MILENNIN'S PROFILE
Milennin
2060
I create games because I enjoy gaming, telling stories, writing dialogue and drawing. Making a game is all of those things combined into one. However, my greatest passion with game making is designing battle systems that require thought and resource management within battle itself. I'm always looking into improving my skills, so if you've played one of my games, please do leave a piece of feedback on my page.
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A.I. Generation and RMN
Not that I'm very active on here, but I do have a few projects uploaded on here so I might as well post my thing. And also before anything else, yes, I'm an artist I do make my own assets for various game-related things, and I'm pretty sure AI has scraped some of my artworks off some places on the internet. Do I care? No. Theft this, soulless that, in reality nobody cares. Even if you sell artwork for a living, you're not going out of a job because a few random nobodies generated artwork with your name in the prompt for their RPG Maker project. As a hobby artist that doesn't stand out in any way myself, even at my level I couldn't fathom using the AI to do what I'd make myself because I have my own style and I know exactly what I want, how I want it when I'm making assets that it's not worth even trying to emulate doing the same thing using an AI. Basically, an AI is never going to output anything that'll endanger a real artist's work, because a real artist should always have a thousand legs up over an AI.
Oh well, I'm sure I'm going to regret allowing AI to scrape my MS Paint stuff from over a decade ago off the internet so that a random guy making their RPG Maker game could tell the AI to make an artwork just like my work some day... I'll be waiting for that day to come.
Whether AI artwork has a soul or not is irrelevant. Hundreds of RPG Maker projects go by with custom handcrafted assets that barely get a shred of attention from anyone if they aren't begging people to look at it. Nobody comes up to my games and marvels at how much soul they have and how cool it is I have my own custom sprites or whatever. But the second I were to put an AI generated background in my hobby project I'd want to share with others, I'd get attacked, shamed and looked down upon by everyone who suddenly pretends to care whether there's soul in my game? Give me a break, lol.
And no, there will never be a huge sudden influx of AI-generated "trash" as it still takes time to create the actual game. In fact, it takes more time to make a game using AI-made assets than it does making a game using RTP only because the developer does at least has to go through the process of prompting a machine and cutting out the graphics to make them fit in the correct files for RPG Maker and whatnot. Not to mention it doesn't even matter what assets you're using that determine whether your game is great or not. Someone can make a great game using nothing but RTP assets, the same way a shitty game can be made with the most soulful and amazing assets to have graced an RPG Maker project in the history of gam mak. But we all know that RTP projects still get treated like trash because of the way they look, so anyone without artistic talent or interest or a budget to spend on their free hobby project is now told to fuck off if they even for a second consider turning to AI as an alternative. Really just goes to show how shallow the community is when it comes to this hobby. Maybe that's just my gameplay over graphics preference speaking as I'd rather play a well thought out game using AI assets than another Final Fantasy I wannabe where the developer spent 80% of their time or budget on getting handcrafted artwork to show off how much soul their game has.
Of course, the website is free to set their own rules as they wish. Just posting my thoughts, feel free to ignore, lol.
Oh well, I'm sure I'm going to regret allowing AI to scrape my MS Paint stuff from over a decade ago off the internet so that a random guy making their RPG Maker game could tell the AI to make an artwork just like my work some day... I'll be waiting for that day to come.
Whether AI artwork has a soul or not is irrelevant. Hundreds of RPG Maker projects go by with custom handcrafted assets that barely get a shred of attention from anyone if they aren't begging people to look at it. Nobody comes up to my games and marvels at how much soul they have and how cool it is I have my own custom sprites or whatever. But the second I were to put an AI generated background in my hobby project I'd want to share with others, I'd get attacked, shamed and looked down upon by everyone who suddenly pretends to care whether there's soul in my game? Give me a break, lol.
And no, there will never be a huge sudden influx of AI-generated "trash" as it still takes time to create the actual game. In fact, it takes more time to make a game using AI-made assets than it does making a game using RTP only because the developer does at least has to go through the process of prompting a machine and cutting out the graphics to make them fit in the correct files for RPG Maker and whatnot. Not to mention it doesn't even matter what assets you're using that determine whether your game is great or not. Someone can make a great game using nothing but RTP assets, the same way a shitty game can be made with the most soulful and amazing assets to have graced an RPG Maker project in the history of gam mak. But we all know that RTP projects still get treated like trash because of the way they look, so anyone without artistic talent or interest or a budget to spend on their free hobby project is now told to fuck off if they even for a second consider turning to AI as an alternative. Really just goes to show how shallow the community is when it comes to this hobby. Maybe that's just my gameplay over graphics preference speaking as I'd rather play a well thought out game using AI assets than another Final Fantasy I wannabe where the developer spent 80% of their time or budget on getting handcrafted artwork to show off how much soul their game has.
