CAP_H'S PROFILE
Projects to finish before leaving rpg maker:
1)Left Behind 2 - A game about love (A remake, the original was only 80% finished)
2)Route Through Peaks - A game about letting go (60% finished, currently on hiatus)
3)Burnt Ones - A game about criminals (10% finished, I probably will start anew)
4)Chain of Love - A chain game (0% finished)
1)Left Behind 2 - A game about love (A remake, the original was only 80% finished)
2)Route Through Peaks - A game about letting go (60% finished, currently on hiatus)
3)Burnt Ones - A game about criminals (10% finished, I probably will start anew)
4)Chain of Love - A chain game (0% finished)
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Tsukuru 9 ~The Golden Week Project~ Review
I did beat the game. I didn't intend to be so harsh on you and I'm partly sorry for that. The part about writing is especially bad. Sometimes my sarcasm ain't as good, especially in English. Sorry. I'm not so good when it comes to constructive criticism. I wanted to be more supportive as I could see your potential. I discourage you from further development not cuz the game sucks, but cuz you can do better with exps you got from this.
I don't know what my level was, but my ninja had some poisonous super spear (I found it in a chest, so yeah I checked on em), with which i killed the boss in no time. Monk had too big HP pool. It wouldn't matter in the greater whole, but he is too strong for purposes of the demo.
And about your mapping. By mediocre, I meant that it was mostly right with some illogical choices and it lacked details often. And the quality varied, It could vary on a single map (the town).
I don't know what my level was, but my ninja had some poisonous super spear (I found it in a chest, so yeah I checked on em), with which i killed the boss in no time. Monk had too big HP pool. It wouldn't matter in the greater whole, but he is too strong for purposes of the demo.
And about your mapping. By mediocre, I meant that it was mostly right with some illogical choices and it lacked details often. And the quality varied, It could vary on a single map (the town).
Chain of Love (The New RMN Chain-Game)
From the look of it Radiant Chain was too ambitious. I would prefer to keep it small and get it finished.
I think that Kory has the truth, mostly. I would personally prefer not to use RTPs. I'm for custom faces, icons and other graphics, which can be finished in reasonable amount of time. I was thinking about the game being set in a wasteland, so we don't have so high requirements.
I like Crazy Leen's retro pack (just sayin).
I think that Kory has the truth, mostly. I would personally prefer not to use RTPs. I'm for custom faces, icons and other graphics, which can be finished in reasonable amount of time. I was thinking about the game being set in a wasteland, so we don't have so high requirements.
I like Crazy Leen's retro pack (just sayin).
Screenshot Survival 20XX
Befuddle Quest VII: Advent Children
author=CashmereCat
I've been thinking about it and I've thought maybe I should beef up my entry a little bit. Right now it's just 3 puzzles, but it's got a nice mechanic and I think I can up that to about 10 puzzles to beef out the length, since I originally only created 3 puzzles because of the time limit.
I should do this as well. I haven't got to make anything challenging.
Summoner of Sounds
-Banjo Utopia by Fulminis-ictus: Pretty much what Nhubi wrote. It's that classic barn-o-banjo. Banjo is a happy instrument, especially when it's fast. The song doesn't say anything else to me. I would add more irregularity to make it feel more alive, small mistake or something.
-Emotion by Someoneman: I don't feel happy while listening to this song. It's more about longing or parting. Someone is going to war or was killed. Man, It's really sad.
-Emotion 2 by Someoneman: It's part of the main melody from Emotion, aint it? I don't like the main instrument (back-pipe?) but that subtle underline is nice.
-Forest Stroll by Dysergy This one is nice. It has a mild Asian vibe at the start and develops itself in something more. This basic melody, which is later overlaid by flutes is really pleasant. However these flutes are too loud, destroying peaceful atmosphere of the track.
-The fellow with the hat by TheRexion I'm not as thrilled with this one. Most of it works well, it's melodic catchy. It's pretty fast yet zenful. But it's too fast to me. I can't imagine myself using this one. Also that clipping is annoying.
