My real name's Paul Dela Cruz. I live in central Florida, and I am currently attending community college here. As for my hobbies and aspirations, I love to design computer games in my free time. My longest game project published so far is called Sword of Light III. My most recently published game project is called Blox Trapper, and it is a mobile game that has been published to the Google Play Store.

Blox Trapper
Also available on Google Play!



The Sword of Light III (Final RPG)

Here's a download link to the .dll file right here.

When you get the .dll file, try pasting it inside the System folder of the Sword of Light III V2.0 folder, then try running the Game.exe file again to see if it works.

Send me a message regarding your play status after following the instructions above. I am terribly sorry for your inconvenience.

Sword of Light Mini-RPG

Hm, it should work now.

Methodical Chaos I -or- An Introduction to Randomness in Game Design

You've made some interesting points. Players do, in a sense, seem somewhat random and unpredictable. Random games tend to add in an unpredictable type of atmosphere that makes players adapt to different situations that can benefit them in the long run. Less random games tend to focus mainly on experience and learning.

A really successful game that I consider having almost no random elements at all is Cooking Mama for Nintendo. All their levels and their recipes and completely laid out in the table for you. It seems pretty difficult and daunting the first time you try it, but over time, you can learn how to time your stylus swipes to get the higher score. The reason for their success, I believe is the familiarity of the theme, the uniqueness of their gameplay, and their user-friendly interface for kids.

There are many other good examples of games that use random elements and non-random elements, but overall, I agree with what you're saying. It doesn't matter how random or non-random a game is, what matters is how those elements were put together to create an enjoyable atmosphere for the player.

Methodical Chaos I -or- An Introduction to Randomness in Game Design

Awesome article, slashphoenix! I loved your explanations. I never knew that professional games can manipulate random elements to actually emphasize skill-based gameplay. I used to believe that random elements in games destroy skill, but this article proves me otherwise. Good read. :) One question though, what is your stance on purely skill-based games? A good example would be Tekken, Soul Calibur, and some PVP games like Bloodline Champions? Do you think they lack a sense of randomness in their gameplay and would benefit from more random elements, or do you think that games like that can function almost completely without any random elements needed at all?

The Sword of Light III (Final RPG)

Thank you so much for your kind feedback, Larry123. It really meant a lot to me. You don't know just how much you made my day, dude. :)

I have been making and publishing games for a while now and it really makes me so glad to hear that I have positively influenced at least one person's life if not just for an hour or two. Game design has been my passion for many years and I have spent a lot of time learning the different features of the RPG Maker engine. Working with the engine and designing enjoyable games has been an amazing experience for me, but just as important is the people who come and sacrifice their time to just try out my RPGs and play them. I sincerely appreciate you taking your time to try out my Sword of Light games and the good review you gave for them. I truly hope you stay tuned for more updates from my Sword of Light III RPG and I just want to wish you an amazing rest of the week. You are just awesome, man. :D

Game Design Tip #1: Testing Your Game More Efficiently

Interesting technique, Addit. I didn't even consider that method before. Heh, there's so many different ways that people handle their game. Use a text program to list down all the bugs, use a game recording software to fix all the glitches you see, etc. Whenever I find a typo in my game, I find it difficult to describe it in my text program so I tend to take a screenshot of it and highlight it using Paint. :]

Game Design Tip #1: Testing Your Game More Efficiently

I think I see where you're getting at, Link. When my game has many bugs, I tend to use that same tactic you described; writing the glitches down on a text file and checking off those that I have fixed. I have a bad habit of forgetting what to test for in my game so you're right; that technique can be really helpful for dealing with multiple bugs at a time. :P

Marrend, it helps to start out with what problem you want to solve for. Next, using what knowledge or experience you have, make a utility or even just a new method of doing things that will help solve the problem or make it easier for you to solve.

(P.S. I updated my article to acknowledge the missing information you pointed out when I explained those special Player Touch events, Link. Thanks for putting my attention on it.)

Game Design Tip #1: Testing Your Game More Efficiently

Thanks, Addit. I agree. Although the debug menu and the wall-passing features built-in are useful tools, they can be utilized to other possible areas of potential. Experienced programmers can figure out how to redesign the debug menu and its features altogether, but for designers more experienced with making events, they also have a good amount of control over how their game environment can be suited to fit their needs.

