HASVERS'S PROFILE
Hasvers
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Exeunt Omnes
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.
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Life is full of tribulations
It does. It really does.
And yeah I certainly wouldn't want to pressure you into going commercial/full custom right here right now. I have no idea how much of it you'd really have to change completely (rather than just edit beyond recognition or acquire through money, convoluted heist or legal pressure) so I guess you're the only one who can judge whether this prospect is reasonable. You could even finish the game and use the freeware version as a demo and kickstart for the money to buy resources, or whatever (in the worst case it's still free advertisement).
In the meantime, have fun with Forkits while I try not to die in an imaginary mining station.
And yeah I certainly wouldn't want to pressure you into going commercial/full custom right here right now. I have no idea how much of it you'd really have to change completely (rather than just edit beyond recognition or acquire through money, convoluted heist or legal pressure) so I guess you're the only one who can judge whether this prospect is reasonable. You could even finish the game and use the freeware version as a demo and kickstart for the money to buy resources, or whatever (in the worst case it's still free advertisement).
In the meantime, have fun with Forkits while I try not to die in an imaginary mining station.
Life is full of tribulations
author=Enterbrain
Yes, you can distribute games you created with RPG Maker XP/VX or IG Maker, using its included (or added on) materials, as freeware or commercial ware.
For great justice! (and I do own an actual license for it, never made much with those thirty bucks though)
And finally, just one small month late, I've started playing with the Flying Spaghetti Version, and it is just incredibly slick with mousey controls. If you manage to denoodlify the code, you'll have the slickest of all slicks.
Fo' chisel.
My weasel.
Okay I'm just not black enough. Sorry. Well anyway that was great.
Life is full of tribulations
Actually RMXP is licensable, so you would only have to find some devoted souls for the music (and the chipsets if there's really too much to redo). Which is surprisingly doable, judging from other indie projects that have gone through a similar evolution toward custom resources.
Alternatively, you can develop your forkits engine until it can read RM projects and reproduce the graphics in ascii art.
In any case you'll probably owe some money to Kobe Bryant.
Alternatively, you can develop your forkits engine until it can read RM projects and reproduce the graphics in ascii art.
In any case you'll probably owe some money to Kobe Bryant.
Call for Testers, and a Status Update!
Zomgee, how did I even miss that until now! I hope there will be a live launch party with hats. I won't try to make party-related Drop puns (or Drop-related party puns) because that title was practically born for it.
Linus_art.png
Life is full of tribulations
The tears. The manly tears.
I hope that showcasing your leet programming skillz in that Forkits project will help you sell your soul to some corporate monster that is game- rather than coffee-related.
On the other hand, I really believe that with some communication you could have something of a commercial indie success with Set Discrepancy if you wished to take it that way. I guess the public's not as wary of the RM taint as the industry, and the whole game design in SD is, to my eye, quite more exciting and unique than many hyped indie productions.
Yet I'll admit that I don't know if that kind of success is enough to land you a job - I'm always quite amazed at the ability of the industry to shoot itself in the foot in terms of talent management. In fact I have no idea why on earth you're not already showered with job offers from Ubirockstarcapywhoever.
I hope that showcasing your leet programming skillz in that Forkits project will help you sell your soul to some corporate monster that is game- rather than coffee-related.
On the other hand, I really believe that with some communication you could have something of a commercial indie success with Set Discrepancy if you wished to take it that way. I guess the public's not as wary of the RM taint as the industry, and the whole game design in SD is, to my eye, quite more exciting and unique than many hyped indie productions.
Yet I'll admit that I don't know if that kind of success is enough to land you a job - I'm always quite amazed at the ability of the industry to shoot itself in the foot in terms of talent management. In fact I have no idea why on earth you're not already showered with job offers from Ubirockstarcapywhoever.
Even more cutscenes between the save point and the final boss
Having spent the best part of two months refactoring some old dumb code, I understand your pain to the point of feeing it like a sweet flaming sting piercing and burning simultaneously through my memory with the rage of one thousand giant bees. On fire.
That being said, you have the most fantastic breakdowns. Probably not to the extent that I would wish more upon you for sheer entertainment value, but really, this is majestic.
I will be sure to play a bit with those delicious spaghettis (and/or stuff them in my pockets for later social occasions), as soon as I'm done ruining my own life, i.e. in around two weeks.
