LITTLE WING GUY'S PROFILE
I may have little wings, but I have a big dick heart.
Hey there. I've been into game making since about 2008, but it wasn't until 2014 I was able to complete my first ever game! The game was started and finished in a single week for a contest. In one week I was able to do what I struggled with for 6 years. 6 WHOLE YEARS. HILARIOUS ISN'T IT.
Hey there. I've been into game making since about 2008, but it wasn't until 2014 I was able to complete my first ever game! The game was started and finished in a single week for a contest. In one week I was able to do what I struggled with for 6 years. 6 WHOLE YEARS. HILARIOUS ISN'T IT.
Villnoire
A character driven story of grief, revenge and redemption in this SNES inspired fantasy RPG.
A character driven story of grief, revenge and redemption in this SNES inspired fantasy RPG.
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Update! Summer 2019
[RM2K3] player character gets stuck after teleport
My guess is the upper secondary layer. I bet you have a different transparent tile covering the entire map (or at least a portion of it). Try making all tiles walkable that have no sprite on them.
Alternatively, is the player teleporting onto the four events on the left hand side? If so they might be set to same layer as hero. Those would be my two guesses.
Alternatively, is the player teleporting onto the four events on the left hand side? If so they might be set to same layer as hero. Those would be my two guesses.
Villnoire
author=Eliminator
I didn't like the ending though. Here's why.
I hope you don't mind, but I'll send you a PM and we can discuss this in more depth privately. If anyone is remotely like me, they'll happy click on the spoiler button and ruin the whole thing (I can never help myself haha). While that's totally their decision, it would be nice to keep as much of the ending as secret as possible.
author=mmastrog00
I am also curious...how did you make the face sets for the characters? I have been trying to make my own styled game similar to the graphic sets like in the game. The face sets sets in the game are the similar kind I had in mind for my own.
Thank you for your kinds words! Means a great deal to me. The facesets were created by Trevor McAleese. He also created the title screen, the credits, game over screen as well as all the character poses and various other pixel related things. His portfolio is here: https://pixelation.org/index.php?topic=15928.0
You can (and should) directly email him at drixxel@gmail.com. He's a really nice, genuine guy. Listened to everything I wanted, and was happy to do any alterations. Although I paid him for his work, his rates are ridiculously affordable (to be honest I feel like he undercharged me). If you approach him and tell him you're after facesets in the same style, he can whip them up for you very quickly.
Honestly, I feel like I'm his salesman or something (I promise I'm not). I'm just a big fan of his. It was a blast to work with him!
Triumphant Return
Villnoire
author=kenlan
one thing is that in Casanero when i spoke to the teacher from the left in front of the class(of two) and to the right of the bookshelf,she just stand there and i was captured between her and the bookshelf.I hope you understand what i`m trying to explain. She should move around like the other NPC s. I know this is surely truly rare to be locked there,but i load an save file from the other town and only lost some minutes so not a big problem.
author=Eliminator
I did run into a bug. In Heimhold, Vivian was killed by one of the soldier mobs so it was just Lukas vs an Officer enemy. The Officer somehow got stuck in an endless loop of using Stun Rod on Lukas, so I was never able to get a turn and had to restart. Of course, this scenario is rare but I wasn't paying attention and darn one of my party members is dead.
Sorry about both of these! Thanks very much for bringing them to my attention, these are the exact things I want to hear about. I'll patch the download very shortly with both of these things fixed.
Thanks so much for giving the game a go. I hope you didn't lose too much progress!
Villnoire Review
Thanks so much for this Frogge! I'm really grateful you took the time to not only play the game, but leave such a detailed and thoughtful review as well. Villnoire is a game I'm immensely proud of, because it achieves everything that I set out to do. I really don't think I can disagree with any of the nitpicks or criticisms you did raise. I think no matter how hard any of us try to please everyone, we all end up making our own perfect RPG - that's what Villnoire is to me, an embodiment of what I look for in other games.
There is a huge amount of things I could address and make excuses for but I'll just touch upon a couple of ones:
I'm so glad this came across, because this is exactly what I was going for! I didn't want to be heavy handed, or try to beat people over the head with it. I'm a total pacifist but I made sure to try and explore the story from all angles. The main two themes of Villnoire are two things really close to my heart: discrimination and grief. This game draws a lot of my own real life experience put into a fantasy setting. Some dialogue from NPCs are things people have actually said to me, but with the word gay exchanged for Druid (a girl once asked me if I had tried not being gay and that just always stayed me with). I think the reason why you liked the characters is because all characters core personality represents a different stage of grief. Losing family members over the years means I've sort of been all these characters at some point in my life, so I relate and write dialogue from their perspective. Even though it's a simple story on paper, it's so personal to me that I wanted to do it justice (I hope I did).
I 100% agree that I could have changed up the dialogue more. However, I'd say at least half of the NPCs at Branca change their dialogue after this section. This was the only place where I knew I had to do it. Perhaps you just missed those guys, or I didn't vary it enough.
When I was designing the game initially, I had every element under the sun, you name it and it was in here. It was overwhelming, and I realised that everything is either weak or resistance to something - even if I only had two elements, that core principle would still be true. Doing so little elements was an experiment, but I think it worked considering the size of the game. If this was some 40 hour RPG, then no way would I have gone for that approach, but I think I just about manage get away with it for a game of this size.
One of my original testers was a chap called Waxius, and his game is Tunnels of Doom so it was a reference to his game! I don't really have any answer for why this one is sightly different, but some of the other answers can be obtained from talking to NPCs as well as books (Evoker and Vermilion).
