GRETGOR'S PROFILE
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.
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Screenshot Survival 20XX
author=Giznads
New title screen in progress.
(image)
That title screen is absolutely badass! I love the amount of visual effects you managed to add to this <3
author=Blind
Not too much to show off on my end. In the process of updating some older maps with tileset updates. Namely, a thicker & more pronounced grass.
Sweet! Lovely visuals, very old school. Gives me an SNES vibe, which is probably what you were going for. Good stuff.
author=Punkitt
I got some custom speech bubbles going now, which is super exciting! I found out embarrassingly late into using RPGMaker2k3 that you can copy and paste Common Events across projects, so all I had to do was plop in the eventing I'd already done for a different project to get it to work. :D
Aaaaah <3 the speech bubbles only make this even more adorable... and probably even more jarring when the thing finally takes place.
author=Tw0face
Some Gameplay for my new project. Yes, it's Tetris.
I like the idea of minigame-based RPGs, like, say, a Tetris RPG. Is that what you're going for? It's looking cool!
Whatchu Workin' On? Tell us!
author=Giznads
Working on revamping my old game Nihilo.
New CMS, new title screen, new maps, and completely revamped battle system.
Looks sweet as heck! <3
Screenshot Survival 20XX
author=Punkitt
Workin' on my entry for Kill the Cutie! <3
It makes me so sad that that adorable character is probably gonna be horribly murdered in the end.
Screenshot Survival 20XX
author=Darken
sick CMS, but I also wince in brain pain from the idea of doing UI like that in rm2k3 eventing.
Speaking of complicated stuff on RM2K3, ever played Chimera Report? It's... wow. Lots and lots of work to make that semi-ABS work on it.
Its creator has since abandoned RM2K3, not sure what he's been doing nowadays.
What are you thinking about? (game development edition)
If a dungeon has many rooms, it is a good idea to make those rooms interconnected in a non-linear fashion so as to keep the overall diameter of the dungeon low, so it doesn't take ages to backtrack through the dungeon if need be. I mean, it makes sense, right?
However, when I've already made a dungeon into one big corridor without realizing, and I'm too freaking lazy to redo the whole thing, what should I do? I could add teleporters, but I think that'd only make it confusing to navigate.
Also, @Marrend, I personally think all those ideas are good, but a Let's Play series is my favorite since I suck at TBSes. I need to "git gud", as it is.
However, when I've already made a dungeon into one big corridor without realizing, and I'm too freaking lazy to redo the whole thing, what should I do? I could add teleporters, but I think that'd only make it confusing to navigate.
Also, @Marrend, I personally think all those ideas are good, but a Let's Play series is my favorite since I suck at TBSes. I need to "git gud", as it is.
Spell Blaster - Demo Available!
Sounds like a super cool concept! I like the idea of a simple top-down action game with some puzzles thrown in for good measure.
Does anyone have a working portable Sim RPG Maker 95?
Sim RPG Maker 95, now that's a name I haven't heard in a long time. I don't think it will be that easy to find. You'd have better luck creating a tactical RPG from scratch in RPG Maker at this rate. I wonder how hard it'd be to do so in RGSS/Javascript/event commands depending on your preferred engine.
I find it kind of sad that they made one Tactical RPG Maker, and then abandoned that idea forever since. It would be so cool if there were updated Tactical makers alongside stuff like RMVX and RMMZ. :(
I did a quick Google search, but all it yielded were dead links. I wonder if the idea just didn't catch on back then.
I find it kind of sad that they made one Tactical RPG Maker, and then abandoned that idea forever since. It would be so cool if there were updated Tactical makers alongside stuff like RMVX and RMMZ. :(
I did a quick Google search, but all it yielded were dead links. I wonder if the idea just didn't catch on back then.
October 7 - Development Update! Cats, Crows, and Spuds, Oh My!
Second demo out
From the Light
So here are my impressions of From the Light:
From the Light is an "open world" turn-based RPG. I like that idea, actually. Being just told to "go" and then finding stuff out on your own, as long as it is possible to find out what to do, of course. Luckily, it's not too hard to figure it out here.
The leveling up reminds me a bit of the level up system in Bloodborne. You have to collect a form of currency (in this game, "light") to level up at a shrine. I don't mind that at all, but it causes a few problems that I'll get into later on.
Stuff I like:
- The default assets of RMMZ look pretty good, and are put to good use here, with rich environments and cool character sprites.
- Certain treasures require a bit of ingenuity to get to. It's usually just finding hidden paths, but some are a bit more ellaborate.
- Strategic boss fights are good. It always pays off to pay attention to what the heck you're doing.
- Interesting weapon mechanics where every weapon type has different effects in battle. Some weapons can stun, others cause bleeding, and so on.
