JOSEPHSERAPH'S PROFILE
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rpg maker vx ace moghunt atelier Rgss
For instance, in this example I cited, imagine you downloaded one of Moghunter's scripts. Now, some assets are obviously rips from other games (the Tales chars in his LMBS, the Madoka characters in his MV demos) and you remove all of those from your game, leaving everything you think is Moghunter's original assets (which he allows use of) in.
There's a good chance that the stuff you left in still being not his original creations because something might have slipped past your radar or looked mundane. For example, the iconic magical circle from Cardcaptor Sakura, which is featured in either a Moghunter or a Yanfly script (I can't remember, but I don't think Yanfly is one to use ripped art so...)
To someone unfamiliar with the series, it might just look like a generic, "copyright free" magic circle or something moghunter made himself, thus they would leave it in the project. But someone else, such as me, sees it and thinks "why are they using X asset from Y game, anime etc"
So if you're doing a commercial or otherwise serious project, this is one good reason (among others) to replace every single visual asset that comes with a script, and that's especially true for Moghunter's scripts, since he's especially fond of homaging stuff he likes as sprite rips in his demos. :P
There's a good chance that the stuff you left in still being not his original creations because something might have slipped past your radar or looked mundane. For example, the iconic magical circle from Cardcaptor Sakura, which is featured in either a Moghunter or a Yanfly script (I can't remember, but I don't think Yanfly is one to use ripped art so...)
To someone unfamiliar with the series, it might just look like a generic, "copyright free" magic circle or something moghunter made himself, thus they would leave it in the project. But someone else, such as me, sees it and thinks "why are they using X asset from Y game, anime etc"
So if you're doing a commercial or otherwise serious project, this is one good reason (among others) to replace every single visual asset that comes with a script, and that's especially true for Moghunter's scripts, since he's especially fond of homaging stuff he likes as sprite rips in his demos. :P
dungonHUD.png
Smith_Sprites.gif
lol thanks!!!! I love lighting as you know XD and being able to do pre-rendered environments, lighting becomes boundless
townHUD.png
Screenshot Survival 20XX
it looks so lovely and amazing here!!! <3 <3 <3
As for what I meant and my thoughts, @unity summarized them perfectly and I don't think I need to add anything. It's perfectly okay to not accept or not want critique, but dismissing it for someone else before they even get a chance to reply is actually disrespectful to both parties
that being said, this thread is really not the place for this sort of discussion so I'll remove myself from it. Wish everyone a nice day!
edit: oops first post. >>
As for what I meant and my thoughts, @unity summarized them perfectly and I don't think I need to add anything. It's perfectly okay to not accept or not want critique, but dismissing it for someone else before they even get a chance to reply is actually disrespectful to both parties
that being said, this thread is really not the place for this sort of discussion so I'll remove myself from it. Wish everyone a nice day!
edit: oops first post. >>
rpg maker vx ace moghunt atelier Rgss
Do keep in mind that the copyrighted visual assets can sometimes be hard to spot, for example I do know of a certain commercial RPG Maker MV game which uses CardCaptor Sakura's magic circle glyph as an enemy select cursor. It's usually best to replace everything or almost everything, visually, from the scripts you're using -- especially from him, and he very much intends you to do so.
Screenshot Survival 20XX
author=roden
It's a nice shot, but on further viewing I notice the shingles/cone on the castle top there in the corner don't match the perspective. Shit doesn't have to be perfect but that's REALLY far off 3/4. Looks more like a flat 2D perspective than anything.
im very late to the party but roden gave very constructive and important criticism which can help improve the artist's ability to portray elements within the context of the game world (the sorta stuff we do struggle often) and y'all shrugged it off defensively before Blind even had a chance to comment :T
Blind's screens are gorgeous, but this could benefit from a single line of pixels to improve the sensation of perspective but, more importantly, the awareness that comes with fixing that very small thing means that futurely, the artist's understanding of that will have improved and that is invaluable :P
you should try to... not be defensive... for other people, that's a really good thing to do
also congrats on all the rest of awesome screenshots yall
dungonHUD.png
The main gameplay feature of this game is its twist on Equipment:
Each character can equip up to three different items, with each normal item being equippable by any actor and, yet producing a different effect depending on who is using said item. Other than normal items, there are Limited Use Items, that have the same powerful effect regardless of who is wielding them, but limited uses.
Each character can equip up to three different items, with each normal item being equippable by any actor and, yet producing a different effect depending on who is using said item. Other than normal items, there are Limited Use Items, that have the same powerful effect regardless of who is wielding them, but limited uses.
menu.png
I feel like the only reason this looks "cluttered" is because of the text with outlines, not the actual layout itself.
also hey guess im reviving a 9 year old screenshot to say that
also hey guess im reviving a 9 year old screenshot to say that














