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Screenshot Survival 20XX
Hmm, I actually prefer the colors in the original tint. It has a more mystical and alluring kind of tone to it. XD
Trees (and overall composition) are looking great though. The shrubs suffer from the same issue your old trees had. They aren't clearly shaded or distinguishable from the grass textures.
Trees (and overall composition) are looking great though. The shrubs suffer from the same issue your old trees had. They aren't clearly shaded or distinguishable from the grass textures.
Demo up. And onto 2016.
OMG, this is unexpected and very exciting. I never got a chance to play fully through the old demo, so I look forward to being quite inspired this time around. ^-^
Mapping Tutorial - Dungeon Hall
Thank you~ ^-^
These are semi-outdated now. I'll have to post some recent work, maybe with a more modern RM Engine.
These are semi-outdated now. I'll have to post some recent work, maybe with a more modern RM Engine.
Catching up thread
author=facesforce
Let me see... I just returned from Asia. I was working in Japan as a car salesman, but after I quit, I did not qualify for a working visa. So, without enough money to return to the states, I got a ticket to taiwan and spent the next 3 months as a illegal teacher. Finally, after a bad breakup, I became a homeless priest in Taipei, until the State let me borrow money to return to America last month. Currently recovering from malnutrition.
Yeah - bad luck aside, that sounds like a pretty memorable life experience!
Coincidentally, I've been looking into teaching English abroad with a temporary work Visa... potentially (and hopefully) Japan or South Korea. I've looked into small studio apartments in Osaka, Tokyo, Kyoto, Seoul, etc. There are so many hoops to jump through though. XD
RMN New Year’s Resolutions 2016 (And A Lookback At Last Year’s Successes And Epic Failures)
More or less, just try to be more pragmatic as a human (and a developer~ XD)
Great quote on Jazz that also applies to game-make:
"It is true of any subject that the person that succeeds in anything has the realistic viewpoint at the beginning and that the problem is large and that he has to take it a step at a time and that he has to enjoy the step-by-step learning procedure. They’re trying to do a thing in a way that is so general, they can’t possibly build on that. If they build on that, they’re building on top of confusion and vagueness and they can’t possibly progress. If you try to approximate something that is very advanced and don’t know what you’re doing, you can’t advance."
I returned to working on games in 2014, but this was the year I truly flourished and learned what I was doing. I went back to basics. Any work I had done before that, I think, I was partially running on autopilot. Especially during 2007-2010, it was all a big clusterfuck of confusion.
In my personal life: I really took this year by the horns and got started with a great small company in my first post-grad job. I bought my first apartment in the city. I've become much healthier, and definitely more humbled. I've learned self-discipline, and how to budget (mostly XD); when I had been a pretty impulsive spender in younger years. I let go of many friends who started to feel like baggage.
RM Wise: This will be the year that I finally put Beloved Rapture behind me, and start on something genuinely new. As the old adage goes; it takes 5-10 years to truly "master" a craft... and hell, they weren't kidding lol. Fundamentally, I'd like to go in a vastly different direction with my next project -- something in a grittier genre, a modern setting... something Huxley-esque and with more social commentary.
Most importantly, I rediscovered that creating art is (hard) work. At the beginning, I think every artist secretly believes that he or she will be the exception. The prodigy. The outlier. That one-in-a-million person to whom it just comes naturally. We want to believe that artists are inspired by divine breath. And while that may be true for a (very) select few, it still takes work. With game design, we want to believe our first game will be a crowning triumph without breaking a sweat. The reality is that it can take hundreds of hours of dedication, just for an experience that hardly lasts a couple of hours.
.. So I suppose most essentially this year, I've learned a sense of patience, and the resolve to follow-through.
