LORDBLUEROUGE'S PROFILE
LordBlueRouge
2143

VOTE ON THE 2019 MISAO AWARDS!!
How to Vote on the Misaos
1.Login to RMN
2.Go to the game you wish to vote on.
EXAMPLE: https://rpgmaker.net/games/11228/
3.Click "Nominate"
4.Select the categories you wish for the game to win in.
5.Hit "Save".
Nominations Begin: NOW till Dec 31st
Voting Starts: On Jan 1st - 31st.
6.Don't (➜), But (B+➜) to the Misaos.
-----------------------
Profile dimensions 281x240
RpgMakerGamesList
-Cherry patch tutorial norow for classic and official rpgmaker2003
-compress beetleninja music folder
- limit 10 max of old rpgmaker archive games (maybe? don't wanna go through another 200 games list)
- matrix, apply directly to imagination tagline
“It’s hard to believe you can do good work for the little amount of money these days. We did ‘The Graduate’ and that film still sustains. It had a wonderful script that they spent three years on, and an exceptional director with an exceptional cast and crew, but it was a small movie, four walls and actors, and yet it was 100 days of shooting.”
RMN notes:
for youtubetags
https://www.youtube.com/watch?v=SbYAiagpDXg?start=151 - youtube tag start point
for pictures on RMN,
set width to maximum of 700
for videos on RMN,
output to 960x720 for 60fpsHD
if pictures are too large use frogge cool css think
https://rpgmaker.net/forums/topics/26684/
"Just a dog escaping Final Fantasy characters" Doge vs. Final Fantasy Pacman Clone - CashmereCat
*2 frame doge head back and forth on angle, FF6 FF5 FF4 characters chasing doge.
GameOver Screen set to pacman music with this gif:
https://i.imgur.com/NB1H7bJ.gif
https://rpgmaker.net/forums/topics/25616/?post=917608#post917608
NoAutoBattleCherryPatch
2020 - update archive
-make no row tutorial for official/unoffficial rm2003
https://rpgmaker.net/forums/topics/25482/?post=913879#post913879
-compress beetleninja music folder
-other stuff i can't remember
2021 - add https://uboachan.net/og/res/5722.html to archive
2019 - add new videos for video thread from fdelapena.
-contact RMARCHIV.TK ask about adding media/descriptions.
Hiatus: Will be back as soon as I'm available again.
-respond to darken's email; try to figure out forums/posts etc.
-response to anyone175's email
-update FF Dog with Jump Mechanic fixed showing HP gif
-Update Archive thread - go through anyon175's game list
-Start Torrent in sections, GGZ,QC's, Centro RPG, RMN A,B,C
-add games to webarchive.org
-Start Feb Interview
-Finish FF5 "Monster Rain" Record Fraps>Draft in Flash>Create in rm2k3
"I don't care how good Nemoral is!"-bulmabriefs144
"I swear on my copy of Earthbound that I'm not using this for any nefarious purpose. Just trying to get back into the game file I locked myself out of." - biggreencreatures
http://kitagami.music.coocan.jp/
(composer for RM95/RM2000 Music)
Yohta Kitagami
Dumb Notes:
-don't write your characters around the story:
i.e. character sees dragon on mountain.
-write the story around your characters:
i.e. character sees dragon, seeing dragon changes character.
-let emotion drive the scene. i.e. Will they make it out of this alive?
-let anger drive the action. i.e. "Are you crazy? I'm not picking that up!"
