MIRAK'S PROFILE
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I do great pixel art, web design, video editing, music composing and any graphic design task you need help with.
Send me a dm for pixel art, music, video editing or whatever commission info!
I do great pixel art, web design, video editing, music composing and any graphic design task you need help with.
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Detective Waka Review
Thank you for the review Addict!
I would like to clarify this bit:
After reprogramming every enemy I removed all of the "collission bumps" on the places where enemies were, since they were necessary to make the previous kangaroo code work. The unintentional effect was that players would bump their heads on those while doing the big jumps and fall on pits, dying from reasons that would seem had nothing to do with player input or skill. After coding the enemies to have a fixed pattern of movement, the bumps were no longer necessary, so with their deletion there was no more danger of bumping your head on a kaizo-like trap.
Finally, enemies were repositioned so they would enter the player's field of vision way before the player had jumped to the "patrol area" of the enemies, erasing most instances where frustrated players who only wanted to rush past the levels would be surprised by an enemy who was slightly off-camera too late for the player to jump over them.
I know when playing the game all of these changes might not be perceptible since most of them are engine-side, but there was definitely a lot more going on to the final version of the game that just patching it with a band-aid. The same way the platformer section was reworked and re-tooled, so were the zelda and rpg sections since those also had quite a few bugs in the beta like some zelda enemies being able to hurt you for 2 hearts instead of 1, the player being able to win the "boss duel" at the end before killing all the enemies, the game not realizing you killed all enemies and blocking further progress, enemies being able to launch several "last attacks" after being killed instead of just 1, etc.
Thankfully, despite GB studio's apparent niggles, it IS quite more benevolent than other similar game engines I've tried, and all of the bugs were correctable provided I kept a cool head. I really liked my experience using it and even though I genuinelly don't think I can do anything more, say, "different" than this game, I do want to play with it again in the future, perhaps in another event!
I would like to clarify this bit:
author=TheRpgmakerAddictActually besides the checkpoint after beating the second screen, all of the maps were modified, with the fourth one (the one people had most trouble with) was completely redone and re-tiled, all enemies were reprogrammed to have a more specific AI that wouldn't take players by surprise as much (originally, kangaroos did NOT move like goombas, they would wait for the player to get close, and then would launch themselves forward really fast, they also had interrupting code to make their movement unpredictable, which means sometimes kangaroos would rush at you, but then STOP a bit before reaching the player, the original intention being making "challenging" gameplay which sadly wasn't challenging, but impossible because then players wouldn't know when to jump and would 9 out of 10 times get killed.
From what I know there was just the addition of the checkpoints, and it was not changed much but I admit I did not replay the game fully
After reprogramming every enemy I removed all of the "collission bumps" on the places where enemies were, since they were necessary to make the previous kangaroo code work. The unintentional effect was that players would bump their heads on those while doing the big jumps and fall on pits, dying from reasons that would seem had nothing to do with player input or skill. After coding the enemies to have a fixed pattern of movement, the bumps were no longer necessary, so with their deletion there was no more danger of bumping your head on a kaizo-like trap.
Finally, enemies were repositioned so they would enter the player's field of vision way before the player had jumped to the "patrol area" of the enemies, erasing most instances where frustrated players who only wanted to rush past the levels would be surprised by an enemy who was slightly off-camera too late for the player to jump over them.
I know when playing the game all of these changes might not be perceptible since most of them are engine-side, but there was definitely a lot more going on to the final version of the game that just patching it with a band-aid. The same way the platformer section was reworked and re-tooled, so were the zelda and rpg sections since those also had quite a few bugs in the beta like some zelda enemies being able to hurt you for 2 hearts instead of 1, the player being able to win the "boss duel" at the end before killing all the enemies, the game not realizing you killed all enemies and blocking further progress, enemies being able to launch several "last attacks" after being killed instead of just 1, etc.
Thankfully, despite GB studio's apparent niggles, it IS quite more benevolent than other similar game engines I've tried, and all of the bugs were correctable provided I kept a cool head. I really liked my experience using it and even though I genuinelly don't think I can do anything more, say, "different" than this game, I do want to play with it again in the future, perhaps in another event!
[UNITY] Looking for a Level Designer using Tiled
You should post some screenshot examples of what level of map design you're aiming for, this way people will know whether to apply or not based on their skill level.
Detective Waka
If you use font size 8 it'll look just like it does in-game.
Thanks Frogge, I too am looking to rise up in those ranks so good luck to both lmao!
Thanks Frogge, I too am looking to rise up in those ranks so good luck to both lmao!
Detective Waka
author=UlevoI really AM surprised! Thanks! I hope you enjoy the gam!