Great quote on Jazz that also applies to game-make:
"It is true of any subject that the person that succeeds in anything has the realistic viewpoint at the beginning and that the problem is large and that he has to take it a step at a time and that he has to enjoy the step-by-step learning procedure. They’re trying to do a thing in a way that is so general, they can’t possibly build on that. If they build on that, they’re building on top of confusion and vagueness and they can’t possibly progress. If you try to approximate something that is very advanced and don’t know what you’re doing, you can’t advance."
I returned to working on games in 2014, but this was the year I truly flourished and learned what I was doing. I went back to basics. Any work I had done before that, I think, I was partially running on autopilot. Especially during 2007-2010, it was all a big clusterfuck of confusion.
In my personal life: I really took this year by the horns and got started with a great small company in my first post-grad job. I bought my first apartment in the city. I've become much healthier, and definitely more humbled. I've learned self-discipline, and how to budget (mostly XD); when I had been a pretty impulsive spender in younger years. I let go of many friends who started to feel like baggage.
RM Wise: This will be the year that I finally put Beloved Rapture behind me, and start on something genuinely new. As the old adage goes; it takes 5-10 years to truly "master" a craft... and hell, they weren't kidding lol. Fundamentally, I'd like to go in a vastly different direction with my next project -- something in a grittier genre, a modern setting... something Huxley-esque and with more social commentary.
Most importantly, I rediscovered that creating art is (hard) work. At the beginning, I think every artist secretly believes that he or she will be the exception. The prodigy. The outlier. That one-in-a-million person to whom it just comes naturally. We want to believe that artists are inspired by divine breath. And while that may be true for a (very) select few, it still takes work. With game design, we want to believe our first game will be a crowning triumph without breaking a sweat. The reality is that it can take hundreds of hours of dedication, just for an experience that hardly lasts a couple of hours.
.. So I suppose most essentially this year, I've learned a sense of patience, and the resolve to follow-through.
mountain1.png
Meadows2.png
Thanks Jo - I'll make note of that!
(..Ironically, this area has been cut from the demo. Don't murder me.. XD)
(..Ironically, this area has been cut from the demo. Don't murder me.. XD)
Act 1 & Release Date
Thanks everyone for the comments!
Save Files will definitely be compatible. I'm still working out the details, but it's likely that Act 2 will "contain" the contents of Act 1... but simply with a choice to skip straight to the cutoff point.
What I'm mostly debating is whether I'll make a separate RMN Game Page, since it'll technically be very distinct content. I already have a lot of Subscribers on this page, so it might be easier to keep all the updates here. (But on the other hand, some of the comments are from 2008, so not necessarily relevant anymore. XD)
Save Files will definitely be compatible. I'm still working out the details, but it's likely that Act 2 will "contain" the contents of Act 1... but simply with a choice to skip straight to the cutoff point.
What I'm mostly debating is whether I'll make a separate RMN Game Page, since it'll technically be very distinct content. I already have a lot of Subscribers on this page, so it might be easier to keep all the updates here. (But on the other hand, some of the comments are from 2008, so not necessarily relevant anymore. XD)
The 12 days of RMas
On the 4th day of RMas
my true love gave to me
7 pixel trees
6 tilesets
5 utility plugins
4 music tracks
3 animations
2 battle sprites
and a copy of RMMV
my true love gave to me
7 pixel trees
6 tilesets
5 utility plugins
4 music tracks
3 animations
2 battle sprites
and a copy of RMMV
The appeal of JRPG's
author=LightningLord2
The primary distinction between JRPGs and WRPGs is that you're given a character with a specific backstory and character development in a JRPG, while a WRPG lets you craft your own character that rarely has any background relevant to the plot. As such, the narrative of a JRPG is usually more focused on the protagonists while a WRPG has more depth in the world and major NPCs.
Yeah, this.
I can appreciate the open-world lore of Western RPGs, but in general they just aren't for me. FF15 looks to be a stylistic hybrid of the two, which is pretty intriguing. I'm curious to see how they'll balance the two decidedly contrasting approaches in a single experience.