- It appears certain enemies level up with you, because some early enemies started pulling off skills I've never seen them use before as I grinded near the beginning part. Also, some enemies I'd never seen before also started showing up after a while.
- Auto-saving! Now that is something I've never seen on an RPG Maker game before.
Stuff I don't like:
- The goblins guarding a certain treasure are way too overpowered. It almost felt like we were supposed to lose that battle for story purposes. If it was possible to tell, somehow, how strong the goblins are before engaging, that would not have happened.
- Lost all my light and had to re-grind to get it back due to the above, which soured my mood somewhat.
- Far too many battles are too hard. In fact, sometimes even random encounters can be a nightmare.
- The first map... loops? I don't see the point of that.
- Sometimes I get a random encounter right after I'm done with a previous battle. Not sure if this is the engine acting up, or something with the scripts for this game.
- Having to walk back to the shrine in order to spend light to level up, and losing all our light if we die, made me start hating random encounters when I'm on my way to a specific boss enemy. Like, if there was the chance that we'd get stronger by fighting foes before getting to the boss, this would not be an issue, but this way, it's just a waste of time and resources.
- I see no point in not giving us the option to save manually, as quickly Alt+F4'ing after losing a battle allows us to keep the light we'd lose if we let the auto-save take place.
Bugs (that I can remember):
- There are two Alberts on screen after you beat the ent.
- It is also possible to team up with Albert after the fight by leaving and returning to the screen where he is. You better believe I exploited the heck out of that due to how hard the rest of the game is.
- I have to talk to the same character a few times to get their full dialogs. Not sure if intended, but really annoying.
- Rain effects never stop if you retreat from the swamp back to Albert's campsite.
I feel like this game has quite a few things going for it, and it's pretty nice for what it is. There are a few things that rub me the wrong way, but not enough to make the game unenjoyable. I think a 3.5/5 would be good for the game's current state.
From the Light is an "open world" turn-based RPG. I like that idea, actually. Being just told to "go" and then finding stuff out on your own, as long as it is possible to find out what to do, of course. Luckily, it's not too hard to figure it out here.
The leveling up reminds me a bit of the level up system in Bloodborne. You have to collect a form of currency (in this game, "light") to level up at a shrine. I don't mind that at all, but it causes a few problems that I'll get into later on.
Stuff I like:
- The default assets of RMMZ look pretty good, and are put to good use here, with rich environments and cool character sprites.
- Certain treasures require a bit of ingenuity to get to. It's usually just finding hidden paths, but some are a bit more ellaborate.
- Strategic boss fights are good. It always pays off to pay attention to what the heck you're doing.
- Interesting weapon mechanics where every weapon type has different effects in battle. Some weapons can stun, others cause bleeding, and so on.
- It appears certain enemies level up with you, because some early enemies started pulling off skills I've never seen them use before as I grinded near the beginning part. Also, some enemies I'd never seen before also started showing up after a while.
- Auto-saving! Now that is something I've never seen on an RPG Maker game before.
Stuff I don't like:
- The goblins guarding a certain treasure are way too overpowered. It almost felt like we were supposed to lose that battle for story purposes. If it was possible to tell, somehow, how strong the goblins are before engaging, that would not have happened.
- Lost all my light and had to re-grind to get it back due to the above, which soured my mood somewhat.
- Far too many battles are too hard. In fact, sometimes even random encounters can be a nightmare.
- The first map... loops? I don't see the point of that.
- Sometimes I get a random encounter right after I'm done with a previous battle. Not sure if this is the engine acting up, or something with the scripts for this game.
- Having to walk back to the shrine in order to spend light to level up, and losing all our light if we die, made me start hating random encounters when I'm on my way to a specific boss enemy. Like, if there was the chance that we'd get stronger by fighting foes before getting to the boss, this would not be an issue, but this way, it's just a waste of time and resources.
- I see no point in not giving us the option to save manually, as quickly Alt+F4'ing after losing a battle allows us to keep the light we'd lose if we let the auto-save take place.
Bugs (that I can remember):
- There are two Alberts on screen after you beat the ent.
- It is also possible to team up with Albert after the fight by leaving and returning to the screen where he is. You better believe I exploited the heck out of that due to how hard the rest of the game is.
- I have to talk to the same character a few times to get their full dialogs. Not sure if intended, but really annoying.
- Rain effects never stop if you retreat from the swamp back to Albert's campsite.
I feel like this game has quite a few things going for it, and it's pretty nice for what it is. There are a few things that rub me the wrong way, but not enough to make the game unenjoyable. I think a 3.5/5 would be good for the game's current state.