Classic Rpgmaker games that get mentioned alot:
A Blurred Line
The Way (series)*** look into, next release
Three the Hardway
Naufragar
Ara Fell
Fey
Lines End by Lysander
The Frozen World
---
Ara Fell (non-commercial one)
Love & War
Visions & Voices
Raciela
Wilfred the Hero
Fleuret Blanc
Book of Three
Romancing Walker
Everlong
Sunset Over Imdahl
The Way (series)*** look into, next release
Three the Hardway
Naufragar
Ara Fell
Fey
Lines End by Lysander
The Frozen World
---
Ara Fell (non-commercial one)
Love & War
Visions & Voices
Raciela
Wilfred the Hero
Fleuret Blanc
Book of Three
Romancing Walker
Everlong
Sunset Over Imdahl
Future Projects so I won't forget:
-Water Under the Bridge
-Oasis - study
-Prehistoric Flintstones
-Gaiden
-Cliffhanger - Wold
-Intro, Kungfu, Opera - Vol.1 Vol.2 Vol. 3
-Let go of my purse
-Starting to Believe. Subway
-Earth Wind and Fire
-From the Monsters I Become.Paul McCartney Demo
https://www.paypal.com/donate?business=DAFLFDFP4RWZW¤cy_code=CAD
Search
Filter
[RM2K3] [RM2K] Placing event randomly
author=creature129
minus the wall's and the bench so
Okay, since it's a rectangle, this makes things infinitely easier, but keep in mind this won't apply to every situation and will change depending on the type of range of the area, you want the item to appear in.
What you'll need for this is:
2 Events*
2 Variables
*(I'm assuming you're also using an item that the player will acquire, that will function as an event, with this, so that will be the second event, so I've named that event "random item" for this tutorial)
1)What you first want to do is find the coordinates of where you want the item to be in RPGMAKER
This can be done by switching to the event layer and selecting an area with your mouse.
The coordinates can be found the bottom right corner of RPGMAKER:

Now, because the area you want to spawn the item in, is a rectangle, you'll want to find the maximum coordinates of this area, for x and y:
so for x, you'll want the item to spawn between coordinates 3 - 17
and for y, you'll want the item to spawn between coordinates 5 - 9

So x: 3 - 17
and y: 5 - 9
these are the numbers you're going to use when creating your variable operation
2)So, Create a Parallel Process Event: (This is the event that will randomly spawn the item)
Create an x variable, Call it "random item x coord" - set it to randomly choose numbers between 3 - 17:

Now, create a y variable, Call it "random item y coord" - set it to randomly choose numbers between 5 - 9:

Now here's where the magic happens:
3)Create a "Set Event Location" Command:

for "Event": Choose the item/event that you want to spawn. i.e. "random item"
for "Location" Select "Variable"
for "Map X" Select the variable you made for X: i.e. "random item x coord"
for "Map Y" Select the variable you made for Y: i.e. "random item y coord"
Now, to get the item/event to stop spawning, you will want to add an "Erase Event" Command.
Here's what your "random-spawning-location" event should look like once you're finished with it:

Now, for the most part, this tutorial is complete - how your item functions and how the player acquires it, is another tutorial entirely - but generally you'll want to stick to using switches to turn off item accessibility, as that's what professional jrpg developers have used for years as a way to keep track of treasure chests, etc.
But just to clarify, I've added a video, just to show what this random-item-spawn should look like, once you completed these series of commands, in practice - the last part of the video, is just to show what happens if you remove the Erase Event command.
Please let me know, if you were able to to get this work on your end, creature129 ❤
[RM2K3] [RM2K] Placing event randomly
OK,
I'm quickly throwing something together in rpgmaker for ya, and I'll come back with the instruction. But just to clarify one last time:
You want an item to randomly appear in the rectangle of the room...

The reason why I ask is because. the rectangle is 70 spaces, including the 5 spaces at the top that's, 75 spaces the item could appear in total.
Let me know whether you want it to be 70 or 75 places and I'll follow through with the quick tutorial.
I'm quickly throwing something together in rpgmaker for ya, and I'll come back with the instruction. But just to clarify one last time:
You want an item to randomly appear in the rectangle of the room...

The reason why I ask is because. the rectangle is 70 spaces, including the 5 spaces at the top that's, 75 spaces the item could appear in total.