-When A Clean Guitar Smiles by Aaron Colunga: The sound of this one probably is clean and I like arrhythmic deconstruction of music you create within your creation. And it's pretty funny. But It's bit too random for me to use it in a game, I guess. Also I would not use it in a happy situation.
-Strange Friends by Aaron Colunga: I'm beggining to see your approach to composing. You are trying to keep it minimal in every possible way and that is good. Together with your other songs it's starting to be interesting. The problem is that your song usually don't work as stand-alone.
-The Hunt Ver 2 by chenbaiwan: Reminds me of medieval feasts. The way you use violin as main instruments and the rest is kept in background is clever, cuz it doesn't disturb me and I can stay being dived in dialogue or puzzle.
-Emotion by Someoneman: I don't feel happy while listening to this song. It's more about longing or parting. Someone is going to war or was killed. Man, It's really sad.
-Emotion 2 by Someoneman: It's part of the main melody from Emotion, aint it? I don't like the main instrument (back-pipe?) but that subtle underline is nice.
-Forest Stroll by Dysergy This one is nice. It has a mild Asian vibe at the start and develops itself in something more. This basic melody, which is later overlaid by flutes is really pleasant. However these flutes are too loud, destroying peaceful atmosphere of the track.
-The fellow with the hat by TheRexion I'm not as thrilled with this one. Most of it works well, it's melodic catchy. It's pretty fast yet zenful. But it's too fast to me. I can't imagine myself using this one. Also that clipping is annoying.
-When A Clean Guitar Smiles by Aaron Colunga: The sound of this one probably is clean and I like arrhythmic deconstruction of music you create within your creation. And it's pretty funny. But It's bit too random for me to use it in a game, I guess. Also I would not use it in a happy situation.
-Strange Friends by Aaron Colunga: I'm beggining to see your approach to composing. You are trying to keep it minimal in every possible way and that is good. Together with your other songs it's starting to be interesting. The problem is that your song usually don't work as stand-alone.
-The Hunt Ver 2 by chenbaiwan: Reminds me of medieval feasts. The way you use violin as main instruments and the rest is kept in background is clever, cuz it doesn't disturb me and I can stay being dived in dialogue or puzzle.
Teamwork and You pt. 3: RMN
Chain of Love (The New RMN Chain-Game)
I'm here with an offer, question maybe.
I want to ask you, whether you would be interested in another chain-game. There are some fresh faces, who didn't participated in past efforts, such as me. Some of these efforts turned out pretty well (Chain of Retribution), other haven't been finished yet(The RMN Chain-Game).
There is lot of community driven projects going on, like Wyrm Warriors, Befuddle Quest 7, Pokemon, Fast Times... None of them is a chain-game. What I want to discuss with you in this thread is not only whether you would like to take a part. I'm also interested:
-how many parts (chapters) the game should have
-how many parts should one participant make
-how long each chapter should be (30-90 mins?)
-how much time should be a participant given to finish a taken part
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
-which engine would we use
-whether you want to work with RTP or custom graphics or rips
Also you can read this topic, Dudesoft wrote it down with a brill.
My personal preferences is to have a smaller amount of participants (5-10), two weeks for each of them. I would like to create some basics before kicking out too. Like some actors and the setting. I really like absurd combinations where Sci-fi meets fantasy or western, elves dealing with an apocalypse and so on. Also I'm open to use Arum Universe as starting point settling down some limitations. In that case I would like to use the southern continent and place some locations there.
As for the engine, I would stick with Ace. However I would like to alter graphics somehow. Maybe resizing some 2k3 rips or classic chipsets. There are some nice Ace tilesets too (this is not so hot now as the setting should set the limitations).
I want to ask you, whether you would be interested in another chain-game. There are some fresh faces, who didn't participated in past efforts, such as me. Some of these efforts turned out pretty well (Chain of Retribution), other haven't been finished yet(The RMN Chain-Game).