That being said, you have the most fantastic breakdowns. Probably not to the extent that I would wish more upon you for sheer entertainment value, but really, this is majestic.
I will be sure to play a bit with those delicious spaghettis (and/or stuff them in my pockets for later social occasions), as soon as I'm done ruining my own life, i.e. in around two weeks.
Notes on the Etgoesian Crisis: Plus
Oops sorry, I totally forgot to come back and reply! I would definitely watch that sitcom.
Actually the character moved like three squares at once, it was very difficult to reach cities. I guess all keyboard responses were taken into account multiple times for some obscure reason (including during the menu choices) as soon as I got on the world map. Forget it if it was just for me.
I did backtrack and try that sidequest in the end; despite the early game warning about recruitment, I was quite angry at ol stupid Bagworth for occupying a character slot which could have been so much more useful =D
I really hope that you manage to finish NotSMW, even (or even more) without too much battling!
author=Eike
I thought the world map walk speed was fine - it's the same as normal, and it isn't a massive map.
Actually the character moved like three squares at once, it was very difficult to reach cities. I guess all keyboard responses were taken into account multiple times for some obscure reason (including during the menu choices) as soon as I got on the world map. Forget it if it was just for me.
I did backtrack and try that sidequest in the end; despite the early game warning about recruitment, I was quite angry at ol stupid Bagworth for occupying a character slot which could have been so much more useful =D
I really hope that you manage to finish NotSMW, even (or even more) without too much battling!
Notes on the Etgoesian Crisis: Plus Review
This review made me want to play this game. I did. This review receives my thanks for facilitating so many laughs.
Notes on the Etgoesian Crisis: Plus
I just played it through, it really was a heap of fun.
The gameplay part was not that exciting (it was a rather good take on the usual RPG fare but not much more than that, and I'm maybe more tired from this kind of things than my fellow average rmn visitor) but the writing had me snickering or downright laughing more than a few times. Losing against houseowner Mk I and subsequently seeing the gameover screen was totally worth it, I was immediately in love with the magnificent protagonist, and some other guys were pretty great too. The game was just the right length to avoid becoming too repetitive (running gags and unsufferable characters can only be drawn out for so long). Well, congrats on finishing it and thanks for this nice game!
Just two things: am I the only one for whom movement speed on the world map was insane? I had a hard time getting anywhere, and for some obscure reason even when trying to enter cities the cursor would circle thrice over the options everytime I pressed an arrow key. Also, right after you leave the palace with Ingramsson for the first time you can actually go back right in and get the same cutscene again.
Finally, out of curiosity as I'm not sure I'll find the courage to go through a few hours and the final boss again, do the recruitement choices and character sidequests change parts of the story (I guess they mostly affect the splash screens - by the way it would be really nice of you to have them in the completonist corner or in some hidden place somewhere). The last recruits were rather less fun than the early ones so I did not get incredibly invested in them, but I'm still rather curious about their importance in the scheme of things.
The gameplay part was not that exciting (it was a rather good take on the usual RPG fare but not much more than that, and I'm maybe more tired from this kind of things than my fellow average rmn visitor) but the writing had me snickering or downright laughing more than a few times. Losing against houseowner Mk I and subsequently seeing the gameover screen was totally worth it, I was immediately in love with the magnificent protagonist, and some other guys were pretty great too. The game was just the right length to avoid becoming too repetitive (running gags and unsufferable characters can only be drawn out for so long). Well, congrats on finishing it and thanks for this nice game!
Just two things: am I the only one for whom movement speed on the world map was insane? I had a hard time getting anywhere, and for some obscure reason even when trying to enter cities the cursor would circle thrice over the options everytime I pressed an arrow key. Also, right after you leave the palace with Ingramsson for the first time you can actually go back right in and get the same cutscene again.
Finally, out of curiosity as I'm not sure I'll find the courage to go through a few hours and the final boss again, do the recruitement choices and character sidequests change parts of the story (I guess they mostly affect the splash screens - by the way it would be really nice of you to have them in the completonist corner or in some hidden place somewhere). The last recruits were rather less fun than the early ones so I did not get incredibly invested in them, but I'm still rather curious about their importance in the scheme of things.













