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Shadow Seeker

So glad to see you're back at it! :D It's quite the departure from Lakira, but I'm pretty confident you'll outdo yourself this time buddy. I'll be following this closely, good ol' 2k3 still kickin'.

headingtoscene.png

Good ol' rainy/foggy Theo city! Looks good.

Exile's Journey

author=dethmetal
Just for fun - I tried to make one of the battle themes from my game sound like it's from a SNES title. This won't be in the actual game because I only plan on using .midi files, so I'm not going to waste too much time making it sound perfect.

https://rpgmaker.net/media/content/users/658/locker/ExileEncounterSNES.mp3


I respect your choice to go old-school-RPGMaker and use pure MIDI, but I really liked that rendition above! Maybe you could offer an MP3 version using more sophisticated soundfonts? It could theoretically be more consistent with the 16-bit visual approach.

Exile's Journey

author=dethmetal
Update not worthy of a blog post: I recently became very interested in synthesizers, which is great news for this game, because I've begun making custom sound effects to help give my game an even more unique feel. The game's menu sound effects are now all custom, and I have plans to create more ("getting hit" sound effects and such).

Great news!

I've started replacing my own high-fidelity sound effects with more SNES/PS1-sounding counterparts, and it does wonders for the sound design. It allows RPGMaker games to project more harmony with their visuals, that's for sure.

I think it'll really benefit a game like Exile's Journey, where the atmosphere is seemingly so vital to the experience.

Beloved Rapture

author=Luthan
Early access or stuff like that ... on steam ... would be nice. Or being able to support/pre-order via paypal. Doesn't need all the tiers available on kickstarter. Since don't have much money (but still like to pay for good games and advocate for more rpg makers games selling in steam instead of releasing for free) and about 20 Euros would be my maximum. 9 dollar goal seemed nice for me. Finished game could definitely be higher - if it is good. (There is a lot of competition and a lot of people don't seem to recognize good games. Worse stuff selling higher and better stuff struggling. But there still are steam sales, groupees/humble bundle - for later. And the option of a discount when it is new to get attention.)

The company that made Echoes of Aetheria and Skyborne have them at 14,99 at steam atm. Definitely looking a bit more forward to your game.

Wow, thanks for the advice. :D I can't thank you enough for following the game's progress across so many years, and through its various iterations.

Yeah, I'm definitely curious enough to look into "late backing" or some type of bonus pre-order deal, but I'd want to make sure there's enough fan interest to actually justify it, now that the Kickstarter succeeded. I'm working on a personalized project website and a Steam page as we speak.

As for the pricing for the final game, I'm open to suggestions! I priced the campaign copies at $9 because that seemed reasonable. I think Ara Fell was $10, and most SNES games we resold by Nintendo at 9.99, so that's a fairly decent frame of reference for the style of content and scope.

As for the old KS, yeah, the poster above basically addressed that. Unfortunately, you have to consider a vastly different scope of budget if you're just funding some animations / fan artwork, vs funding the assets for a fully completed game.

HeroRunningAnimation.gif

author=Addit
Ooo, this is a pretty smooth running animation there, nice! Look at him go!

Question, but do you have to hold the run key down in order to continuous run or just tap the key instead? Either way, it’s good thing that you don't have a stamina meter above the character's head while he continuous runs, or something like that, 'cause I hate that kind of stuff in some games.

Thanks!

Nope, no stamina meter or holding down a key to activate. I thought that might be too tedious for a game where you spend most of your time exploring. All you have to do is tap Shift once - that switches between the Hero walking or running, each having their own animation.

battlescene.png

Looks good! I like how the battle backdrop matches the generally dreary tone of the rest of the game's world. Nice work with the enemy stats display too.

new_faceset_menu.png

Very nice! I had no idea you could pixel, let alone do it so nicely.

80% Funded! And our own Discord Channel

author=Firefly84
I would join on Dischord, but your invitation is invalid.
You have to make an invitation that last longer than 24 hours.


Oops, my mistake. Fixed!

author=Mirpono
thanks to this post, I... finally remembered to donate! ;;
Y'all can do it! Wooo!! Im excited to see how this game turns out!


Thank you so much! Means so much to us. ;__;

Screenshot Survival 20XX

My bad for not checking back here!

author=Arcmagik
I'd need to see the Castle Roof part connected to a castle piece to see how they line up on a perspective level. The minor nitpick that really bugs me when I look back at the picture is the perspective of the two banisters on the first set of stairs going up to the first landing. Since they are suppose to be running diagonal with the stairs the banisters should have different shading then the two that are running flat in the picture. However since it is the same tile being used for all four of them it throws it off a bit.


Here’s a shot of the tower/roof from another setting (the screen tint is different but you get the idea). I personally think it looks fine, but I can absolutely see why it seems disjointed with the other screenshot! It might be worth tweaking or replacing.



Roden
will keep such opinions to myself and fix my own art, and leave BR alone. (Good luck on the kickstarter btw). I'm not here to argue with the stubborn brick fortress that RMN can be, not anymore.

People can have janky or weird or bad looking shit in their games. It's their stuff. I feel compelled to at least say something though. Other devs might be more responsive to it.


Nah, I hope you don’t feel that way! I say to people all the time how valuable criticism is for my work, even the harshest comments. I wouldn’t have come so far from my amateurish early years if not for the constant hurling of feedback (in this case, feedback I can pass along to my tile artist), so everything helps.

@Frogge: Lighting looks fantastic! Maybe just desaturate the Refmap tiles a bit more if you’re trying to go for that ominous mood.