Of course, the website is free to set their own rules as they wish. Just posting my thoughts, feel free to ignore, lol.
RTP Review
author=TheRpgmakerAddict
Oooh nice happy to hear this, I liked FADE!
Thanks, lol. It was always considered my sort of dream game to make and having to let it go in RM2K3 for various issues with the engine that I couldn't solve was painful. I've put the idea of a FADE remake on the backburner for a long time as the need for critical plugins have always been the main thing that held me back from starting on it. I did hire a coder at some point but then they ghosted me after they finished a part of my request (which I did pay them for...) so I was left with part of my required plugins unfinished. It's good to see AI development has been catching up so it can help me fill in the missing pieces -- or at least some/most of it. I doubt the current AI is intelligent enough to do some of the more complex stuff, but I'm willing to compromise if it really comes down to it. Can always add the few missing stuffs in later down the road.
Even so, I do plan on going a bit of a different route in terms of game structure with it. Outside of the airship section at the start, it'll be quite the different experience, haha. Though the tone and theme of the game will remain largely the same (also the RM2K3 aesthetic stays!) I'm also working on keeping the scope of the game in check, as that was also one of the things that killed development of the original; I'm working with less free time than I used to back then too. I don't know if I'll be posting demo versions or just wait until the full game is done. It feels like demos kind of kill the hype for the full game once it's out, maybe that's just me. (Also lol at imagining hype around an RPG Maker game release - as if)
RTP Review
author=TheRpgmakerAddict
Yes. I admit that I got really better results with some characters, so when I for example started with the Sorcerer... well I reloaded ahah! My preference anyway.
By the Sorcerer, you mean the Warlock that can summon the Minion ally? You did mention them in the review. It's funny, because I always found him to be pretty strong, though admittedly he caters towards a slower playstyle if you want to unlock his full potential. It also does help if you have another ally with you that can inflict Bleed so he can get the bonus on his Bloodbath easier.
While every class is viable in their own way (I've tested and finished the game with plenty of different party combinations and played all the classes vs. all of the bosses), I would definitely expect different people to lean towards different characters.
For the next game that I'll release (that should still be quite a while off...) you can expect me to go back to my own style again. Now that I'm actually capable of making my own plugins using the AI, I can finally progress on my modern remake of FADE which has been at a standstill for some time now as the need for plugins to bypass some of the horrible default systems and menus, and my absolute lack of coding knowledge to fix stuff myself has been the bane of my existence since forever.
RTP was more of an experimental game for me, a means for me to learn the basics of the newer RPG Maker engines. The combat system in RTP is a smaller scale version of what I'm doing for the new FADE.
RTP Review
Hey again, man.
Thanks a lot for reviewing my game, and I'm happy that you had a decent time with it. I do agree with your final notion of the game not being for everyone, I was definitely aiming for more of a niche with this one. That said, it seems you fared pretty well, and also congrats on actually reading the Skill texts (many people don't make it even to that point, lol).
As for the 2 issues you ran into... weird, I never had either of those occur and I've replayed the game countless of times. I think the ice walk should be easy to test to see if there's a quick fix for it, but a party member staying dead, that is really odd as the game is made so that it auto-revives all party members at the end of battle...
Thanks a lot for reviewing my game, and I'm happy that you had a decent time with it. I do agree with your final notion of the game not being for everyone, I was definitely aiming for more of a niche with this one. That said, it seems you fared pretty well, and also congrats on actually reading the Skill texts (many people don't make it even to that point, lol).
As for the 2 issues you ran into... weird, I never had either of those occur and I've replayed the game countless of times. I think the ice walk should be easy to test to see if there's a quick fix for it, but a party member staying dead, that is really odd as the game is made so that it auto-revives all party members at the end of battle...
That thing you want but never get.
I've been wanting to try out VR for years, just never found the motivation to buy a device for it. Doesn't help there's been no interesting games being made for it yet.
Please give feedback!
I don't mind giving the demo a try, though it'll probably be on Sunday as I'll be busy for most of the day tomorrow.
BBBB-Milennin Review
Hey, thanks for reviewing the game. Yes, I found out about this review post just now, lol.
Lol, for the clashing graphics, I wanted to use this contest as an opportunity to get some combat sprite practice in. Since it wasn't going to be judged on its visuals, I just went with what I would maybe consider using for my own games, rather than trying to make it suit the RTP or the boss graphic we were given to use.