Let me know whether you want it to be 70 or 75 places and I'll follow through with the quick tutorial.
[RM2K3] [RM2K] Placing event randomly
I'd like to help out this. So just to clarify, please tell me where you want the item to spawn randomly.
Final Fantasy Uncanny: Battle at Big Bridge.
author=JosephSeraph
this was really promising... dont know how i didnt see it
Thanks Seraph, ❤
No worries, I'm still working on this secretly, I just haven't had a chance to update the current progress video yet. But the reason why it's kind of hidden on RMN is because I have plans to eventually resubmit this game to the site once it's properly finished, so it will at least be eligible for the "Technical prowess" and "Best Fan Game" Award, for the year when it's finally released.
EDIT: I actually wanted to get in touch with you, Seraph, for a really small job I had in mind, for this project, that you might be interested in.
But ya, I'll be in touch.
Get Gud: The Place of Pure Skill In Games
author=Milennin
Basically, you can't leave it up to the player to find things out themselves, because most won't. You have to spell it out for them, shove the information into their faces and force them through tutorials until they understand the game mechanics.
Here's the thing about RPG Maker games though, The Average Player isn't going to know, what you know, about your own game, Millennin - think about the type of player, playing these games for a moment, they come from all different walks of life with different experiences, some having played numerous rpgs, others having played none - Unless you say something to the player, they're going to assume all rpgmaker games play the same.
That's why it's essential that you say something to the player, so they can grow accustom to how you game works.
Now, It doesn't have to be a mind numbing tutorial, that lasts for 2 hours. The best games often do this without ever telling you: It could be something as simple as dropping a consecutive hint, or a secret demonstration video like the Crystal Flash technique in Super Metroid or even just simply dying a lot.
Either way, you need to present the challenge in an interesting enough way so you can get the player to think like you do, so they can start engaging in your game in new and interesting ways so they don't give up.
It's not really about "getting gud", it's about presenting these challenges in an interesting, but clear enough way, so that the player will eventually learn how to surmount these challenges.
Cause despite what Lockez may have said, I did eventually beat Saga Frontier 2, even if I may not have been good at it; but not everyone is going to be onboard with that type of challenge, a lot of people will, and have quit games a lot faster, for a lot less, so the key is trying to find a balance between telling the player just enough so that they won't waste so much time on the challenge, but also so that they won't give up.
author=herrshaun
I don't mind a challenge, but there's a clear difference between something being a challenge and something that's just plain imbalanced. Knowing the difference means not having to waste time adjusting to a developer's oversight.
Exactly.
The Rare/Obscure RM Games Request Topic
author=Eliminator
Anyone have Naufragar Crimson? The link on this thread (from almost a decade ago) does not work.
Hey Eliminator ❤
We updated the Rare/Obscure game's topic awhile ago,
it's now called "SegNin's Rare and Obscure Game's Topic." in honor of SegNin's early efforts towards archiving rpgmakergames
Naufragar Crimson should be on the master list under N:
https://rpgmaker.net/forums/topics/22883/?post=814174#post814174,
lemme know if you have any problems with the game.
Get Gud: The Place of Pure Skill In Games
Keep in mind, it's been years since I've played, Feld,
But the most recent unrelated SaGa example I can think of is the the Astos boss in Final Fantasy 1:
@0:59
He has a death spell he will randomly cast on either the first turn, or the second, completely wiping out one of your party members: - there is absolutely no way to avoid this attack at this point in the game, other than resetting your game and hope he doesn't cast it in the battle - because he casts it randomly, without warning.
Similarly, for SaGa , there are numerous monsters and boss monsters that have these instant-death-skills that directly attack your LP points, especially the Final Bosses,
I recall numerous moments while playing a SaGa game, where I would be grinding stats in the Bio Research Lab in Frontier 1, some random area in SaGa Frontier 2, or traveling over some area in Unlimited Saga or Romancing Saga, where a minor enemy or even a boss, would have some skill that would directly attack your LP points, causing instant death - (which is why you have to Quick Save often)
This became absolutely brutal with final boss battles, especially in Frontier 1, where you're facing something like the Hell Lord, Diva or Spriggan who are allowed to have two turns, per turn.
