MAX MCGEE'S PROFILE

Max McGee
with sorrow down past the fence
9159
I CAN'T NOT MAKE GAMES.

I have enough lockerspace to hold an episode of Friends.

"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!

Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."

- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"

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okay so I solved the problem you can basically move this to moronic stuff now as that's what it has

I submitted my description last night. Well, technically, early this morning, arounds 3am. Depends what time zone you're in. Did you guys somehow not receive it?

Grand Theft Release Something! IV: Guns of the Patriots [Sept 22nd]

Grand Theft Release Something! IV: Guns of the Patriots's VERY FIRST RELEASE

TO be moved to the official release thread some time tomorrow.

Shadowrun Missions: A Release Something Day Special!

SHADOWRUN MISSIONS:
WHY THE HELL NOTA RELEASE SOMETHING DAY SPECIAL

This is done purely in the spirit of Release Something, because my semi-abandoned rm2k3 project, Shadowrun: Missions, is really a something! It's not a proper demo, certainly not a full game, and has none of the hype generating shininess of a "trailer". Instead, it's just the beginning- a beginning which, incidentally, took longer than all of Mage Duel- of an unfinished project that will probably never be finished.

So, Shadowrun fans, curiosity seekers, come one, come all, and enjoy!

And if you don't know what Shadowrun is, or you're thinking of the sub-par multiplayer only XBOX-360 Counterstrike clone, SHAME ON YOU!


Admittedly shitastic title screen.

Perfunctory Descripcione!
The project was called Shadowrun: Missions, and the idea was it would have an episodic structure, where each game/episode would be a new mission, with a new story. The hope was that if it became popular at all, then other people could make their own missions. The game's features included the ability to choose and hire up to three out of nine VERY DIFFERENT Shadowrunners (read: mercenaries) with very different skillsets and capabilities, inside of combat and also OUTSIDE OF COMBAT. Outside of combat abilities could be as simple as picking locks, as complex as an in-depth matrix-hacking minigame, or as unorthodox as casting a spell to make your party invisible, hence avoiding encounters/security. Depending on the shadowrunners you choose, you can go about doing the mission in dozens of different ways, including stealth, combat, hacking, magic, and infiltration; and generally you can mix and match and combine these approaches, and even in those five broad categories there were going to be a lot of options.

IN fact....TOO MANY options. So many that the game was never even close to completed. The only piece of the gameplay that is done, besides the sexy intro, is the hiring/outfitting/planning sequence, which is ludicrously in depth. None of the actual shadowrunning, i.e. the meat of the gameplay, is complete at all. Perhaps the first 5% of each of 3/10 possible approaches is complete, and hasn't been balanced/polished. Basically, the "demo" would "end" after you hired shadowrunners, but you could keep playing and mess around with the game's loose ends after that. Maybe if for some reason there was a SUDDEN OUTPOURING OF INTEREST I might actually finish the game, or maybe someone else who's a Shadowrun fan might want to pick up the ball where I dropped it, since there is a lot of work done in the project, even if it never got very far gameplay wise. Anyway, if this kind of thing interests for you for any reason, MAKE YOURSELVES HEARD EN MASSE...

Obligatory (OVER NINE THOUSAND) Sceeninjas


Meet the runners!



I think I did a good job of capturing the unique feel of the Shadowrun lingo/dialect.



There is nothing, nothing, nothing sexier than a physical adept with a monofilament whip.

No, really, though, he's CRAZY.


The incredibly in depth Matrix Hacking minigame!

Seriously, I spent more time perfecting this unfinished aspect of an unfinished project than it has taken me to make ENTIRE COMPLETE GAMES. This is probably the most tedious coding I have ever done. Play it you rotten bastards! Here's more screens:



Battle in the matrix is... different than other battles in the game.

The idea was that what you hacked or left unhacked in the matrix would majorly effect the difficulty of the rest of the game that took place in the physical world. Of course, I never got quite that far.


Obligatory battle screens!

It was incredibly difficult to make it so none of the 9 different protagonists, only three of which you can hire for an incredible amount of combinations, were standing on each other.

I spent a lot of time doing the edits that became my battle charsets. Showing off the victory poses here. Please don't use them for anything unless like, I really like you and I gave you my special written permission. I know, I know, they're not that good anyway, but I'm quite proud of them.

There's not enough combat in the actual game to tell, but if you feel like going into the database and testplaying the battles you will quickly learn that The Finn is THE ULTIMATE BADASS. But then again, so is Nightgaunt.


And more, more, more screens!

Very little of the actual game is available.



The planning phase/cutscene is different depending on who's in your party.
Ideally, your strategy would need to be different too.


DOWNLOAD (SAUSAGE) LINK: RIGHT HERE, CHUMMER!