For the difference in numbers for players vs. boss, it's all about the damage multiplier buffs that are part of the fight mechanics. There is no reason for the player to hang around with multiple thousand hitpoints when the boss isn't going to scale up its damage during the boss fight. Those extra zeroes don't add anything other than to make things look bigger.
Meanwhile, the high numbers of damage the player can manage against the boss serve their purpose, because buff stacking is meant to be the go-to strategy in this boss fight.
I find it interesting, however, that you claim Embla is all about healing and drawing aggro, when you can run her as an excellent primary boss slayer if you invest in the buffs on her. Yes, you can play her as a healer if you like, but it's definitely not the only thing she's good for.
Neyel is far from useless, and in fact is an important factor in getting to kill this boss fast and efficiently. Even outside that, she is a very flexible support unit that can alter her role on the fly depending on what the situation calls for. Yes, she can serve as a secondary healer, refill the party MP, reduce party damage taken and increase party damage output. And that's not even to mention her ability to stun the boss when it's Charging and providing constant chip damage to the boss without needing to actively strike it. It does require mastering her Gold management mechanic to make full use of her supportive abilities, but once you know how to do it, it'll change the way you play this boss fight.
If anything, this proves a single boss fight without being able to deliver any tutorial messages is too little for a combat system that rewards mastery of its mechanics. I designed this boss fight to be easy enough to get by by comprehending half or less than half of the skill descriptions, but in my opinion as the developer, it shines the most when you understand the full scope of the combat system and all of its mechanics. I'm definitely not arrogant enough to claim it's deep enough to fill hours of entertainment (lol), but it's very possible to approach this fight in a couple of different ways, depending on what you feel like doing.
All that said, thanks a lot for playing and reviewing the game. I also watched the playthrough you submitted, it was pretty entertaining as well as helpful to me because it gives me insight on how different people approach the game. (I also did leave a comment on Youtube, but I believe Youtube may have auto removed it for whatever reason... I know it sometimes does that for seemingly no reason with comments people leave on my videos too.)
Lol, for the clashing graphics, I wanted to use this contest as an opportunity to get some combat sprite practice in. Since it wasn't going to be judged on its visuals, I just went with what I would maybe consider using for my own games, rather than trying to make it suit the RTP or the boss graphic we were given to use.
For the difference in numbers for players vs. boss, it's all about the damage multiplier buffs that are part of the fight mechanics. There is no reason for the player to hang around with multiple thousand hitpoints when the boss isn't going to scale up its damage during the boss fight. Those extra zeroes don't add anything other than to make things look bigger.
Meanwhile, the high numbers of damage the player can manage against the boss serve their purpose, because buff stacking is meant to be the go-to strategy in this boss fight.
I find it interesting, however, that you claim Embla is all about healing and drawing aggro, when you can run her as an excellent primary boss slayer if you invest in the buffs on her. Yes, you can play her as a healer if you like, but it's definitely not the only thing she's good for.
Neyel is far from useless, and in fact is an important factor in getting to kill this boss fast and efficiently. Even outside that, she is a very flexible support unit that can alter her role on the fly depending on what the situation calls for. Yes, she can serve as a secondary healer, refill the party MP, reduce party damage taken and increase party damage output. And that's not even to mention her ability to stun the boss when it's Charging and providing constant chip damage to the boss without needing to actively strike it. It does require mastering her Gold management mechanic to make full use of her supportive abilities, but once you know how to do it, it'll change the way you play this boss fight.
If anything, this proves a single boss fight without being able to deliver any tutorial messages is too little for a combat system that rewards mastery of its mechanics. I designed this boss fight to be easy enough to get by by comprehending half or less than half of the skill descriptions, but in my opinion as the developer, it shines the most when you understand the full scope of the combat system and all of its mechanics. I'm definitely not arrogant enough to claim it's deep enough to fill hours of entertainment (lol), but it's very possible to approach this fight in a couple of different ways, depending on what you feel like doing.
All that said, thanks a lot for playing and reviewing the game. I also watched the playthrough you submitted, it was pretty entertaining as well as helpful to me because it gives me insight on how different people approach the game. (I also did leave a comment on Youtube, but I believe Youtube may have auto removed it for whatever reason... I know it sometimes does that for seemingly no reason with comments people leave on my videos too.)
Secret Santa Sign-ups 2021
How do you get people to play your game
1. Make a game page and make sure it looks presentable.
2. Promote your game so people know it exists and know where to get it.
3. Ask RPG Maker let's players to play your game.
4. Do let's play/review exchanges with other people in the community.
2. Promote your game so people know it exists and know where to get it.
3. Ask RPG Maker let's players to play your game.
4. Do let's play/review exchanges with other people in the community.