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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A case for RPG Maker
author=Backwards_CowboyYour reasoning sounds very logical and I believe your conclusion is true. Do we have RMN statistics to confirm it? Like : average game score per engine
more garbage games get finished
RPG Fighter League
.RAR files are compressed archive files. You must unpack the archive before running its content. I recommend using 7-Zip to unpack compressed archive like .RAR. Here is a link to 7-Zip http://www.7-zip.org/
A case for RPG Maker
I totally agree with you: when judging a game, we must judge the game, not the tools to craft it. All engines have their pros/cons and require skill to develop with. Inevitably, by knowing the potential of the engine used, we estimate the developer skills and get biased by that estimation. So, yes, it takes some effort to judge the game bias-free.
This is especially true for the menu-based combat system.
author=kukenstragames
One condition of this is of course to break out of the RPG format that the engine presupposes, and tying to work new mechanics into our games around this system.
This is especially true for the menu-based combat system.
Release Something: Gotta Go Fast!!!
author=Kylaila
I can't run your game, sadly. It says the "zlib1.dll" is missing on my computer. I extracted all I could, any possible solutions?
Hi Kylaila,
I've included "zlib1.dll" in the game package at http://rpgmaker.net/games/8267/downloads/7542/
The package you tried before had all the library files (".dll" files) I explicitly used and linked. I believe my C compiler made implicit links to library files it considers as standard (here zlib1.dll). The only way to check for implicit links is by running the game on a computer where a C compiler hasn't been installed yet. Could you confirm you can now run the game.
Thanks for your interest in MinST
Release Something: Gotta Go Fast!!!
author=zDS
Well this was a super useful and fun event. Inspired me to show something I was currently working on and I got useful feedback. Not to mention seeing what a lot of other people are capable of who are also working right now kind of motivates me more haha.
Same for me :-)
Release Something: Gotta Go Fast!!!
Thank you all for your constructive comments!
@pianotm and mjshi
@Kylaila
@Zero3D
@Addit
@Liberty
@Red_Nova
@ Housekeeping and Archeia_Nessiah
@pianotm and mjshi
I'm glad you like the new interface. My No RM event release had very poor display interface but was the best I could produce back then. In the feedback from the event, I received suggestions on what to use to improve the display. So I learned to use SDL2 and here it is: same game mechanics, better display interface.
@Kylaila
Indeed, shields stand out too much... and they are the best place for faction emblem. I'll work on it.
@Zero3D
MinST is a tactical/strategy battle game. It doesn't have RPG element in yet. I'm first building a solid and engaging battle system. Then I want to give it a town management system and buildings to produce the fighting units. The RPG elements will be added later, in campaign mode. I want to build the game step by step and not rush it. And yes, the game's focus is its gameplay.
@Addit
You've guested it: I also like the minimalistic MS-DOS graphics. The game has no music yet. That's something I should definitely work on. You're welcome for a review.
@Liberty
I increased the range indicator transparency from 50% to 75% and made the stats been re-rendered on top of it. So the characters remain plain white for better contrast.
I'm not in favor of pop-up window: while playing other games I realized I spent too much time looking at unit stats windows. This tends to break the game flow. I prefer when all the information necessary to a tactical decision is available in one glance.
I'm not in favor of pop-up window: while playing other games I realized I spent too much time looking at unit stats windows. This tends to break the game flow. I prefer when all the information necessary to a tactical decision is available in one glance.
@Red_Nova
You're right about "H" standing for "Health". "A" stand for "Action Points"; points that unit consume to move or attack.
At the moment, there are just a few environmental tiles: road, rock, wall and forest. Rock, wall and forest are obstacles blocking units. So a unit can't go in a forest yet. I intend to make forest passable but raise the action point cost to move compared to grass. I also want to implement fog of war and have the obstacles limiting your vision.
At the moment, there are just a few environmental tiles: road, rock, wall and forest. Rock, wall and forest are obstacles blocking units. So a unit can't go in a forest yet. I intend to make forest passable but raise the action point cost to move compared to grass. I also want to implement fog of war and have the obstacles limiting your vision.
@ Housekeeping and Archeia_Nessiah
I'm not using a specific palette. I decreased the brightness of the grass tile and indeed, the units stand out better. I should probably adjust forest brightness too.
Release Something: Gotta Go Fast!!!
@Punkitt
The closing bracket was accidentally considered as part of the link. Here you go:
https://en.wikipedia.org/wiki/File:Graphical_projection_comparison.png
The closing bracket was accidentally considered as part of the link. Here you go:
https://en.wikipedia.org/wiki/File:Graphical_projection_comparison.png
Release Something: Gotta Go Fast!!!
@BerryRMN
@Punkitt
@WolfCoder
Your new map looks much better. I wasn't sure what is RTP and what isn't; so you made a good job on those three charters.
@Punkitt
I like the tone of your graphics. The blue object stand out too much because of their military (oblique) projection. An isometric or dimetric projection would look better (see https://en.wikipedia.org/wiki/File:Graphical_projection_comparison.png)
@WolfCoder
Land Traveler demo is impressive !!! I like it a lot: collecting items, crafting weapon and tools, cutting down trees and digging then building. The light effects are really good to show day, night and every lighting in between. The lit stick effects are wonderfully made but they should extinguish when submerged in water. Water should fill trenches we dig: I want to build a castle with moats! :-) . The stick gives the best feeling of control in combat due to its fast responsiveness to button press. I like the ability to swim with repeated presses of the jump button but it seems this is not explained to the player. When we dig a tunnel, it is not possible to dig up at the end. It would be cool to make underground passages for example under fortifications! It is good to see another SDL2 project, and a very inspiring one!
Release Something: Gotta Go Fast!!!
@Frogge
@BerryRMN
@Lucy_Fox
@InfectionFiles
@Ocean
@ Deltree
@KatanaHiroshi
@dinkledaberry
@zDS
Your game concept sounds great. The various grids present interesting challenge by themselves. You should first release a game using those grids without power ups. Then experiment with it and get feedback. Then only add the power ups one by one as each has the potential to make your game too easy or extremely difficult if the AI strategically plan power up usage.
@BerryRMN
The three charters looks very funny. Are they custom? The room is too large and empty. Reduce the room size or add furniture and accessories. The sink table is way too long.
@Lucy_Fox
Excellent mapping! The street light looks out of place in the forest.
@InfectionFiles
Awesome creepy setting! Is the grayscale limited to a flashback potion of a game or is it a full length grayscale game?
@Ocean
Very cute icons and sprite.
@ Deltree
Awesome animation!!! The only improvement I could suggest is to have the first row of monsters being pushed back onto the second row then have both rows being pushed back onto the third one... instead of sliding right all row at once.
@KatanaHiroshi
The long hallways suggest the doors connect to large size rooms (I like when hallways size matches room size).
The shadow with red eyes has very tiny eyes that will be difficult to see after sprite rendering.
The shadow with red eyes has very tiny eyes that will be difficult to see after sprite rendering.
@dinkledaberry
I love your art style! All pieces fit well together.
@zDS
Looks really good but I would change the floor tile from black to something that suggests the player can walk on it. Black tiles usually represent unreachable area.