Often, they'll have a spell that deals massive damage, wiping out more than half of your party and if you're really unlucky, as I have been, they'll either follow it up with an instant-death-skill, in the same, or following turn, on anyone whose still alive, without warning, while you're scrambling to revive your party.
Many of my friends and colleagues, do not like the SaGa series for this very reason.
and to this day, this is the number 1 reason why I've only been able to beat SaGa Frontier 2, once. (…Not because I don't like Saga Frontier 2 - I love Saga Frontier 2, I think, it has a very interesting story about overcoming genetic discrimination in the face of adversity - but because I've truly, only ever been able to actually beat that game once.)
Like, I can totally understand why these games are appealing (I'm probably one SaGa's biggest fan); Growing up, I could only buy one or two games with what little allowance that I had, so something like SaGa Frontier 1 and 2 took me two years each, to beat, even with a strategy guide, it was fun.
But for the rest of us, SaGa games kind of suck - when it came to playing through Unlimited Saga and Romancing Saga Minstrel's Song; I just couldn't get into them. You have to have some sort of guide, knowledge beforehand, or play through it terribly the first time, in order to understand how these games fundamentally work at their core.
…Which is perfectly viable for the kid growing up or the customer who doesn't have a whole lot of options to choose from and has a whole lot of time on their hands. But for everyone else, they've just passed over these games or returned them, for something that's much more accommodating, because the time required to invest in this series, is just way too time consuming. It's too much of time investment.
Like, the difference between other RPGs and SaGa is that, Other RPGs, will often have some sort of skill or opportunity to completely negate this occurrence in battle to make it more fair, (like FF6's Life 3 or casting Reflect or how Level 5 Death, only KOs enemies whose levels are multiples of 5) SaGa doesn't - it just happens; if someone dies, you have to scramble to get your party back to life or the game doesn't even give you the opportunity, you just die - that's it.
I would not use SaGa as an example for a game that requires skill because, even when you do everything right, your success in the game it solely comes down to having a whole lot of luck through a series of turns.
And there are much better and more interesting ways to make your RPG genuinely challenging, than having the computer throw you an unavoidable, instant-death-blow at your party, that's determined by luck.
(Now, I'm not saying these games are unfair, because they throw instant-death-kills at you - I like challenging games just as much as everyone else - I grew up on Battletoads, I love Demon Souls, I play SaGa Frontier - But what I am saying is that, you severely risk alienating your potential audience by choosing to making your game this difficult, for all the wrong reasons and that this is something that you should heavily consider while making your game.
Cause if you wanna make your game like SaGa, and SaGa's never been genuinely successful here in the west, a game which people have actually returned, how successful is your game honestly going to be?)
SaGa is known and embraced for it's obtuse game design choices, but there are much better ways at creating genuinely challenging difficult games than SaGa's as I stated in my previous post.
EDIT: Lockez, kind of disappointed in you. I thought you'd know me better by now.
But the most recent unrelated SaGa example I can think of is the the Astos boss in Final Fantasy 1:
@0:59
He has a death spell he will randomly cast on either the first turn, or the second, completely wiping out one of your party members: - there is absolutely no way to avoid this attack at this point in the game, other than resetting your game and hope he doesn't cast it in the battle - because he casts it randomly, without warning.
Similarly, for SaGa , there are numerous monsters and boss monsters that have these instant-death-skills that directly attack your LP points, especially the Final Bosses,
I recall numerous moments while playing a SaGa game, where I would be grinding stats in the Bio Research Lab in Frontier 1, some random area in SaGa Frontier 2, or traveling over some area in Unlimited Saga or Romancing Saga, where a minor enemy or even a boss, would have some skill that would directly attack your LP points, causing instant death - (which is why you have to Quick Save often)
This became absolutely brutal with final boss battles, especially in Frontier 1, where you're facing something like the Hell Lord, Diva or Spriggan who are allowed to have two turns, per turn.
