HAPPY'S PROFILE
I'm a very big fan of music of japanese role playing games for it has influenced me throughout my life since my early childhood. The day I saw Nobuo on the stage in front of me I decided I too will become a composer one day. It has been 9 years since that day.
You can't find my works anywhere right now, but that will change very soon this year as I will be contributing several original tracks for RMN Music Pack 2.
You can't find my works anywhere right now, but that will change very soon this year as I will be contributing several original tracks for RMN Music Pack 2.
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Screenshot Schmeenshot
Don't forget the suicide bombers ???
Seriously though, I'm not sure about going with the effect or without it. They bring very different feeling both. If you've got a good song and some soundeffect for the ambience, the first could be good enough.
Seriously though, I'm not sure about going with the effect or without it. They bring very different feeling both. If you've got a good song and some soundeffect for the ambience, the first could be good enough.
Pictures of your desktop!
Screenshot Schmeenshot
Well, thanks. I'll make one once the first impression is what I want it to be, which I hope will be around next RSD!
Screenshot Schmeenshot
Screenshot Schmeenshot
Today I started to design a scene that concludes sessions which made me focus on the mechanics for a longer while.


Suikoden on sale for $5.99
Kinda weird they would re-release / sell it at all for that cheap.
Well anyway, I've been collecting old PSX rpgs for quite a while and for long searching Suikoden, too. Tho after 5 years of searching or so, I found somebody selling it earlier this year and bought it for 50-70 euros or something, which is almost $100 USD.
I've got most of european PSX RPGs now, which some of them are worth quite a bit.
I've been playing Suikoden lately too. It's not all that bad.
Well anyway, I've been collecting old PSX rpgs for quite a while and for long searching Suikoden, too. Tho after 5 years of searching or so, I found somebody selling it earlier this year and bought it for 50-70 euros or something, which is almost $100 USD.
I've got most of european PSX RPGs now, which some of them are worth quite a bit.
I've been playing Suikoden lately too. It's not all that bad.
Christmas Greetings!
Yeah, Merry Christmas all! I just had quite a feast, and will be slacking rest of the day problably. ~_~
Everlasting Journey
The Puppet
In case you didn't receive the PM, the solution is:
Top left: Advocate
Top right: Advocate
Middle left: Apostate
Middle right: Apostate
Bottom left: Advocate
Bottom right: Apostate
Top left: Advocate
Top right: Advocate
Middle left: Apostate
Middle right: Apostate
Bottom left: Advocate
Bottom right: Apostate
[Demo] Everything Turns Gray - First Real Demo! & [Short Game] Vermicide
My thoughts on this by so far:
EVERYTHING TURNS GAY
- Lockpickable things could have somekind of notifier of how hard they're to lockpic and there could be several different difficulties. This could apply for rest of the systems player has to interact with, too.
There would be certain success percentage for each difficulty level and player could study them from some separate thing, so when picking a lock (for example) the player could try to remember the percentage and consider whether he should waste his lockpicks trying, or not!
- The first two people with you are kind of blunt. They talk about the past to the guy who they think is a braindead, like they've been thinking it all the time. If they've been living in a world like this for quite a while, it could be a bit more casual for them? Like, they wouldn't make such a big thing about it,
not at least in the first instance and beginning of the discussion, because they're concerned by some direct threats and whatnot? Also, I dunno what I'm trying to survive against, but it's kinda funny how they just advice the hero to do this and that and take advantage on thing and another, while they're the medicts and the hero is kind of the patient who is supposed to be lost in this new environment. Shouldn't they be in the charge and express their advices in different tone, like not being so concerned of the hero as independent individual, but someone who's on their responsibility.
This is just the impression so far that I'm on the third map or so. Nitpicking really, just talking about the flow, kind of.
Actually now that I'm playing further, I think I was pointing with my previous comments to only few lines quite early in the beginning and the tutorials.
- The first door with a possible trap in downstairs. "Check the door for trap" - "lol no trap" - "open door" - "TRAP LAUNCHES YOU LOSE UBER DMG!"
- The text which is warning that "it's going to be freezing out there" extends over the message box.
- I like the mapping and usage of the resources pretty much. I think it delivers the feeling it is supposed to. Some of the maps could be a bit darker, or use some tint effects maybe. (Talking about outdoors)
- Okay now that I'm wandering outside and getting fatigued, I WANT TO FIND A HOUSE, but I can't find it easily in this map. I try to head back in the house I left from, to play it safe. But the hero decides to freeze, rather than just go warm up inside, because he is supposed to head onwards! Doesn't make much sense. :(
- When Emma is standing near the PC, I can't talk to her from right.
- When Reese is standing next to the door, I can't tal to him from right.
- OKAY THE PARTY WAS JUST HAVING A FEAST AND IN MIDDLE OF IT MY GUY DEAR HIPSON (the hero with a beard). Maybe you could cease that system during dialogues? -_-
EVERYTHING TURNS GAY
- Lockpickable things could have somekind of notifier of how hard they're to lockpic and there could be several different difficulties. This could apply for rest of the systems player has to interact with, too.
There would be certain success percentage for each difficulty level and player could study them from some separate thing, so when picking a lock (for example) the player could try to remember the percentage and consider whether he should waste his lockpicks trying, or not!
- The first two people with you are kind of blunt. They talk about the past to the guy who they think is a braindead, like they've been thinking it all the time. If they've been living in a world like this for quite a while, it could be a bit more casual for them? Like, they wouldn't make such a big thing about it,
not at least in the first instance and beginning of the discussion, because they're concerned by some direct threats and whatnot? Also, I dunno what I'm trying to survive against, but it's kinda funny how they just advice the hero to do this and that and take advantage on thing and another, while they're the medicts and the hero is kind of the patient who is supposed to be lost in this new environment. Shouldn't they be in the charge and express their advices in different tone, like not being so concerned of the hero as independent individual, but someone who's on their responsibility.
This is just the impression so far that I'm on the third map or so. Nitpicking really, just talking about the flow, kind of.
Actually now that I'm playing further, I think I was pointing with my previous comments to only few lines quite early in the beginning and the tutorials.
- The first door with a possible trap in downstairs. "Check the door for trap" - "lol no trap" - "open door" - "TRAP LAUNCHES YOU LOSE UBER DMG!"
- The text which is warning that "it's going to be freezing out there" extends over the message box.
- I like the mapping and usage of the resources pretty much. I think it delivers the feeling it is supposed to. Some of the maps could be a bit darker, or use some tint effects maybe. (Talking about outdoors)
- Okay now that I'm wandering outside and getting fatigued, I WANT TO FIND A HOUSE, but I can't find it easily in this map. I try to head back in the house I left from, to play it safe. But the hero decides to freeze, rather than just go warm up inside, because he is supposed to head onwards! Doesn't make much sense. :(
- When Emma is standing near the PC, I can't talk to her from right.
- When Reese is standing next to the door, I can't tal to him from right.
- OKAY THE PARTY WAS JUST HAVING A FEAST AND IN MIDDLE OF IT MY GUY DEAR HIPSON (the hero with a beard). Maybe you could cease that system during dialogues? -_-















