DARKEN'S PROFILE
Darken
3952
*blows dust off ancient readme.txt*
Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
the machine that BREATHE...
A tunneling machine finds itself injected into a body resembling a human.
A tunneling machine finds itself injected into a body resembling a human.
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Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
the second post has the Don Miguel(2000) and RPG Advocate(2003) RTP https://rpgmaker.net/forums/topics/22883/?post=814174#post814174
the google docs will list whether or not it's Standalone (which doesn't require RTP) but most people used RTP to save on space since you didn't have to download the same files over and over again back in 2001 when download sizes were precious.
it's a missing game so yea, that would be nice
the google docs will list whether or not it's Standalone (which doesn't require RTP) but most people used RTP to save on space since you didn't have to download the same files over and over again back in 2001 when download sizes were precious.
author=Reincarnation
Hi have not checked this account in a while. I logged in to find a DM from SegNin with the mega link to Shattered Samurai 2 back last year. Should I repost?
it's a missing game so yea, that would be nice
Summer Movie Wager
author Shinan
Going into the new weekend I thought I'd update as Barbie is now firmly in the #1 spot and points have changed yet again as Mission Impossible is back on the board.
The top 10 is as follows: 1. Barbie, 2. Spider-Verse 2, 3. Guardians 3, 4. The Little Mermaid, 5. Oppenheimer, 6. Indiana Jones 5, 7. Sound of Freedom, 8. Transformers, 9. Mission Impossible 7, 10. Elemental
Which leads us to how the board looks:
1. kentona, 44 points
2. Darken, 41 points
3. frogge, 39 points
4. Shinan, 36 points
5. pianotm, 32 points
6. Dudesoft, 29 points
The changes I am still seeing on the horizon are Sound of Freedom passing Indy 5 and Mission Impossible passing Transformers. There's also a tiny chance that Elemental might pass Transformers but it's a close race, the gap is around 10 million and Elemental has been doing about 2million more a week than Transformers recently but that means it'll probably not pass Transformers before all of this is over.
Of any new releases I don't really foresee any of them cracking the top 10. TMNT would need another 100 million to get there and unless Blue Beetle has an insane opening (it won't) there aren't really any true contenders for the top 10 anymore. But placements are still up for grabs!

barbie supremacy
What exactly is and isn't allowed on this site when it comes to rips in our games?
The community sprung up from illegality and a questionable origin, but paradoxically that's what created the demand for a localized RPG Maker in the first place. Like most people I learned to make pixel art from importing a lot of rips and understanding how they were put together. It also just created more confidence where you could create an SNES looking game while at the same time make edits to get what you want without the hassle of having to make a whole game's art from scratch. Back in 2001 there was like maybe one crude pixel art tutorial to go off of.
It's scrapbooky and amateur but I think that's worth embracing. Idk some people really wanted to pretend that this wasn't part of the community's culture or DNA and it was easy to get insecure about "hey i didn't... actually make the art for my own game" yet for example soundcloud music artists are ripping shit all the time. This is like not a new or noteworthy debate in the grand scheme of things. Fanart is generally the way some artists even break in onto social media nowdays (more an issue of IP infringement). Japanese computer games in the 80s were notorious for plagiarizing from random sources, they really didn't give a fuck. The very same industry that would make rpg maker/dante. I also think the bootleg scene in China and NES downports are fascinating and deserve more credit. There's a circular discussion to be had about the gradient of influence/tracing/ripping I'm sure, but some people are too obsessed with art being this pure thing that comes out of a vacuum with pristine intentions and originality.

Not pointing this out to justify anything. But generally I just don't think copyright or ownership is compatible with how creative cultures congregate. It's just a thing you can't fully control or prevent. Trying to have a consistent bullet proof morality about this is just fronting for Big Companies that ultimately own everything and aren't sympathetic to your noble efforts to uphold a piece of paper Disney created to keep using their stupid mouse. Is there a grey area and a bunch of unspoken rules amongst artists taking from each other? Yeah sure but it's never going to be consistent and probably shouldn't be.
It's scrapbooky and amateur but I think that's worth embracing. Idk some people really wanted to pretend that this wasn't part of the community's culture or DNA and it was easy to get insecure about "hey i didn't... actually make the art for my own game" yet for example soundcloud music artists are ripping shit all the time. This is like not a new or noteworthy debate in the grand scheme of things. Fanart is generally the way some artists even break in onto social media nowdays (more an issue of IP infringement). Japanese computer games in the 80s were notorious for plagiarizing from random sources, they really didn't give a fuck. The very same industry that would make rpg maker/dante. I also think the bootleg scene in China and NES downports are fascinating and deserve more credit. There's a circular discussion to be had about the gradient of influence/tracing/ripping I'm sure, but some people are too obsessed with art being this pure thing that comes out of a vacuum with pristine intentions and originality.