Often, they'll have a spell that deals massive damage, wiping out more than half of your party and if you're really unlucky, as I have been, they'll either follow it up with an instant-death-skill, in the same, or following turn, on anyone whose still alive, without warning, while you're scrambling to revive your party.
Many of my friends and colleagues, do not like the SaGa series for this very reason.
and to this day, this is the number 1 reason why I've only been able to beat SaGa Frontier 2, once. (…Not because I don't like Saga Frontier 2 - I love Saga Frontier 2, I think, it has a very interesting story about overcoming genetic discrimination in the face of adversity - but because I've truly, only ever been able to actually beat that game once.)
Like, I can totally understand why these games are appealing (I'm probably one SaGa's biggest fan); Growing up, I could only buy one or two games with what little allowance that I had, so something like SaGa Frontier 1 and 2 took me two years each, to beat, even with a strategy guide, it was fun.
But for the rest of us, SaGa games kind of suck - when it came to playing through Unlimited Saga and Romancing Saga Minstrel's Song; I just couldn't get into them. You have to have some sort of guide, knowledge beforehand, or play through it terribly the first time, in order to understand how these games fundamentally work at their core.
…Which is perfectly viable for the kid growing up or the customer who doesn't have a whole lot of options to choose from and has a whole lot of time on their hands. But for everyone else, they've just passed over these games or returned them, for something that's much more accommodating, because the time required to invest in this series, is just way too time consuming. It's too much of time investment.
Like, the difference between other RPGs and SaGa is that, Other RPGs, will often have some sort of skill or opportunity to completely negate this occurrence in battle to make it more fair, (like FF6's Life 3 or casting Reflect or how Level 5 Death, only KOs enemies whose levels are multiples of 5) SaGa doesn't - it just happens; if someone dies, you have to scramble to get your party back to life or the game doesn't even give you the opportunity, you just die - that's it.
I would not use SaGa as an example for a game that requires skill because, even when you do everything right, your success in the game it solely comes down to having a whole lot of luck through a series of turns.
And there are much better and more interesting ways to make your RPG genuinely challenging, than having the computer throw you an unavoidable, instant-death-blow at your party, that's determined by luck.
(Now, I'm not saying these games are unfair, because they throw instant-death-kills at you - I like challenging games just as much as everyone else - I grew up on Battletoads, I love Demon Souls, I play SaGa Frontier - But what I am saying is that, you severely risk alienating your potential audience by choosing to making your game this difficult, for all the wrong reasons and that this is something that you should heavily consider while making your game.
Cause if you wanna make your game like SaGa, and SaGa's never been genuinely successful here in the west, a game which people have actually returned, how successful is your game honestly going to be?)
SaGa is known and embraced for it's obtuse game design choices, but there are much better ways at creating genuinely challenging difficult games than SaGa's as I stated in my previous post.
EDIT: Lockez, kind of disappointed in you. I thought you'd know me better by now.
Get Gud: The Place of Pure Skill In Games
I'm probably preaching to the choir here, but I thought I'd chime in:
The SaGa series is a poor example of a difficult jrpg that requires skill - Monsters in the SaGa series will often have an "instant-death-skill" that they will use at random on one, or all your party members - The reason why this is a poor example is because, there is absolutely no opportunity to avoid this attack, even if you're prepared and make all the necessary moves - the game ultimately comes down to luck - No matter how good you are at the game, you can still lose against all odds - (and it's only through numerous attempts where your chances are more favourable that you can actually win, which is something the average player will not want to commit to, even if they are the challenging seeking type, when it comes to video game.)
