMaker 2003
Development: 2008-Ongoing(?)
A french game that grabbed my attention back in 2008/9. I'm pretty sure most older members know about its lengthy development, and hugely inspirational artistic impact. I'm not sure if it ever actually got finished.




---
Sunset Over Imdahl
Developed by: Teo Mathlein
Date of Release: January 2005
Sunset Over Imdahl is a non-battle RPG that takes place in a city under siege. You play as Lohn, a young boy who is the sole survivor of the siege. Wandering the streets in desperation, Lohn meets a nobly-dressed man who offers him a chance to bring his hometown back to life. Without knowing his intentions, Lohn accepts on the man's offer, and the game begins.
Sunset Over Imdahl was made in rm2k and utilizes hand-drawn backdrops over tile-based mapping. The game is short, containing only a few hours of gameplay; however, is a completed project of the highest standard..

Although they're more commonplace now, SOI was one of the first games I remember seeing that effectively utilized hand-drawn backdrops in RPGMaker. Despite the aging software, I think the creativity poured into the visuals hold up well.
---
Wilfred the Hero
Created by: Brandon Abley & Teo Mathlein
Made with: Rpg Maker 2003
Game Page: Here!

Game created for RPG Maker 2003 by Brandon Abley and Teo Mathlein with the initial objective of making a console-style RPG unlike any other created with the engine. Enjoy stunning artwork by Teo Mathlein and beautiful music by Brandon Abley. Features 100% user-created content and no RPG Maker 2003-default game systems.
---
Grave Spirit
Created by: Zohaib.
Made With: Rpg Maker 2003
Development: 2005-2007

Within an ancient land, undisturbed for ages, evil resides in a towering fortress... A young wanderer, without a name and past, has been forced to travel to this fortress by a shadowy spirit who controls his every move. Setting out on an uncertain journey, the nameless wanderer has no choice but to succeed in pleasing the spirit's wishes or die trying...
(Quoting Tau, from Looking Back) Don’t expect any extremely new ideas in this game. The biggest thing it has going for it is its extremely unsettling art style, and its interesting story. I’ll say it right up front. I found the puzzles in this game to be too easy. The biggest challenge was fighting the urge to want to escape the dungeons and graveyards quickly, as the air about the places you visit in this game is extremely unsettling.
---
Godsent
System: RPG Maker 2003
Creator: Meiscool
Development: 2012-2014
From Meiscool's topic on Charas.Net:
Meiscool (or Matthew Holt) was a friend/rival of mine back on GW, who endlessly inspired me with his masterful ability to recolor/reconfigure Rudra (etc) rips into aesthetics that felt entirely unique. He was most active on Charas.net and received quite a following there. I'm not sure if this game was abandoned/cancelled, but his YouTube channel and Photobucket screenshots (seriously, check Google!) remains online.
"Taking the role of a young woman on a train, you read a letter sent to her describing her back story. Tragically, she no longer has a home or family of her own, and has been offered shelter and employment as a miner as a gift to assist her in getting back on her feet. Mining has become quite profitable as of late due to the discovery of a new type of red ore found off the coast in an underwater cave. This red ore has certain useful qualities to it that are difficult to explain, but if harnessed correctly could change the world as the young woman knows it. The mining operation is difficult to undergo however, as sending people underwater to gather rocks is no easy feat.
During one of the operations that our young heroin is attending, a cave in occurs and traps her underwater. Unexpected to her, she is washed away to a temple under the water. Here she finds the secret of the red ore.
What will she do with this information? What will her country do with the red ore? How will opposing countries handle the threat of a nation that has a new means of fighting wars? The young woman will be tied to all events that unfold as the world is changed before her eyes. She is Godsent."
---
Sarcia


Another enigmatic french game from much earlier in the community's years. There's currently a game in production with the same name - so I'm fairly sure the development is likewise handled by the same individuals.
---
Theia - The Crimson Eclipse
Developer: LolloRocketDiver
Engine: RPGMaker 2003
Development: 2013-Ongoing (English Language version)
One of the most notable Rm2k3 games to come out of the Italian corner of the RM community. It blends pseudo-cyberpunk/sci-fi visuals with beautiful, lush maps and a great custom menu system. The game was finished in late 2015, and now development is steadily pushing along for an english release. It even has an active RMN Page to follow progress.


---
Velsabor
Created by: Lachsen.
Made With: RPGMaker 2000
Anyone from the pre-RMN age of RPGMaker knows of this game. One of the most technically impressive ever to be created in Rm2k3, it was long-before DynRPG or any official patches (let alone a legal release) was even a vague prospect. It boasted an unbelievable battle system, gorgeous/meticulous animations, a custom menu (no small feat back in the day), and more. Unfortunately, for a long time, it was only available in German, and thus very few players made it all the way through the game.
Nonetheless, it came to be heralded as a shining example of what RPGMaker was capable of back in the day.

---
Mystic Lands
Developer: JKB
Engine: RPGMaker 2003
Years before his current-day project, an incredible fan-game effort(Megaman X: Corruption), JKB was a staple on GW with his amazing "programming" achievements in Rm2k3.
Little was known about the actual premise of the game, and JKB has removed all traces of it from his social media/YouTube accounts in the years since then. Thankfully, a couple of fans kept the videos uploaded for future RPGMaker users to gawk at.
---
..Also, Ara Fell, duh.















