HOUSEKEEPING'S PROFILE

My name's Kasey Ozymy. I'm a game designer from Texas. I made Jimmy and the Pulsating Mass and am currently working on Hymn to the Earless God.

Check out Hymn to the Earless God:
https://store.steampowered.com/app/2165130/Hymn_to_the_Earless_God

Buy Jimmy:
https://store.steampowered.com/app/706560/Jimmy_and_the_Pulsating_Mass/
Hymn to the Earless God
Live and die on a hostile world.

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Fleuret Blanc.

I've only ever recorded short clips, so I'm afraid I don't know. It seems to pick up game sounds at least; not sure if it picks up mic sounds as well.

Fleuret Blanc.

House's fun tip for cheapos:

Fraps will record with a watermark, but the watermark is in the black area when you full screen (this might vary based on your monitor size). You can then port the video into a program like Avidemux (which is also free) and then set up a filter so that you crop out the black bars and, in Avidemux at least, correct the color with "Swap UV." I haven't tried actually uploading a video to Youtube with this, so I'm sure there are other stupid hurdles you'll have to cross, but it's good for getting footage for gifs at least.

come on

...I'm talking to you. Come on!

Forest.png

Dude, not cool, Frogge, get out of my game!

What's your favorite RM game?

Yume Nikki's probably number one for me. It just made me think about how I shouldn't take setting for granted and was a lot of brain food. Leo and Leah is probably my favorite game that came out of the RMN community, though--just really solid all around.

Having the player character slowly figure out the solution to a tough puzzle, is some good ass shit. Thanks!

Yeah, I don't really like that kind of thing. Here are three solutions that I like better:

-If you have to have a safety valve, make it an option. This can either be in an options menu so that you can turn on/off clues given by the player's avatar, or you can go for a more creative solution, like the little transmitter thing from Wild Arms 2 (in retrospect, not sure how much they utilized this as a hint-generator beyond telling you where to go next) or hint coins from the Professor Layton series (if it's a puzzle-heavy game).

-Make puzzles optional instead of potential progress blockers (unless your game is puzzle-heavy like Lufia 2, of course). Place secret treasures/routes/etc. behind puzzles so that a player who can't figure them out can simply pass them up. Breath of Fire 3 had a few of these, like that little timed puzzle outside of Momo's tower.

-Give puzzles multiple solutions where solving them the "easy" way either penalizes the player or doesn't reward them as much.

Having the player character slowly figure out the solution to a tough puzzle, is some good ass shit. Thanks!

Yeah, that seems like it takes away the magic of solving the puzzle by violating "show don't tell," unless you're thinking of a specific instance where that was used cleverly.

Wow, the official RPG Maker site forum rules are..... wow!

RMN's game pages are really, really important in making our games feel more official. RMW's forum layout is also kind of garbage; there are so many subforums and sub-subforums that it's just painful to navigate. The people here tend to be more simpatico with me, though there are a few posters on RMW who are pretty damn cool and I wished posted here more often--Indra, Maki, and MsLittleFish immediately come to mind.

Going, Going, Gone

There's nothing wrong with wanting to go commercial. Considering how much of a time sink game development is, it's really easy for this "hobby" to consume your life, especially if you're not just making short games with rtp. If you want to go the Patreon route, that's fine, but I think RMNers have a tough time getting funds on Patreon since our games take so long to complete. Since the product is infrequent, it's hard to justify giving monthly payments; that's what I'm observing, at least. So, test it out, but don't be surprised if that route doesn't bear much fruit; selling on Steam is probably the way to go, I think.

Anyway, good luck with this. I'm one of those guilty people who don't give much feedback, especially since I started working on Jimmy. It's hard for me to justify playing people's games when I have so much left on the to-do list, and I imagine that's the case for a lot of people. I did play Enelysion, though, so I know you have some good potential as a developer, especially with mapping/atmosphere/level design. If you want really solid feedback, I suggest that you contact people whose opinion you trust (or whose viewpoint is much different than yours) directly and offer them some quid pro quo.

We need to talk about the fan games here after what happened to the Metroid 2 Project

author=Toaster_Team
I really like this interpretation, I find it very lucid.

I would nuance it somewhat by saying that fangames are not always created because they want to ride on the coattails of famous games. Some people really like those types of universes so much they want to create something that's part of it. They do get the benefit of the "fame" of the original but it's not the main motivation behind the actual creation.


Oh, yeah, definitely; I'd say the vast majority of fan games come from a place of love for the original. I meant to suggest that the spotlight is just an inevitable outcome rather than the motivation to make a fan game. People want to experience something like the original so badly that a fan game has to be pretty damn terrible to not find an audience. And, yeah, a lot of those devs are setting their audiences up for disappointment since recreating that original is really tough.

author=WolfCoder
I want to play Spacegirl Saves the Brainbug

I hereby relinquish all rights to that title. Go nuts, world.