MIRAK'S PROFILE
Hello! Thank you for stopping by!
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.
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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Acceptance - An Afro Guy Quest
[Event] RMN Mascot
Kylaila, I don't think you can link directly from that site. Once the image has been resized you should save it and upload it to somewhere like imgur.com
Looking forward to see it!
Also Aaaargh I'm still working on my stupid entry. :C
Looking forward to see it!
Also Aaaargh I'm still working on my stupid entry. :C
A Half-n-Half Affair Review
author=psy_wombatsAww psy I hope you did give it a second chance with god mode on like libs suggested, I think the spirit cutscenes are the highlight of the game.
I stopped playing this immediately once the combat started but damn yeah that intro was something
Thanks a lot for the review Frogge, can't wait to show this to my frens!
4 Reviews in the Queue
[RM2K3] Better now than never!
What age range are the characters in your games?
Yeah, it really depends on the story, but i'm in favor of including bearded wizards and elderly sort of characters in my own stories.
[RMMV] [RMVX ACE] Okay, Let's Have This Discussion: Sample Maps
Please forgive the agressive tone of this post, stormcrow's attitude can rub off on one.
Before replying properly I'd like to echo Infection's point. If you're so fucking wise and experienced in mapping when compared to us plebeians, try using three cents of that knowledge in your projects.
-*-*-*-
Game development in rpg maker is not a collection of textboxes. Like all gamedev endeavors, people who expect their projects to be taken seriously should take into account that effort has to be given to all aspects of the game, this is, visual aspects (PRESENTATION), audio aspects, writing, gameplay mechanics. You cannot polish one, disregard or jump over another, and expect people not to notice OR linger on the part of the game where effort was skimped over, ESPECIALLY if the "judge" of the occasion, in your specific case, Liberty, is an experienced rpgmaker developer who has seen enough sample maps being used to intentionally skip part of the gamedev process not to draw a line in things they consider ok and things that aren't.
You probably would have benefited of entering a gamejam where people unfamiliar with the tired tropes and stigmas of rpg maker development would have presided over the final tally, judgement and stream of the projects, but no, you entered an rpgmaker exclusive event where the people who were going to play the games at the end were for the most part, people experienced in rpg maker. People who, despite not having being born in the same time period or having thousands of maps under their name like you, managed to avoid being called lazy because their put a few minutes of effort into creating an universe that they can truly call their own and gave it life in all aspects, writing, visual, and audio. Maybe they did not make the prettiest maps, or the most functional, but they're theirs, and they're unique, and they reflect a modicum of effort. The writing, pacing, plot twists and etcetera of your game could have been stellar, but I'm a petty, visual human, and the brilliant deep dialogue does nothing to help me forget that horrible joke game some guy made that used that exact same map.
And let's not mince words. If you're using a premade resource to fill over gaps you don't like, cannot, or want to put thought into, you're being lazy on principle. You can have reasons to justify it, but doesn't magically make it 'not lazy'. Doesn't make it WRONG to use sample maps, but if someone calls you lazy for it, well, it's a part of the game you could have put time into to individualize, but didn't. Keep that in mind. Whatever the reasons, whatever the causes, whatever justifications there might have been, effort was not put into that part of the game, and devs who have put time into that aspect, notice. The game experience was "hurt" for me, because of that seemingly innocuous thing.
Also this might be a personal thing but i dont know why people have this thing where "hobby" projects deserve less love and attention than serious ones. Idk but if I'm gonna put an artistic expression of myself out there, I'd personally tart it up until it was ready for primetime.
Tl;dr mak ur own maps lol
Before replying properly I'd like to echo Infection's point. If you're so fucking wise and experienced in mapping when compared to us plebeians, try using three cents of that knowledge in your projects.
-*-*-*-
Game development in rpg maker is not a collection of textboxes. Like all gamedev endeavors, people who expect their projects to be taken seriously should take into account that effort has to be given to all aspects of the game, this is, visual aspects (PRESENTATION), audio aspects, writing, gameplay mechanics. You cannot polish one, disregard or jump over another, and expect people not to notice OR linger on the part of the game where effort was skimped over, ESPECIALLY if the "judge" of the occasion, in your specific case, Liberty, is an experienced rpgmaker developer who has seen enough sample maps being used to intentionally skip part of the gamedev process not to draw a line in things they consider ok and things that aren't.
You probably would have benefited of entering a gamejam where people unfamiliar with the tired tropes and stigmas of rpg maker development would have presided over the final tally, judgement and stream of the projects, but no, you entered an rpgmaker exclusive event where the people who were going to play the games at the end were for the most part, people experienced in rpg maker. People who, despite not having being born in the same time period or having thousands of maps under their name like you, managed to avoid being called lazy because their put a few minutes of effort into creating an universe that they can truly call their own and gave it life in all aspects, writing, visual, and audio. Maybe they did not make the prettiest maps, or the most functional, but they're theirs, and they're unique, and they reflect a modicum of effort. The writing, pacing, plot twists and etcetera of your game could have been stellar, but I'm a petty, visual human, and the brilliant deep dialogue does nothing to help me forget that horrible joke game some guy made that used that exact same map.