Sword of Light Mini-RPG Review

Sorry, if you think it's a boring RPG...

Hey there, thanks for reviewing my game. I'm sorry if my RPG continued to frustrate you. I admit I probably should have used more time to fully develop my RPG, and I'm not going to argue against any of the feedback you mentioned; you are entitled to your own opinion, but I hope you could take time to understand a couple of things I would like to point out for as to why this RPG is not one of a more professional quality.

I made this entire RPG within the timespan of a week. The total amount of time it took for me to make this RPG if the hours were stacked together would be 12 hours, which is not a lot of time to create a good-quality RPG. The reason I rushed it is because this was my very first RPG and I guess while I was still trying to get familiar with the features, I wanted to publish a short little sample game to get experience on how it feels to publish my RPG to various RPG Maker websites. I, myself, did not expect for this short RPG to get accepted so easily, but as soon as I knew it, this game got accepted by sites like RPG Revolution and RPG Maker Web. I actually received a lot of downloads, and it inspired me to continue making sequels for Sword of Light, which I will talk about next.

I fully acknowledge that this game is not my best piece of work. I could have added a lot more into it, but I assure you, that my more recent game, Sword of Light II might be significantly better than this short RPG you had to put up with. Sword of Light II took about 3-4 months to make so you will probably notice a good chunk of positive changes from this newer RPG.

Furthermore, my most latest RPG, Sword of Light III, is close to being published to this site. I made Sword of Light III in 6-7 months, so I hope that when you get the opportunity to play it, you can start to find some more professional qualities in the game. I added so many positive changes to Sword of Light III from Sword of Light I that, if you compare the Sword of Light III to this one, it would be like comparing 8-bit Mario to Halo.

In conclusion, I appreciate your constructive feedback, but try checking up on my more recent RPG submissions, like Sword of Light II, for it's possible that some of the issues mentioned here could no longer exist with the new and improved sequels. I sincerely apologize for your unsatisfactory experience with my game, Sword of Light I. I hope you're still willing to try Sword of Light II and maybe even Sword of Light III when it comes out, but if you're not willing to take a chance, then I respect your decision.

After enduring the frustrations you've faced with Sword of Light I, I truly hope you have a much more amazing rest of the week. I'm sorry you had to put up with the burdens of this game.

Sincerely, Paul Dela Cruz

Operation: Bulletfire

I just tried your game and thought i'd give you some kind of feedback.
While the plot is kind of cheesy, it's acutally a little funny and suitable for a 10 minute playthrough
I liked how you simulated some 3D effects by combining 2D pictures.
Fighting through the corridors was (supposedly?) easy, but regardlessly fun playing. The Endboss was quite tough, because of two reasons: Reflecting the plasma balls with your bullets while shooting the health packs is really difficult because of your own bullets moving sooo slow. That's a downside of the programming. Secondly, you can't shoot the health packs on the left side of the screen, because your bullets don't reach that far. I died several times because of this when multiple health packs spawned on the left side in a row.
What i really liked about your game was the coice of music. It was catchy and fitting the situation.

Thank you for the constructive feedback, Vampire. My teammate David Turbides actually composed the catchy music, alongside his funny plot and story for the game. I'll take this feedback to him when I have the chance.

Now, regarding the programming that I implemented to the game, I am pleased to hear that you liked the 3D effects of the game. It was fairly difficult trying to combine the 2D pictures together to make it look 3D, so to hear that it was a good concept tells me that my hard work paid off. :) I acknowledge the fact that the bullets weren't quite reaching the health packs on the other side of the screen. I tried fixing it but given the time me and my group had to finish and submit the project, I was unable to really fix all of its bugs. I'm also sorry to hear that the bullets were not shooting at the velocity that you found desirable. I should've tweaked that variable a bit higher. Overall, however, I hope you enjoyed the game despite its bugs and glitches. Your comment was very constructive and that's the kind of feedback I'd love to hear from all my players. :) I hope to hear some more reviews from you on my games again soon. It really helps.
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