A featured game? ! It's really surprising, congratulations.
author=AtiyaTheSeekerOhh right! I should add Cash's playthrough to Media!
Aaaaaaa event game paaaaaage I totally wanna play this myself. Was a thrill to see this being played on Cash's stream! <3
author=LordBlueRougeI'm still very grateful that you shared these pics! My mom who doesn't know much of videogames thinks I'm licensed under nintendo for some reason, but that makes her very chippy and happy so I'm glad lol.
Glad to see the gamepage finally up. As I said here and other places, if you have a GB everdrive. You can actually play this on your gameboy!:
Definitely one of the highlights of the floppy disk event.
Very cool stuff here, a short fun community game, but a surreal experience.
[RMMV] My game is still pending
author=KazukiT126Acceptance of games happens manually around once every week or two. If yours hasnt been accepted yet it might be because admin hasn't gone through the queue yet or maybe it was denied for some reason, so be sure you don't have a PM in your inbox telling you what changes need to be made, because if you got denied you'll have one there.
Hello my name is Kazuki Takamura and my game Blessed Relics Chronis is still still pending. I submitted the game on the 24th of April. I didn't know how to contact the staff directly so I am posting here. I want to know whether there are things I need to fix on the game's description or not. If any staff sees this think you taking the time to look at this.
1.44 Floppy Disc Event
[RMVX ACE] [Resource] Any B tiles with meat and sausages?
Made you a couple but they might need more refining/cartoonizing.
Feel free to edit.


They have hooks, but you can't see them because of RMN's whiteness.
Feel free to edit.


They have hooks, but you can't see them because of RMN's whiteness.
Mapdaptation
author=MireiaThe event time and duration can be found at the top right section of this page. You have to go into your profile settings and make sure you have your own timezone configured, so that you are displayed YOUR time at which the event ends!
Maybe I'm missing it, but what's the deadline for entries?
[RMMV] OGG Looping in MV - Does it still work? (SOLVED)
That's... Very strange. I always start with LOOPSTART and they work fine.
Oh well, I'm glad you got it working!
Oh well, I'm glad you got it working!
Howdy RPGMaker!
Hello Chromium, welcome to RMN! I love your song "Old 45's" that goes like IF YOU THINK ROMANCE IS GETTING OOO UUU OOO UU OOOLD-oh that's chromeo.
As for what kind of project to start with, I recommend you start out small. If you think you're already thinking small, then slice that small idea and make it even smaller. The most troublesome aspect of gamedev when starting is the potential burnout born out of disappointment for not knowing how to scope yourself based on your current experience and what you can realisitically do at this point. You like OFF and OneShot, and would like to make a project that is an amalgamation of those but with your essence in it, so why not keep that one as your long or even middle term objective to pursue while you get some exp doing small things first but geared around the end goal you want to reach?
You could do it in parts. Like, make a very small, 5 to 10 minute experience where the point of it (for you) is to toy and practice with the engine to learn how to do the kind of psychedelic effects you desire to use in your goal game in the future for instance, then wrap that practice project in a story in your preferred way.
Obviously I'm speaking from my own experience. Feel free to work the way you feel more comfortable with.
Again, welcome!
author=ChromiumMost of us understand how that feels. Taking the step to start is the most difficult part at that stage however, and once you do it'll feel easier to try out more and more things. The events hosted here are nice ways of having an excuse to try out new things or brush up on the ones you already know.
In terms of if I've ever made a game, I really can't say I have. I own RPG Maker VX Ace on Steam but, I did small things every now and then but sadly never went through with making something out of it, motivation in that sense is a bit hard for me. Last thing I thought about doing was this horror game similar to something like a mix between OFF and One Shot but was set in a psychedelic like environment of a ghost town from visiting Bodie CA once. I'd really love to go through with that project than any of the other ones I've taken thought into.
As for what kind of project to start with, I recommend you start out small. If you think you're already thinking small, then slice that small idea and make it even smaller. The most troublesome aspect of gamedev when starting is the potential burnout born out of disappointment for not knowing how to scope yourself based on your current experience and what you can realisitically do at this point. You like OFF and OneShot, and would like to make a project that is an amalgamation of those but with your essence in it, so why not keep that one as your long or even middle term objective to pursue while you get some exp doing small things first but geared around the end goal you want to reach?
You could do it in parts. Like, make a very small, 5 to 10 minute experience where the point of it (for you) is to toy and practice with the engine to learn how to do the kind of psychedelic effects you desire to use in your goal game in the future for instance, then wrap that practice project in a story in your preferred way.
Obviously I'm speaking from my own experience. Feel free to work the way you feel more comfortable with.
Again, welcome!














