IROG'S PROFILE
Irog
4858
Hi all !
I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.
I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip
I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !
See you around,
Irog
I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.
I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip
I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !
See you around,
Irog
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What is magic? What does it mean? How does it work?
author=XBuster
Not using our abilities for evil is a STRONG one.
I think this is the best lesson games teach by giving the player the opportunity to use abilities for good or evil and show their consequences in a safe environment. Learning-by-doing is the true magic of games.
[RMMV] My game is too hard, what do?
Another way to teach the players about a useful skill is to use that skill against them. The player starts without the guard skill. Then, you setup a fight where the enemy uses the guard skill and retaliates strongly on the player, making this fight difficult. An enemy using an efficient skill that the player lacks makes that skill desirable. Shortly after the player gains that skill. You then make sure the player fights the same enemy and that guarding makes the fight easy.
As we test our game ourselves many many times, we become extremely efficient at beating the AI we coded. You are the most hardcore player of your own game. To make your game accessible to others, its initial difficulty should feel to you as "This is too easy".
As we test our game ourselves many many times, we become extremely efficient at beating the AI we coded. You are the most hardcore player of your own game. To make your game accessible to others, its initial difficulty should feel to you as "This is too easy".
[Free] Starting out in pixel art, looking for practice!
Your pixel art is amazing! That last magic animation is pure gem. Would you like to draw some magic cast and impact animations for Wizard apprentice Lya?
Sans_titre5.png
The indoor lighting looks great but the orientation of the outdoor incoming light is not consistent. All projected light should be parallel.
Here is a quick sketch to illustrate:

Here is a quick sketch to illustrate:

Yume Nikki, .flow, Me, Yume Nisshi, etc. tilesets request
It all depends on what you want to do with the resources from the original game.
* If you want to build a game for you own amusement, then it's fine to use any resources.
* If you want to share the game you built for free on the Internet, then you must respect the creative work of others and receive their approval.
* If you want to sell a game, you should avoid fangame entirely.
For example, in the early development of the graphical version of MinST, I used ripped tiles and units. They served as place-holders while I was codding the game. I never published my game including them. Then I built my own assets to replace them. The new ones may not look as great but at least I built them.
Here are some of the resources you're looking for: https://www.spriters-resource.com/pc_computer/yumenikki/
Looking at how others built and used resources is also very informative. While browsing the resources, I noticed a clever user of dithering to create shadow when transparency is binary (transparent or non-transparent but never semi-transparent).
* If you want to build a game for you own amusement, then it's fine to use any resources.
* If you want to share the game you built for free on the Internet, then you must respect the creative work of others and receive their approval.
* If you want to sell a game, you should avoid fangame entirely.
For example, in the early development of the graphical version of MinST, I used ripped tiles and units. They served as place-holders while I was codding the game. I never published my game including them. Then I built my own assets to replace them. The new ones may not look as great but at least I built them.
Here are some of the resources you're looking for: https://www.spriters-resource.com/pc_computer/yumenikki/
Looking at how others built and used resources is also very informative. While browsing the resources, I noticed a clever user of dithering to create shadow when transparency is binary (transparent or non-transparent but never semi-transparent).
Quick Qestion About Music
You can convert the links in your first post in MP3 using http://www.youtube-mp3.org/us
Deleting old versions: A good or bad idea?
I'm actually looking for good midi tracks or tools to create/edit midi. So, yes, link your favorite!
Deleting old versions: A good or bad idea?
Multiples downloads tend to confuse players. The only good reason to have multiple downloads is when you created platform specific builds of your game (for example: one download for Windows, one download for Linux). You can keep your development versions on your local drive for debugging purpose. Keeping one or two old stable versions should be fine.
What program do use / recommend?
author=XBuster
you can edit the midi track's instruments with your preferred program and MP3s altogether.
What program do use / recommend?
Picture Text Creator
author=hedge1
Of course it might just be easier to shift everything over one pixel from your original images.
Indeed, I prefer this easy solution.
author=hedge1
I am sorry that this didn't work out for you.
Don't worry I have to modify the image only when I need a new font, not for every item description or dialogue.
Just Doing My Job Review
Yes, the Extra Credits (and Extra History) videos are very informative. This week they talk about what we do: make games non commercially. And the narrator high-pitched voice is the result of playing his recoding faster than it was recorded. They probably play a 10 minutes recoding over a 7 minutes video.
You have the same strategy as me about play-testing: hunting down bugs yourself before players experience the game. And at the same time, you need to know if the content you create is enjoyable.
I usually focus my reviews on how game mechanic and game content create good or bad play experiences. As I lack artistic and musical skills my reviews don't dig deep in those areas. If you need more of my feedback, I'll be happy to help when you need it.
Good ideas comes from discussion and experimentation. It's because you built (maybe by accident) the gambler exploit that I thought it was a good idea. To point out good idea you simply ask yourself: is this good or bad for the player?
Story time: I'm a hobbyist programmer and I once incorrectly programed the game quit function. I could not quit the game anymore or the game would quit without a quit request. Pretty bad, isn't it? At that time yes. But I wondered if it would always be so. In the development of H16 (renamed Red Balloon of Happiness thanks to Luiishu535) I reused the two "incorrect quit behaviors" as features because they fit some particular aspect of the game. It is always up to you, the developer, to decide if a particular game behavior contribute to the experience you want to create.
You have the same strategy as me about play-testing: hunting down bugs yourself before players experience the game. And at the same time, you need to know if the content you create is enjoyable.
I usually focus my reviews on how game mechanic and game content create good or bad play experiences. As I lack artistic and musical skills my reviews don't dig deep in those areas. If you need more of my feedback, I'll be happy to help when you need it.
Good ideas comes from discussion and experimentation. It's because you built (maybe by accident) the gambler exploit that I thought it was a good idea. To point out good idea you simply ask yourself: is this good or bad for the player?
Story time: I'm a hobbyist programmer and I once incorrectly programed the game quit function. I could not quit the game anymore or the game would quit without a quit request. Pretty bad, isn't it? At that time yes. But I wondered if it would always be so. In the development of H16 (renamed Red Balloon of Happiness thanks to Luiishu535) I reused the two "incorrect quit behaviors" as features because they fit some particular aspect of the game. It is always up to you, the developer, to decide if a particular game behavior contribute to the experience you want to create.