My first of more than one and less than four somethings is released!
Enjoy!!

okay so I solved the problem you can basically move this to moronic stuff now as that's what it has

Okay, so basically...I wait for the description to be accepted....and then once the description is accepted I submit screenshots and wait for the screenshots to be accepted...and then once the screenshots are accepted, I submit my demo?

Is that how it works?

[FULL]Sacred Earth: Bonds

I think like 90% of RPG Maker games that are actually completed are completed by one person, whereas 90% of vaporware RM games are developed by teams of two and "larger", that's all I was saying.

Of course, some say that 42% of all statistics are made up on the spot...


At least, I know from experience that my solo projects have seen release and my team projects, however promising they looked, have not.

So basically, I was just impressed to see a game made by more than two people fully completed and released. And still am.

okay so I solved the problem you can basically move this to moronic stuff now as that's what it has

Okay, I'm a little confused about the game submission process.

I attempted to submit Mage Duel to the site, but the forms just allowed me to write a description and select what kind of game it was, what its status was, and what maker it was made in. I didn't see any way to attach screenshots or anything.

I wonder...does the "sketch" need to be accepted to the site before I can add content? And after that, do my screenshots need to be individually approved as well? I did read the topic about this in game discussion, but there was mainly just a lot of references to minimum screenshots and adding screenshots, which I didn't see anyway to do, at least not yet.

Anyway, I'm just trying to get a page up for Mage Duel by RSD tomorrow, so prompt response would be appreciated it.

Thanks guys,
-Max

[FULL]Sacred Earth: Bonds

Well, it's a far larger team than most projects that actually get done get done by.

And I read some of them, which comment do you mean?

Epic Win!

what? I don't understand. what?

What we did horribly on our first games.

Holy fuck, Azn, that's a long list of projects!

12. Ender's Game (RM 2003). Based off of the book. I put tons of time into this, and I got a working TBS/CBS. (Bahumut Lagoon) I lost the system and scrapped the project. I still have the remnants of this game. This is probably my favorite game that I have ever made.

I <3 Ender's Game! Make this your first priority!

22. Akira RM. Based off of the manga/film. Never really got anywhere, except a cool menu.

Scratch that, this is like my DREAM project, make this your priority. Dude, you scrapped/ditched more awesome project ideas than most people even come up with.

Anyway, I'm seeing a LOT of nostalgia for Ghostlight in that post, surprisingly enough.

I made a complete Cyberpunk RPG on the PSX Rpg Maker before even TOUCHING rm2k. It was called Fires of Freedom and it had a lot of patriotic themes. It was largely about the future of America, in a world where America was more like a company, with a board of directors of its wealthiest citizens. The main character was a former bodyguard/elite mercenary for the President, who he and his group of rebels were now fighting against...once he broke out of prison. The final battle took place between the hero and main villain ON THE FACE OF A GIANT BIG-BEN STYLE CLOCK, BALANCED ON THE HANDS OF THE CLOCK, which I think is pretty epic, although really, I only did it because that was one of the default "special" maps available with the PSX RPG Maker.

Anyway, it is probably FAR, FAR WORSE than I remember it being, and I don't remember it being all that good, although I thought it was a masterpiece at the time. It is now lost to the far reaches of time, space, and playstation 1 memory cards.

One of my first four or five failed RM2k projects I never released was a failed sequel to it similarly titled Fires of Freedom. I was (technically, still am) writing a novel (technically still in progress) of the same name. They all have different iterations of the same plot. So as you can see, I've tried to express this idea in a lot of ways, never really with all that much success.

Oh, uh, possibly before RM2k but after PSX RPG Maker, at some point I made a couple of "wildly successful" Text Adventure games with the Quest engine. Well, at least, they were wildly successful by the standards of the Quest engine. Pretty impressive since i was probably like 13 at the time.

although pictures variables took me quite a while to get.

I HAVE BEEN DOING THIS EIGHT YEARS AND I STILL DON'T GET THESE LOLOLOLOLOLOLOL CAN YOU SPELL MENTAL BLOCK LOLOLOLOLOLOLOLOLOLOL.

[FULL]Sacred Earth: Bonds

What, Skie, you finished a game? A full game! That's awesome, I'm definitely going to check this out. Considering that this topic, to me, with its high production values, ambitious features, flashy visuals, and obviously large team behind it, is exactly the kind of game that almost NEVER gets finished, I'm pleasantly surprised, not to mention extremely excited for it.

I'll endeavor to play it tomorrow.

Okay, on the negative side:
...um, I watched the voiced scene trailer...and while the voice acting, though laughably bad, wasn't worse than most of the voice acting I've heard in bad anime, it did sort of...draw a lot of attention to your not-so-great dialog.

Especially when, like bad anime subtitles, your message text and your voice actors' lines don't exactly match up.