If you want to create a challenging rpg Feld, I suggest sticking closely to the general principals found in "Working Designs" games:
When Working Designs released Taito's Arcade Shooter Raystorm on the Playstation in the 90s, they altered the difficulty level in order to negate what they called "disposable shooter syndrome". in other words, they decreased the amount of lives, to the amount, a more "committed player" would use, so that by the time the player learned the necessary skills in order to beat the game, they would in fact beat it.
They extended this principal also to their rpgs such as Working Design's iteration of "LUNAR: The Silver Star Story Complete"(1999) and "LUNAR: Eternal Blue Complete"(2000) for Playstation.
In those game, "grinding" was virtually useless; minor enemies, would give out very little experience points and were mostly used as a way to acquire money in order to buy better equipment - Leveling Up and Experience Points, were ultimately controlled and awarded through boss battles as a way for the story to move forward at a comfortable pace - and it was only by becoming a "smarter player" that the player could actually advance through the game.
So the challenge in each scenario of the game, in LUNAR SSSC ultimately came down to:
-Getting to the end of the dungeon,
-While choosing when to avoid the most enemy encounters,
-in order to use the least amount of items
-in order to save them for the boss fight.
(...LUNAR SSSC generally isn't a fun game to play through - most areas become a real slog to get through, but in general, the challenge remains there and the challenge is genuinely fun - most players who play rpgs have said to generally prefer the SEGA CD and PSone release of LUNAR, not only for it's writing, but for it's challenge and it's fondly remembered for it's challenge - whereas the later PSP and iOS releases weren't as well received, because there was no challenge.)
You may want to implement something similar in your game, (I know Chrono Trigger did something similar with elements and there is a moment, where you do actually have to grind in order to beat a particular boss before continuing with the game.)
But the basic idea is to refer to commercial games as examples of the game you'd like to create - you'll eventually come to the conclusion that in order to create a challenging rpg that remains fun, you'll want to, not only create a good battle system, but good boss battles, that ultimately function as puzzles, so that, the player will not advance in the game, unless they learn the necessary skills in order to defeat the boss. (not by levelling up, but by making smarter choices in the game)
Finding the right balance for these boss battles will come out through vigorous play testing: if you and a few other play testers - while using the same amount of items - beat a difficult boss "by the skin of your teeth" than that's the feeling you want to go for.
Not by playing through something that's difficult, but by playing through something you feel like you've earned for paying attention to the game.
The SaGa series is a poor example of a difficult jrpg that requires skill - Monsters in the SaGa series will often have an "instant-death-skill" that they will use at random on one, or all your party members - The reason why this is a poor example is because, there is absolutely no opportunity to avoid this attack, even if you're prepared and make all the necessary moves - the game ultimately comes down to luck - No matter how good you are at the game, you can still lose against all odds - (and it's only through numerous attempts where your chances are more favourable that you can actually win, which is something the average player will not want to commit to, even if they are the challenging seeking type, when it comes to video game.)
If you want to create a challenging rpg Feld, I suggest sticking closely to the general principals found in "Working Designs" games:
When Working Designs released Taito's Arcade Shooter Raystorm on the Playstation in the 90s, they altered the difficulty level in order to negate what they called "disposable shooter syndrome". in other words, they decreased the amount of lives, to the amount, a more "committed player" would use, so that by the time the player learned the necessary skills in order to beat the game, they would in fact beat it.
They extended this principal also to their rpgs such as Working Design's iteration of "LUNAR: The Silver Star Story Complete"(1999) and "LUNAR: Eternal Blue Complete"(2000) for Playstation.
In those game, "grinding" was virtually useless; minor enemies, would give out very little experience points and were mostly used as a way to acquire money in order to buy better equipment - Leveling Up and Experience Points, were ultimately controlled and awarded through boss battles as a way for the story to move forward at a comfortable pace - and it was only by becoming a "smarter player" that the player could actually advance through the game.
