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MILENNIN'S PROFILE

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.
BETA
A lighthearted, quest-driven RPG

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Designs using the standard RTP

author=Caligula
Are there any chipsets floating around that people have made that compliment the classic RTP set?


I've mostly worked with the basic RM2K RTP in my 2 games, but I did some edits as well to get some unique stuff while staying true to the RTP style. Not whole chipsets, but replacing some parts of it.

Teddy Rupxin: the RPG

author=Nightowl
Fuck Teddy Rupxin, there needs to be an Alfred J. Kwak game.
It's a cartoon with a nazi crow in it.


I remember that. The music was really good in that cartoon.

[2k3] Mini games help?

Yeah, they are. I've made mini-games somewhat similar to the ones in video 2 and 3 in my first game in RM2K. It's not very hard, but requires an understanding of eventing, switches and variables.

[Poll] Power Rangers

The only thing I ever liked about the Power Rangers was the intro theme, lol.

[RPG maker 2003] Event to Event

Make it so if the box is on the exact same coordinates as those of the floor switch the door opens.

How did you and rpg maker meet?

Man, I can't even remember...xD

[Poll] Judging whether to download a game? What do you look for?

Probably file size. If I see a 250MB+ download I don't care if your game matches the quality of true RPG classics, I ain't gonna bother downloading that. Other than that I look at screenshots. I don't mind RTP style graphics at all, in fact I quite like them, but if your game has unique graphics that could be a plus (depends on the style used I guess). Summary would be on third place. I don't care about paragraphs of background story that are of no relevance to my game experience, I just wanna read about the game's features and an introduction to the main plot and characters.

Oh, and I automatically skip any direct fan games, even of games I do enjoy. It just doesn't interest me to play an inferior version of a game I like.

What do you like in a turn based battle system?

author=DFalcon
If my enemy is paper, what reasons would I have not to choose scissors? This is probably the most important question you can answer if you go this route.


I would agree with this. A weakness system isn't anything deep or interesting. If I get a fire enemy I have no reason but to spam whatever water attack I have available until it's dead.
What I like in a combat system is having skills that are useful in different situations, and do more than just damage, or just heal (although it's OK to have a few of these). If there are conditions, then they should be useful in most encounters (not too situational).
I'm not a fan of items. They're easily abused by hoarding them (item limits suck as well, though), and usually don't do more than the basic heal character or cure condition with no penalty, which could easily be put in as a skill at the cost of MP.
I like enemies that work together and have different roles, and force you to use different skills to get rid of them effectively.
I like characters that can do more than 1 thing. So don't have 1 guy that does damage only, and another guy that does healing only. Give them skills so they can do more than just that.

Ever feel like you have no idea what you're doing?

Totally. I see projects made that are like 10x better than my stuff and I get jealous, lol.xD My very first abandoned project that I made when I was 18 looked like it was made by a 4 year old, totally embarrassing when I see people at that age making projects that are better than what I can currently do. Maybe I should look less at what other people do...xD

Difficulty: Challenge vs Frustration

What I hate is when a game has a part that must be beaten within a time limit, but introduces a new mechanic at the same time (and sometimes even let the timer run while showing text explaining the mechanic).