Not pointing this out to justify anything. But generally I just don't think copyright or ownership is compatible with how creative cultures congregate. It's just a thing you can't fully control or prevent. Trying to have a consistent bullet proof morality about this is just fronting for Big Companies that ultimately own everything and aren't sympathetic to your noble efforts to uphold a piece of paper Disney created to keep using their stupid mouse. Is there a grey area and a bunch of unspoken rules amongst artists taking from each other? Yeah sure but it's never going to be consistent and probably shouldn't be.
You're preferred planning/designing style... and when to get out of the planning phase
I get out of the planning phase when my current project is actually done. But my first commercial project I merely cloned a game jam game I made in a month and just made a bigger version of that. Nowadays I spend a lot of time doing prototypes or "art tests" when I'm not super focused on my main project. The idea being, the most promising prototype is the one that'll go straight to production.
Every 2 weeks I've been meeting up with some kids I've been mentoring and we show prototypes we've been working on. After a month we kickstart new prototypes and do a completely different idea. These prototypes might not be for an entire game but just to build a library of game mechanics that might be worth exploring without any pressure to polish or worry about making something finished. Sometimes we bring our prototypes to gamedev meetups just to see how people react to them before "they're ready" to me this is practical preproduction where you see how hard something is to make but also see what might resonate with people even if its simple white cubes. It's not always about what will make for a good game but just to know what our strengths and weaknesses are.
I think planning out stuff is only really useful if you're instructing other people on what actually needs to be done or to communicate what the game actually is. Problem is you might not know what the game is or should be either through "finding" the game or cutting down on the extraneous stuff that aren't actually that important. I should note I'm not using RPG Maker these days and just code in GameMaker/Godot, so it's a little more freeform these days.
Every 2 weeks I've been meeting up with some kids I've been mentoring and we show prototypes we've been working on. After a month we kickstart new prototypes and do a completely different idea. These prototypes might not be for an entire game but just to build a library of game mechanics that might be worth exploring without any pressure to polish or worry about making something finished. Sometimes we bring our prototypes to gamedev meetups just to see how people react to them before "they're ready" to me this is practical preproduction where you see how hard something is to make but also see what might resonate with people even if its simple white cubes. It's not always about what will make for a good game but just to know what our strengths and weaknesses are.
I think planning out stuff is only really useful if you're instructing other people on what actually needs to be done or to communicate what the game actually is. Problem is you might not know what the game is or should be either through "finding" the game or cutting down on the extraneous stuff that aren't actually that important. I should note I'm not using RPG Maker these days and just code in GameMaker/Godot, so it's a little more freeform these days.
Is darken or kentona's birthday coming up?
With His Father's Sword
Brickroad has zero interest in returning to rpgmaker gamedev but he did sum up his feelings on KC and his outlook on why he didn't continue it https://www.twitch.tv/videos/43088526?lang=pt
[RMMV] Should I Make My Game Commertial?
Commercial game success comes down to marketing, which boils down to: does anyone actually give a shit about what you're selling? If you can't validate that with a mild certainty like interest/downloads in your freeware projects or having a large social media presence etc. then your chances are effectively zero. Even if you have that stuff going for you it's still an uphill battle. It sounds simple but people can't really buy your game if they don't know or care about it.
Instead of looking at successes though you should be looking at failures, survivorship bias often distorts the full picture. Can your game compete with those that release every day on Steam that don't even crack 10 reviews? Is it worth spending 5 years making a game that looks/plays something on par with those? (This is also extremely subjective on your outlook btw) RPGs especially take forever to make. It's better to test the market with smaller releases than to put all your eggs in one basket and burn out when you find out it didn't sell much.
To ditto Red Nova, it's best to invest in yourself rather than one game. Yet also look at the reality of it, because you really have to enjoy the process for its own sake if it doesn't pan out.
Instead of looking at successes though you should be looking at failures, survivorship bias often distorts the full picture. Can your game compete with those that release every day on Steam that don't even crack 10 reviews? Is it worth spending 5 years making a game that looks/plays something on par with those? (This is also extremely subjective on your outlook btw) RPGs especially take forever to make. It's better to test the market with smaller releases than to put all your eggs in one basket and burn out when you find out it didn't sell much.
To ditto Red Nova, it's best to invest in yourself rather than one game. Yet also look at the reality of it, because you really have to enjoy the process for its own sake if it doesn't pan out.
