DESERTOPA'S PROFILE
Desertopa
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Guardian Frontier
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.
An RPG with classic-style gameplay and a non-classic premise, inspired by the history of exploration and colonialism of the 19th century.
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[RMVX ACE] Finding train tilesets.
I've been looking for a while now for a tileset which would allow me to create a train, preferably something which looks like a steam engine. The only resource I keep seeing references to is Celianna and Lunarea's steampunk tileset, which definitely seems to be a thing that existed. But whenever I try to download it, I get a non-functional image file which can't be opened.
I'm willing to pay for DLC tilesets if necessary, but I haven't been able to find any DLC tilesets for this either. If anyone knows where I can find resources for this which still exist and work, it'd be a huge help.
I'm willing to pay for DLC tilesets if necessary, but I haven't been able to find any DLC tilesets for this either. If anyone knows where I can find resources for this which still exist and work, it'd be a huge help.
[RMVX ACE] Way to reference whether player has bought goods from a store
Ah, thanks, that should work. Since there's no reason for the characters in question to be willing to buy things from you, I shouldn't have to worry about tracking the direction of the change either.
The main purpose I wanted this for is interactions with impoverished street vendors, to whom your business might make the difference between whether they eat that day or not, so while a lot of games treat looking at a vendor's wares as if you've done business with them, that would be pretty jarring in this case and probably spoil the effect.
The main purpose I wanted this for is interactions with impoverished street vendors, to whom your business might make the difference between whether they eat that day or not, so while a lot of games treat looking at a vendor's wares as if you've done business with them, that would be pretty jarring in this case and probably spoil the effect.
[RMVX ACE] Seeking mapper and/or artist.
I'm looking for a mapper, artist, or both interested in joining me to work on Guardian Frontier.
This is intended to be a game which doesn't require a team, so I hope to complete it whether anyone joins me or not. But mapping is by far the most painstaking element of the game-making process for me, and using FaceMaker for the portraits limits the facial expressions I can use for various characters.
I can't pay much for any prospective team members, especially since Guardian Frontier isn't intended to be a commercial product. But if anyone finds the project interesting and wants to be a part of it, I'd be happy to have someone who help carry those elements.
This is intended to be a game which doesn't require a team, so I hope to complete it whether anyone joins me or not. But mapping is by far the most painstaking element of the game-making process for me, and using FaceMaker for the portraits limits the facial expressions I can use for various characters.
I can't pay much for any prospective team members, especially since Guardian Frontier isn't intended to be a commercial product. But if anyone finds the project interesting and wants to be a part of it, I'd be happy to have someone who help carry those elements.
Guardian_Frontier_Screenshot_1_library.png
I prefer to think that the bookcases are crammed clear up to the ceiling. They needed to call in a team of carpenters to get them to fit.
The edging issues should be mostly fixed now, although there's one fiddly bit under one of the bookshelves which won't seem to go away.
I'd love to have a team member who could focus on the mapping for this game, since it's by far the most painstaking part of the game making process for me, but as long as I'm doing this solo, I'm trying to achieve the level of "not too crappy" with my mapping skills. The environments probably won't be consistently polished, but I'm trying to at least keep them interesting.
The edging issues should be mostly fixed now, although there's one fiddly bit under one of the bookshelves which won't seem to go away.
I'd love to have a team member who could focus on the mapping for this game, since it's by far the most painstaking part of the game making process for me, but as long as I'm doing this solo, I'm trying to achieve the level of "not too crappy" with my mapping skills. The environments probably won't be consistently polished, but I'm trying to at least keep them interesting.
[RMVX ACE] Way to reference whether player has bought goods from a store
I'm not sure whether this is super easy and I'm missing something obvious, or if it's practically impossible and way above my pay grade, but I'm looking for a way to create a branching interaction with merchants which returns different results depending on whether you bought anything from them during the preceding shop processing sequence. Basically, recognizing the difference between window shopping and making an actual purchase, without requiring the player to buy any specific items whose presence I could check for in their inventory. Does anyone know a way to accomplish this?