I actually paid for someone to make this original soundtrack for me. He was a lovely guy, with very reasonable prices, so it didn't cost a bomb. As the soundtrack grew and grew, I had to carefully consider how many tracks I needed, and I just couldn't bring myself to pay for a song that would be used once. I totally get the expectation, so I hope it's not too much of a let down!
Thanks again. I'm more chuffed than you could ever believe. I always said to myself, as long as this games gets around 3.5 or higher then it's worth someone's time to play it, and it was worth my time to make it.
There is a huge amount of things I could address
You can rest assured, though, I don't get the impression that Villnoire is trying to make a political statement on racism, even though it largely plays into the theme. Rather, Villnoire is about peace, and how anger and revenge can let you achieve your goals, but peace can permanently fix the problem and put an end to the cycle of hate.
I'm so glad this came across, because this is exactly what I was going for! I didn't want to be heavy handed, or try to beat people over the head with it. I'm a total pacifist but I made sure to try and explore the story from all angles. The main two themes of Villnoire are two things really close to my heart: discrimination and grief. This game draws a lot of my own real life experience put into a fantasy setting. Some dialogue from NPCs are things people have actually said to me, but with the word gay exchanged for Druid (a girl once asked me if I had tried not being gay and that just always stayed me with). I think the reason why you liked the characters is because all characters core personality represents a different stage of grief. Losing family members over the years means I've sort of been all these characters at some point in my life, so I relate and write dialogue from their perspective. Even though it's a simple story on paper, it's so personal to me that I wanted to do it justice (I hope I did).
Hell, even right after an attack on the druid base, the NPCs just say the exact same things. Guess all those deaths just didn't phase you guys at all.
I 100% agree that I could have changed up the dialogue more. However, I'd say at least half of the NPCs at Branca change their dialogue after this section. This was the only place where I knew I had to do it. Perhaps you just missed those guys, or I didn't vary it enough.
In fact, there are only three elements in this game, Light, Dark and Neutral. Liberty wasn't a fan of this, but I personally really liked this minimalist approach to the elements.
When I was designing the game initially, I had every element under the sun, you name it and it was in here. It was overwhelming, and I realised that everything is either weak or resistance to something - even if I only had two elements, that core principle would still be true. Doing so little elements was an experiment, but I think it worked considering the size of the game. If this was some 40 hour RPG, then no way would I have gone for that approach, but I think I just about manage get away with it for a game of this size.
Then again, the answer is "Tunnels of Doom" and there is a game on rmn called "Tunnels of Doom RM2K" so maybe it was a reference and I'm just being dumb.
One of my original testers was a chap called Waxius, and his game is Tunnels of Doom so it was a reference to his game! I don't really have any answer for why this one is sightly different, but some of the other answers can be obtained from talking to NPCs as well as books (Evoker and Vermilion).
Though, kind of weird how the final boss doesn't have his own seperate music? That's a shame, the final boss song is usually my favorite in almost every game, so sad it's just the normal boss theme
I actually paid for someone to make this original soundtrack for me. He was a lovely guy, with very reasonable prices, so it didn't cost a bomb. As the soundtrack grew and grew, I had to carefully consider how many tracks I needed, and I just couldn't bring myself to pay for a song that would be used once. I totally get the expectation, so I hope it's not too much of a let down!
Thanks again. I'm more chuffed than you could ever believe. I always said to myself, as long as this games gets around 3.5 or higher then it's worth someone's time to play it, and it was worth my time to make it.
Villnoire
author=Happy
Well done finishing this game. Just started playing it for the first time now. It sure does look and sound good so far in.
Thanks so much! Villnoire is a little bit like “baby’s first JRPG” in some ways. I deliberately kept it quite light and easy on the systems and ideas, and it only clocks in at around 10-12 hours. I wouldn’t say it’s restrictive in a bad way, but it’s easy to pick up and play for absolutely anyone.
Basically, it’s not the next meaty RPG experience for hardcore players. Considering you’re the creator of Ascendence (an excellent demo with lots of polish and ideas) it would be awesome if you did enjoy it - but I could totally understand why it might not be for everyone!
Thanks to everyone who has posted so far. It means a lot to me. I won’t respond to everyone all the time (no one wants 100 notifications a day do they?) but know that I read everything and will always address any concerns, bugs or constructive feedback.
You guys are the best!
Villnoire is Complete!
Thank you for all these kind words, it's been a lot of hard work so it's such a huge relief to hear people being excited to play it. It sort of feels like a moment I'm sharing with you all. I really hope it doesn't disappoint.
No one needs to re-download it, but I have just updated the download as there was a couple of graphical glitches and a broken save point that I've just discovered (I'm pretty sure players will as well). Nothing game breaking I promise. Of course, any problems or bugs I'd still love to know - I'm going to be like a machine fixing these things!
No one needs to re-download it, but I have just updated the download as there was a couple of graphical glitches and a broken save point that I've just discovered (I'm pretty sure players will as well). Nothing game breaking I promise. Of course, any problems or bugs I'd still love to know - I'm going to be like a machine fixing these things!
Villnoire is Complete!
I know, it feels just as surreal to me, as it does to you haha. Thank you everyone, means a lot though. Especially as all three of you would have probably known the game in it's original state, you're the people that I want to impress the most.
On another note, I meant to say - if anyone still has their save from the mini demo I released about year ago, I would advise you strongly not to use it!
On another note, I meant to say - if anyone still has their save from the mini demo I released about year ago, I would advise you strongly not to use it!