There is lot of community driven projects going on, like Wyrm Warriors, Befuddle Quest 7, Pokemon, Fast Times... None of them is a chain-game. What I want to discuss with you in this thread is not only whether you would like to take a part. I'm also interested:
-how many parts (chapters) the game should have
-how many parts should one participant make
-how long each chapter should be (30-90 mins?)
-how much time should be a participant given to finish a taken part
-what setting would you like to see (Western meets fantasy, Arum, Lovecraft...)
-which engine would we use
-whether you want to work with RTP or custom graphics or rips
Also you can read this topic, Dudesoft wrote it down with a brill.
My personal preferences is to have a smaller amount of participants (5-10), two weeks for each of them. I would like to create some basics before kicking out too. Like some actors and the setting. I really like absurd combinations where Sci-fi meets fantasy or western, elves dealing with an apocalypse and so on. Also I'm open to use Arum Universe as starting point settling down some limitations. In that case I would like to use the southern continent and place some locations there.
As for the engine, I would stick with Ace. However I would like to alter graphics somehow. Maybe resizing some 2k3 rips or classic chipsets. There are some nice Ace tilesets too (this is not so hot now as the setting should set the limitations).
Maps Weekly!
Sorry guys,
this time around I couldn't force myself to sit down and do some random mapping. I'll finish both themes during next week as I oughta have enuf time for that.
Also I realized that adding a second theme wasn't twice a thrill. Consider it short-lived. We are returning to one map per week.
Also I want to make a small competition in one of upcoming weeks. I don't know what shall i award the winner with, tho. Google Maps are free after all. So, stay tuned for this one.
And right now, I want you to switch tilesets a little, maybe your whole mapping style. Something everyone around likes are
World Maps,
so try to make one. Make it good looking. I'll be back with mine in no time, I promise.
this time around I couldn't force myself to sit down and do some random mapping. I'll finish both themes during next week as I oughta have enuf time for that.
Also I realized that adding a second theme wasn't twice a thrill. Consider it short-lived. We are returning to one map per week.
Also I want to make a small competition in one of upcoming weeks. I don't know what shall i award the winner with, tho. Google Maps are free after all. So, stay tuned for this one.
And right now, I want you to switch tilesets a little, maybe your whole mapping style. Something everyone around likes are
World Maps,
so try to make one. Make it good looking. I'll be back with mine in no time, I promise.
Random or On map encounters?
I haven't read the discussion yet, but I want to throw my two cents in nevertheless.
In jRPGs I prefer random 'invisible' encounters. It makes exploring more thrilling, sometimes frustrating and definitely more rewarding. And bosses should be visible.
In reality it's not as easy as it may sound and well-designed visible encounters can be really good addition.
In games with on-map battles I do prefer on-map encounters (kinda expectable, ain't it?). And in games like Heroes of Might and Magic, I prefer standing encounters (everyone know how stupid idea was to make them move around).
In jRPGs I prefer random 'invisible' encounters. It makes exploring more thrilling, sometimes frustrating and definitely more rewarding. And bosses should be visible.
In reality it's not as easy as it may sound and well-designed visible encounters can be really good addition.
In games with on-map battles I do prefer on-map encounters (kinda expectable, ain't it?). And in games like Heroes of Might and Magic, I prefer standing encounters (everyone know how stupid idea was to make them move around).
Checking interest for McBacon Jam #2
What about achievos?
I'm so down for this. And Pool of Randomiance sounds like a good idea. Reserves made their own 'random' team after all. And it's good opportunity for fans of random selection.
I would stick with original two weeks, so teams won't manage to make their games on time and it will be changed to three.
@Dyhalto I would like to join you on that boat, but my computer is too new for this ol blues. It lurks me, tho.
I'm so down for this. And Pool of Randomiance sounds like a good idea. Reserves made their own 'random' team after all. And it's good opportunity for fans of random selection.
I would stick with original two weeks, so teams won't manage to make their games on time and it will be changed to three.
@Dyhalto I would like to join you on that boat, but my computer is too new for this ol blues. It lurks me, tho.














