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Happy 2016! Come see what I've done.
This is exciting news~ My heart melted a little. XD
But yeah, you've come up with a pretty promising interface. SU never pulled any punches with it's mechanics - so it has a lot to gain from the freedom of the new engine. Glad you're still at it, buddy.
author=DHMMore accurate words have never been said tbh
Building a full-length RPG/engine seems strangely more feasible than bumbling around in RM2k3. (*Shh* don't crush my dreams.)
But yeah, you've come up with a pretty promising interface. SU never pulled any punches with it's mechanics - so it has a lot to gain from the freedom of the new engine. Glad you're still at it, buddy.
Tristian: Episode I?
Haha wow, I feel your pain. ;___; When you have this huge, looming opus you're trying to get out there, the development time becomes outrageous for a single person. Especially for a game as plot-heavy and visual as Tristian.
Even with the episodic format though, it can be tricky. You want each "Chapter" to be finalized enough to stand on its own, and be relatively complete when you release it. So in that sense, it's not entirely like a demo, where you can implement constant revisions based on the feedback. There's an additional quality filter that arises with each episode, if that makes sense? It's something to consider, at least.
Yeah, you hit the nail on the head with this statement. When I started my own project, having "commercial" RPGMaker games that were so professional and polished was just a crazy pipe-dream. Nowadays, they're popping out left and right... so the freeware route can seem fruitless. Audiences are much less impressed by your typical Rm2k3 or VX game.
**But** you just have to trust in the quality of your project. You've worked on it this long, right? If your subscribers have followed you for 3+ years, they're probably in it for the long haul.
Even with the episodic format though, it can be tricky. You want each "Chapter" to be finalized enough to stand on its own, and be relatively complete when you release it. So in that sense, it's not entirely like a demo, where you can implement constant revisions based on the feedback. There's an additional quality filter that arises with each episode, if that makes sense? It's something to consider, at least.
author=Luchino
Nowadays, there are simply far more quality RPGMaker games out there now, and it becomes harder and harder to make your own project stand out.
Yeah, you hit the nail on the head with this statement. When I started my own project, having "commercial" RPGMaker games that were so professional and polished was just a crazy pipe-dream. Nowadays, they're popping out left and right... so the freeware route can seem fruitless. Audiences are much less impressed by your typical Rm2k3 or VX game.
**But** you just have to trust in the quality of your project. You've worked on it this long, right? If your subscribers have followed you for 3+ years, they're probably in it for the long haul.
It_now_has_depth.png
The edges of the river/water tiles look a bit too squarish near the top of the screenshot. The depth of the water also doesn't really make sense, as it appears to be more of a shallow pool?
Nice mapping as always, though.
Nice mapping as always, though.
Shadows of Adam
Just pledged to the Kickstarter - you guys are getting so close! :D
To see this project get a Wii U/PS4 port would be incredible.
To see this project get a Wii U/PS4 port would be incredible.
Screenshot Survival 20XX
Wow Frogge, that is a huge map. O___0
It's a great effort, but from what I've see from you in the other topic, you can do a lot better! Seriously, those interiors are looking... very lacking. Unless there's a gameplay reason, there's simply no reason to have interior spaces that are so huge and empty.
The forest/outside is considerably better, but still not up to par from what you've shown in the past. Whose tiles are those, anyhow?
It's a great effort, but from what I've see from you in the other topic, you can do a lot better! Seriously, those interiors are looking... very lacking. Unless there's a gameplay reason, there's simply no reason to have interior spaces that are so huge and empty.
The forest/outside is considerably better, but still not up to par from what you've shown in the past. Whose tiles are those, anyhow?
Ara Fell Steam Details
TerracoOutside.jpg
Immagine.png
Theia - The Crimson Eclipse
YAYY
I've followed this game's progress for quite a while now, but I haven't seen much word of it in the English RM communities.. (Until now? XD)
Your trailers & YouTube videos have always been an inspiration, since I'd stumbled upon the project. From the battle system, menu interface, and the impeccable maps; it's undeniable that many years of effort and care have gone into this project.
But yeah, I'm excited for the translation. It's refreshing to see that a polished 2k3 game can still nab so many followers in less than a week. ;)
I've followed this game's progress for quite a while now, but I haven't seen much word of it in the English RM communities.. (Until now? XD)
Your trailers & YouTube videos have always been an inspiration, since I'd stumbled upon the project. From the battle system, menu interface, and the impeccable maps; it's undeniable that many years of effort and care have gone into this project.
But yeah, I'm excited for the translation. It's refreshing to see that a polished 2k3 game can still nab so many followers in less than a week. ;)