So the challenge in each scenario of the game, in LUNAR SSSC ultimately came down to:
-Getting to the end of the dungeon,
-While choosing when to avoid the most enemy encounters,
-in order to use the least amount of items
-in order to save them for the boss fight.
(...LUNAR SSSC generally isn't a fun game to play through - most areas become a real slog to get through, but in general, the challenge remains there and the challenge is genuinely fun - most players who play rpgs have said to generally prefer the SEGA CD and PSone release of LUNAR, not only for it's writing, but for it's challenge and it's fondly remembered for it's challenge - whereas the later PSP and iOS releases weren't as well received, because there was no challenge.)
You may want to implement something similar in your game, (I know Chrono Trigger did something similar with elements and there is a moment, where you do actually have to grind in order to beat a particular boss before continuing with the game.)
But the basic idea is to refer to commercial games as examples of the game you'd like to create - you'll eventually come to the conclusion that in order to create a challenging rpg that remains fun, you'll want to, not only create a good battle system, but good boss battles, that ultimately function as puzzles, so that, the player will not advance in the game, unless they learn the necessary skills in order to defeat the boss. (not by levelling up, but by making smarter choices in the game)
Finding the right balance for these boss battles will come out through vigorous play testing: if you and a few other play testers - while using the same amount of items - beat a difficult boss "by the skin of your teeth" than that's the feeling you want to go for.
Not by playing through something that's difficult, but by playing through something you feel like you've earned for paying attention to the game.
[RM2K3] Bigger charsets?
Or maybe some sort of plugin (I've heard of one by Cherry but I can't find it so if anyone has the link that would be great)? I don't know. There's just only so much you can do with 24 x 32 pixels of room. Thanks.
Here's the patch you mentioned - I haven't tried it yet, but it should be worth checking out.
http://cherrytree.at/cms/lang/en/download/?did=18

Old/Lost RpgMaker Games - SegNin's Rare/Obscure RM Games Request Topic
author=TheGameArchivist
Also, as I said, once I got things sorted.. I would upload things. This will probably be my last big upload push. Hopefully this will give some people some drive to dig things out of their repository as well. Anyway...
As always, thank you TGA. I've been kind of slacking on this, since I've had a really bad cold this month - starting today, I'll start rehauling this thread with these new additions.
Here are all the things that I have in the Most Wanted section. That is the only section I checked if I had things on. So, I can't tell you if I have anything else.
No worries! I'll admit, fulfilling these request isn't an easy job.
Like, it's easy to upload one or two game requests. But once that request becomes 20 games, and they're on a list, and then you have to keep track of that list - It's not an easy job. - that's why the "Missing/Broken Links List" is a bit of a mess right now...
Like, it took awhile to put these lists together, so naturally it'll take awhile to get through, if we do get through them at all.
Having said that, I never expected for every game request on these list to be fulfilled - in fact I expected most of these game requests to go unfulfilled… But I listed them anyways in hopes that someone would be able to fulfill them.
So, I'm eternally grateful for whatever work that you do manage to finish TGA ❤
…Like a few weeks ago, when Kaliesto wanted to see if "The Lost Legend IV The Guardian of Light" was still available, it sent me on a search for it, I ended up emailing the creator "Wonderslime", turns out he's actually already on RMN!
(He's actually a really cool dude! probably one of the friendliest rpgmakers I met, Be sure to check out his most recent game "Dragon Warrior: Begin a New Quest)
...He just couldn't get his old game to work - so I thanked him profusely for holding onto his old game, downloaded it, edited the FullPackageFlag=1, and uploaded it for Kaliesto - turns out it wasn't the game Kaliesto was looking for, but at least I was able to fulfill that request.
Like, I'm hoping through slow and prodding work, we'll be able to fulfill these requests and maintain a small archive.
I'll admit, It's not an easy job. So, I'm eternally grateful for all the contributions you do continue to make, TGA. ❤