Summer Movie Wager
Oof at the Flash, kinda don't know why I even had it on my list. Then again I don't think people were expecting this at all. Asteroid City is also defying all expectations, maybe good movies do well in the box office???? a new trend????? who can say
What do you look for in games that you want to play?
I don't know really. I feel like most games aren't engaging enough for me to really see it to the end but it might not always be their fault due to my weird brain. I prefer narrative in games purely because there's more chances of things to latch onto, but also I think if it's also setpiece driven I tend to look forward to what's next. I can't stand roguelikes or puzzle games with just stacks of levels to play because I just don't care after awhile. I need more than just a stack of filler. One reason I think I just never complete games (especially old ones) is that they tend to be REALLY repetitive just to hit some sort of hour quota. But I was really sucked into games like Half Life and Metal Gear Solid and get kinda dissapointed when an intriguing game just has 100 maze dungeons for various dev reasons and expectations.
That said I really like fighting games like Street Fighter or Tekken, do not care for their 5/10 storylines but I think the 1v1 gameplay against a human opponent leads to endless depth. There's so many different personalities when running into people online, that I just never get bored of those games. Idk I guess a human with habits to solve and predict is just more interesting than procedurally generated levels. So they sort of replaced a need for a story hook or whatever.
I think when seeking a game out I look for a strange or interesting vibe. I'm in my 30s so I kind of just accepted that not every other game I find is going to blow me away, been there done that. Yet if there's something weird or uncanny about it, games by Suda51, Yoko Taro, SWERY, Kenji Eno, Love-de-Lic etc. or some Slavjank games. Then the gameplay or story doesn't even have to be good per say, but there's just something to them that I can't describe that keeps me engaged. You can probably find some stuff like that just browsing through itch io or some off beat RPG Maker game, but there's also an allure to finding those types of games on PS1 or PS2 that adds to it. Again can't explain it, a mixture of nostalgia and mystery I guess.
I also think with some older games if they don't quite follow game design coventions and QoL stuff and are just really really messy, it tends to lead to a more interesting game. A lot of games now are really design by commitee and it's hard to get stuck on them (and arguably better in some ways) but it leads to some really mundane stuff. If I know what's around the corner then what's the point of going around it? System Shock 1 remake reminds me how messy 90s games tend to be, they left most of the level design and gameplay unchanged save for a few updated controls/interface. The result is kind of a backtracky nightmare maze of level design that can be all over the place. Yet I kinda like it?
But yeah idk, a game that strikes a balance between being interesting and good but also very messy and unpredictable. Which is very hard to describe exactly if you interoggated me on what is "interesting" or what is "messy" but that's my 2 cents.
That said I really like fighting games like Street Fighter or Tekken, do not care for their 5/10 storylines but I think the 1v1 gameplay against a human opponent leads to endless depth. There's so many different personalities when running into people online, that I just never get bored of those games. Idk I guess a human with habits to solve and predict is just more interesting than procedurally generated levels. So they sort of replaced a need for a story hook or whatever.
I think when seeking a game out I look for a strange or interesting vibe. I'm in my 30s so I kind of just accepted that not every other game I find is going to blow me away, been there done that. Yet if there's something weird or uncanny about it, games by Suda51, Yoko Taro, SWERY, Kenji Eno, Love-de-Lic etc. or some Slavjank games. Then the gameplay or story doesn't even have to be good per say, but there's just something to them that I can't describe that keeps me engaged. You can probably find some stuff like that just browsing through itch io or some off beat RPG Maker game, but there's also an allure to finding those types of games on PS1 or PS2 that adds to it. Again can't explain it, a mixture of nostalgia and mystery I guess.
I also think with some older games if they don't quite follow game design coventions and QoL stuff and are just really really messy, it tends to lead to a more interesting game. A lot of games now are really design by commitee and it's hard to get stuck on them (and arguably better in some ways) but it leads to some really mundane stuff. If I know what's around the corner then what's the point of going around it? System Shock 1 remake reminds me how messy 90s games tend to be, they left most of the level design and gameplay unchanged save for a few updated controls/interface. The result is kind of a backtracky nightmare maze of level design that can be all over the place. Yet I kinda like it?
But yeah idk, a game that strikes a balance between being interesting and good but also very messy and unpredictable. Which is very hard to describe exactly if you interoggated me on what is "interesting" or what is "messy" but that's my 2 cents.
Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
hey this thread got featured in a neat internet history documentary series, a very good overview on this wild 23ish year old community we've been keeping around to this day:
https://means.tv/programs/pws2
https://means.tv/programs/pws2