Let's work on your game descriptions!
author=TheGiantHand
The story takes place 500 years after the events of Lunar Silver Star Story. Several hundred years have passed since the last Dragonmaster, Alex Noa, has defeated Ghaleon and restored order to the world. But now a new threat has emerged in Loki, the god of evil, lies and mischief. Loki seeks to corrupt the church of Althena among several other powerful and influential groups to break the seal on Zonfar, the god of death and destruction, so that he may remake the world in his own image...
Enter young Jean de Reinhardt, a young beastman who wishes to join the ranks of Althena's guard. He and his childhood friend Lillian have just been summoned by the guard to investigate a disturbance; if they succeed they will be officially enlisted in the Church of Althena and Althena's Guard...
This is more of a canon nitpick than a critique of the description, but I'm pretty sure the God of Destruction in the Lunar games was Zophar rather than Zonfar.
What to do if your Game Submission is denied/pending
Since I'm still pretty attached to the idea of not revealing the identity of the protagonist for the time being, I'll take it as a challenge to establish the setting and plot properly while keeping that information under the table. I've resubmitted the game page in what I think should be a more suitable form, hopefully this version is acceptable.
The Featured Game Thread
author=Liberty
We've looked into the reviews on the game before. Apparently it's legit. If someone wants to review it who is well known, it'd be interesting to see if the hype is real or not.
I'm fine with Tsufan getting June.
You know, I thought about reviewing Umbral Soul before, but I didn't bother because it seemed adequately spoken for, and to be honest I was a bit envious since it had received so many more reviews than Chronicles of Tsufanubra, which I was closely involved with and which came out around the same time.
While I haven't handed out a five star review yet, if I didn't give Umbral Soul one, I think I'd probably have to resign myself to never giving them at all. It's not perfect, of course, but rather than technical flawlessness I prefer to rate according to how impressive or satisfying an experience a game provided, and it's been a long time since I found another game which left such a positive impression on me.
I have to admit I'm a bit baffled by how any competent writer could be so bad at proofreading, but with all said and done, the proofreading really is my biggest complaint (and it seems like the game is being updated to shore that up, among other things,) while I have a huge amount to praise. So for what it's worth, I'd say that yes, the hype is legitimate, and I'd strongly suggest considering featuring it.
What to do if your Game Submission is denied/pending
My recent game submission was rejected on the basis that "We require at least 1-2 paragraphs based on the plot of a game." Could you describe the minimum restrictions for me regarding description of the plot?
It's not that I can't think of things to write about the plot. I can talk people's ears off about the plot of the game. The trouble is that, at least in its early stages while my release mostly consists of the intro, there are a lot of details which I wanted to deliberately obscure, because I'm starting the game off with a decoy protagonist, and would prefer the player not to know immediately that the character they're starting off with is not the main character for most of the game.
Once I have more content released, I was planning to change the game description anyway. But I was hoping to set up the game before then so I could get feedback earlier.
Thanks for your help.
It's not that I can't think of things to write about the plot. I can talk people's ears off about the plot of the game. The trouble is that, at least in its early stages while my release mostly consists of the intro, there are a lot of details which I wanted to deliberately obscure, because I'm starting the game off with a decoy protagonist, and would prefer the player not to know immediately that the character they're starting off with is not the main character for most of the game.
Once I have more content released, I was planning to change the game description anyway. But I was hoping to set up the game before then so I could get feedback earlier.
Thanks for your help.
Opinion on how to describe objects in greater detail?
author=Soozauthor=LockeZI always assumed the character narration was internal.
If your character is all alone, by themselves, it's pretty dumb for them to talk.
I generally just use text in parentheses to denote internal monologue in game text. Mostly I use it for solo commentary like this but since the player has plenty of opportunity to get used to the idea that parentheses=unspoken commentary, I might also use it in a conversation if I wanted to give the player window into what the protagonist was thinking and not saying to other characters.













