CHARLIEEND'S PROFILE

I'm Charlie Vermin and I have no idea what END was supposed to mean.
Mephimorphosis
A quick silly arcade-y action game.

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Screenshot Survival 20XX

author=Liberty
Nah, just use Shift mapping. You don't need the selection tool for that. Hold shift, copy the tiles you want, hold shift, paste the tiles you copied exactly as they are.


I wasn't even aware of what Shift mapping can do when combined with the picker tool... That sure is enlightening. Thanks.

I have quite a history of using RM sub-optimally... since when I first got RM from a friend, there was no manual included and I didn't even have internet back then. I ended up making an entire game without ever using variables.

Screenshot Survival 20XX

Selection tool is mostly necessary for combining two different autotiles.

Screenshot Survival 20XX

author=theloathableone
@CharlieEND
Everything about those shots confuses me a bit


That's probably one of the essential aspects of that particular game... pure postmodernism/absurdism, though there's also a fair share of more "normal" locations so that the weirdness can stand out more. In that game, I mostly just like to do things just because they aren't normally done.

Your mapping looks pretty nice and creative! The only nitpick I have is the autotiling path curving away from building rooftops, which can be fixed with the selection tool.

The selection tool is very powerful with the autotiles, and provides lots of possiblities. In this case, you can fix this in two ways:
a) copy and paste the necessary path tiles (in my picture, it's the top-border-only, no-border and bottom-border-only tiles that can be easily copied from the non-obscured part of the path)
b) copy the building, draw the path over the building where it should logically be, and then paste the building again in the same spot. This would work best for square buildings.

As a shortcut, sometimes you can also hold Shift to draw in a "don't change autotiles" mode of sorts. It's especially useful when you want to draw regular tiles next to autotiles.

Screenshot Survival 20XX

I've been making this "game" for four years and I don't plan on finishing it, like, ever. The main storyline is more or less complete, to make sure the game is completable no matter how many elements are not present yet, but I plan on adding sidequests/expanding the main storyline pretty much forever. Maybe in a few decades I'll consider wrapping it up.

It has some semblance of plot, but it's deeply submerged in surrealism and meta-commentary. Large part of it is an interactive journal of sorts, with introspection and philosophical pondering about the world. Basically, the main rule of this game's design is: if I come up with something, I add it. Holding myself back or worrying about congruity is forbidden. I make detached maps and add access to them later.

An extremely fun side effect is that I sometimes add some piece of dialogue, or sometimes even a whole location, in the spur of the moment, and then forget about it, allowing me to discover it anew. This provides me with lots and lots of narcissistic joy.

This has to be one of my favorite quotes from the game.


THE REVOLUTION IS CRUSHING IT. Awww yeaaaah~

It's raining! And that's why I turned on the radio today! It's true! The spherical shell with a lot going on on the inside. A completely different feel the first time you see it, unreplicable. Like if it was an alternate version of the place that is lost forever once you actually get to know it.

Screenshot Survival 20XX

author=Frogge
Reminds me of the colored floor puzzle from undertale XD
Where's the end of it though?


Far away. Really far.

First I made a normal maze with one wall tile type and one floor tile type. Then I made two 6x6 squares (RM 2k3 max brush size) and filled one with 36 different walkable tiles, and the other with 36 different walkable tiles. And then I just selected and floodfilled to create this nightmare.



The zoomed-in screenshot above shows the player standing on the left side of that large square area near the bottom right corner.

This is a relatively simple maze when it looks normal, but I figured that anything more complex combined the location's unique aesthetics would be too much.

Maybe I should make a game like that, something simple enough to actually complete? RTP resources and an assortment of bizarre challenges, and that's it.

Screenshot Survival 20XX

This is actually a fully playable maze.



I regret nothing.

How did your first game turn out?

I forgot to mention that my game also had an a capella cover of the midi Animal from RTP.



It only played in this optional area shown here, accessible by climbing over the table in one of the missing children's houses. At some point I removed the teleport to this map because I decided that it's too weird and out of place. I only ever removed two locations and I have no idea what criteria I used... because most of the game doesn't look any less weird.

How did your first game turn out?

My first game was beautifully unique. I consulted no forums, no guides, nothing. It had an unique storyline and lots of inexplicably varied locations. I exercised pure artistic freedom. Now I can try to just ignore the status quo, but I can't go back to the times when I was 8 or 9 and didn't knew that buildings shouldn't have walls OR ceilings, but both and when I didn't knew that making a town full of diverse characters generally involves variety in dialogue, and not in bizarre walking patterns. It was also really easy because I was incapable of playing RPGs and had to nerf everything to my skill, which pretty much meant that mashing space is a fairly sufficient strategy to win all battles.

Whatchu Workin' On? Tell us!


I had a hard time making the game's mechanics work right. The perfect solution involved changing all "non-blocking" tiles in the chipset to "blocking down and right" tiles.
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