GHOST'S PROFILE

Game Project:
http://www.rainfall-game.com

Personal blog:
http://vibrantsea.tumblr.com

Contact: Karim@rainfall-game.com

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Energy Breaker Translation 100% COMPLETE

I mentioned Chaos Seed and Ys 5... Those are two other games I would liked to see translated. Energy Breaker has a cool soundtrack.

I would also recommend checking out the translation readme, it was a rough ride!

Energy Breaker Translation 100% COMPLETE

Hey, just thought I should point out that this gem is finally fully translated!


Invalid YouTube URLhttp://www.youtube.com/watch?feature=player_embedded&v=NmzHvQRbo1o


I also made a full blog post on it here, so you might want to check that out. This was before the full translation release though.

Vibrant Sea


I've been waiting for this game to be translated from over 6 years and it's been in translation state for 12 years haha.

Anyways...

Here's where you can pick the translation patch:

http://eb.yuudachi.net/


ENJOY!

AT_Screen_102.png

Tau can do whatever he wants that isn't the issue. It's just weird that he couldn't think of something better / unique. I'm actually a little disappointed but what I think doesn't matter, it's his game.

The only thing I found pretty lame was his reaction to NB, those aren't don miguel edits or rtp. They are edits of custom resources. All he had to do was say "Alright bro".

Also Darken, MD barely exists so don't be a lame and pass it off as that. People have brains and can think for themselves, this isn't some witch hunt.

The Screenshot Topic Returns

Nice screen Itaju, I agree with most of what Ocean said.

I liked the tree trunk and the puzzle look of the hud is interesting.

Need to ease up on the saturation as it's too high. Maybe adjust the palette a bit as well. Somethings are defined like the grass and second layer of tall grass. While others pale in comparison, such as the stones.

The SD3 water is not complementing the screen at all, I would remove those when you get a chance. I just noticed the face icons besides the orange bars. So you might want to make them stand out a bit, maybe create a border of some kind to put behind them, or just make the faces larger.

Design & Beauty: A Look At Art Direction

@Lockez

This isn't something you can just be told Lockez. The whole point of the article was to shed light on the topic as it is often overlooked. From there you study and experiment. If you meant like specific examples, then yes I could do a write about that.

The point I was trying to get across was you do not have to be an "art person". In fact, you're limiting yourself by speaking in that nature.

A lot of artists are great artists, but an equal amount of artists lack vision / creativity with regards to concepts. Being great at creating graphical art doesn't always translate to creating memorable, distinguished art. Learning the process is half the battle. Applying art is something you learn by catering to your own vision. What type of art do you like? Look at some examples from other games if you need to. What styles do you prefer? Try to apply those styles, art direction isn't something that should be addressed on its own. It should complement other areas in the game for example, it's better to look at the whole picture. The writing, music, gameplay, etc. These are easy was to fuel yourself with ideas and make it easier to come up with ideas of how you'd like the art to look and feel like.

If you want to learn how to apply art then I mentioned a few general things you could do.

There are various ways you can handle art direction and I felt it would be limiting to sit there and tell you how to apply art. That's like asking a coder how to make a CMS or CBS.

That endeavor is something you learn on your own, or it doesn't start until you set out to improve / flesh your ideas. Set goals, like what would you like to accomplish? Like if you were creating a scene, what emotions would you be trying to convey? What mood? If the character was about to breathe in his / her last breath... What type of setting would you select? What colors would be appropriate? How would you handle lighting?

I don't like telling people how to select art styles or applying them because I think that's something the user should think about themselves.

I apologize if this article wasn't what you were looking for but my goal was to hopefully put you in the right mindset. If you don't know where to start then you're welcome to contact me and let me know the specifics.

The Screenshot Topic Returns

The three dudes are children. It's not unlikely to see children working, carrying buckets of water, helping out with farming, that's the idea here.

Events like these occur, and I found it would be weird if it was just the cast members experiencing these events. So I included the NPCs in a lot of scenes.

The Screenshot Topic Returns

author=Creation
Are you saying you've made everything on that screen from scratch? I have my doubts as it looks nothing short of professional but if it the case, the quality of your spriting is mind blowing.

The entire game is 100% original, from scratch. It will stay this way... The pixel art artist is divided between another artist and me.

Glad you like it (I think), and yeah I was kind of thinking of Princess Mononoke at the time. Though a lot of weird / abstract stuff occurs in general, animals aren't the only ones affected.

If you want to follow the game you can here.

I'm pretty easy to get a hold of (check my profile) and I would love some feedback.

I need to drag Vacant Sky through the mud one more time.

author=Solitayre
This is why I'd love to see some of the better games this community produces get advertised outside this extremely small, insular, and often poisonous community. The problem is the average RM user is way too terrified to ever do that.

Space Funeral did well because catmitts posted it at a bunch of places. A lot of other games could do well too.


RM communities can produce great products, but they are volatile places, often poisonous as you mentioned.

A handful of games wow us, most games are made by hobbyists who don't care about the quality of their work all that much, or if they do, they don't really apply their principles. This is fine, I'm not really saying this is a bad thing at all because if the user is having fun then that's all that matters. If they want to share their games, then they should be able to. There are people out there that would play these games as well, sometimes I do too.

You must understand though that a lot of gems will be obscured because of this though. It happened at gamingw, and many other communities. Catamites hated how the old gamingw (saltw now) was filled with RM game advert topics which knocked his game off the front page in like 10 minutes.

I think users can make whatever they want, but I also feel that users should inspire for more rather then settling. This is what I feel a lot of users are doing today, they are settling with less rather then trying to improve their game for the better. There are fewer visionaries. I'm not trying to knock "casual" games here. As long as people enjoy making games and people play their games then whatever.

There doesn't need to be a division between casuals and people who seriously attempt to make full, quality games with higher production values. But regardless, if you neglect either sides you'll definitely see divisions. People will not want to share their games because they don't feel like there is equal representation. Some people felt the old Meridian Dance were elitists. But a lot of those members felt like they weren't equally represented here or in other RM communities. A lot of good game creators end up going Indie because they outgrew these types of communities. Catch my drift?

There needs to be somewhat of balance between those more ambitious, creative projects and casual games. The ones that stand out generally get the "indie" label attached to them. Especially when the aforementioned games get popular outside these hellhole lovely rm communities.

RM communities are small, niche communities, closed communities that sometimes garner closed, cult like mindset which can be dangerous. If an anime game gets 6000 downloads, then 10-20 other new users will make an anime game themselves.

It's the same with RTP vs Original assets. Everyone used rips, mack and blue, and rudra back at gamingw. It was the standard, so it was considered normal to basically regurgitate these graphics over and over. People back then who made original custom stuff hated RM and rips then. The only differences between then and now is that the scales are drastically tipped over in favor of RTP.

I felt like there were more visionaries back then. And no, I'm not wearing rose tinted glasses at moment. It's my personal opinion.

The Direction of RPG Maker Community

I appreciated his battle tech demo much more. It was submitted to a Gamingw battle system contest ages ago, I think DE won that with his "Solstice" entry. I found it to be much more unique and engaging and since he implemented it into Balmung, it was a bit streamlined and toned down.

The Direction of RPG Maker Community

author=LouisCyphre
"Oh, Rudras. Sorry, I've already played Balmung."

Did you even play the game? Holy shit, Balmung had one of the best battle systems ever made in that engine.

It's a helluva lot more original then yours,
http://rpgmaker.net/media/content/games/1647/screenshots/big_ouch.PNG

Don't take potshots at superior products, thanks.