And let's not mince words. If you're using a premade resource to fill over gaps you don't like, cannot, or want to put thought into, you're being lazy on principle. You can have reasons to justify it, but doesn't magically make it 'not lazy'. Doesn't make it WRONG to use sample maps, but if someone calls you lazy for it, well, it's a part of the game you could have put time into to individualize, but didn't. Keep that in mind. Whatever the reasons, whatever the causes, whatever justifications there might have been, effort was not put into that part of the game, and devs who have put time into that aspect, notice. The game experience was "hurt" for me, because of that seemingly innocuous thing.
Also this might be a personal thing but i dont know why people have this thing where "hobby" projects deserve less love and attention than serious ones. Idk but if I'm gonna put an artistic expression of myself out there, I'd personally tart it up until it was ready for primetime.
Tl;dr mak ur own maps lol
A Half-n-Half Affair
author=unityThank you for playing Unity! I'm glad you enjoyed the story bits.
Really enjoyed the zany story, especially the opening and (true)ending! The gameplay boils down to "grind on the weak enemies for quite a while so you can grind the medium enemies and then you can grind the harder enemies so then you can fight the bosses" which isn't the most exciting, but all and all I enjoyed the game ^_^
author=MarrendIt's a big relief that you took the time to post your thoughts, my anxiety was making sure I thought you hated it.
This took me about an hour and a half to play from the introduction to the True End. Though, I was curious to see what the different endings were after each boss was defeated.
Maybe I should have went not-north first. The maps to the north were (for the most part) unaltered from my initial first half. The one surprise was the event at the end of that road. I did a few maps on the South Road, but, those maps were revised into something downright gorgeous. East Road, I never touched. While it was a tad laggy on my machine, those maps were equally as slick.
The cheat-skeleton was an interesting inclusion. I admit, I might not have known about it, aside from randomly seeing Liberty make a mention of it on Discord. That aside, CHEAT BEAM was pretty hilarious, and I will not disparage anyone from playing with it. However, because of certain developer knowledge (ie: when Power Up becomes available, and what it does), I played without it, still had a blast, one-shooting all the bosses.
I kinda like how the event with the Wind Spirit tied up the optional conversation at the North Road - Final Stop campsite. While the exact relationship Lucinda had with Emily-sama (which became Brynhild) was never discussed in my notes (or anywhere, for that matter), it was kinda heartwarming and hilarious at the same time.
PS: You are forgiven, Mirak.
Yes, I insisted the players on trying out the game without cheats, since I also lowered the EXP requirements for level up a bit so that you still didn't need to grind that much, but I still had to include that cheat mode because you see, all my real life friends whom I pester to play my games are not computer OR gaming literate (suprising, but such a thing is still possible in this day) and they get frustrated really really fast by the prospect of playing a game for more than 10 minutes, so for the sake of my stupid idiot friends, I put that thing there. I'm glad you liked the CHEAT BEAM! Did you see the water disaster? (If you don't deliver the water crystal and jump to the ending), I was particularly proud of that one.
author=DyluckThanks Dyluck, I'm glad you liked them!
I loved the prologue sequences, the voices, the artwork, and the "animated cutscenes". They were hilarious
Swap in the Middle with Two
I understand what you feel stormcrow.
it used to happen to me a lot. I managed to get out of that mindset and focus on looking at this sort of event as an opportunity to face a scenario that may very well present itself at some point in my life, even if in another shape.
In this scenario I envisioned, I figured that a "client" would approach me, and say "we need a finished game in two weeks time, here's what we have, go". I set out to perform as best as I could a game that felt "complete", despite it's short length.
This helped me a bit in taking this as an opportunity for learning, since I didn't really consider a "failure" state, I simply managed to get away from the chains of external expectations and focused on putting the effort I really wanted into the type of thing I'd do in the scenario I pictured above.
But I understand how it can be overwhelming, since at some point you have certain expectations not only about what others might think, but what you yourself consider a good product to release. I've played your previous project, and I can see the passion you put in your work, and I definitely understand your point of view in this one, but to be honest, I'd tell you to try to think of it in a more lighthearted way, this is a learning experience for most of us.
Sorry for rambling, perhaps I didn't even "get" you, it's just how I perceived it.
Also, you made it! despite the quirks and things to polish, you still gave it your all and managed to put something before the deadline, and I think that is worth something.
In this scenario I envisioned, I figured that a "client" would approach me, and say "we need a finished game in two weeks time, here's what we have, go". I set out to perform as best as I could a game that felt "complete", despite it's short length.
This helped me a bit in taking this as an opportunity for learning, since I didn't really consider a "failure" state, I simply managed to get away from the chains of external expectations and focused on putting the effort I really wanted into the type of thing I'd do in the scenario I pictured above.
But I understand how it can be overwhelming, since at some point you have certain expectations not only about what others might think, but what you yourself consider a good product to release. I've played your previous project, and I can see the passion you put in your work, and I definitely understand your point of view in this one, but to be honest, I'd tell you to try to think of it in a more lighthearted way, this is a learning experience for most of us.
Sorry for rambling, perhaps I didn't even "get" you, it's just how I perceived it.
Also, you made it! despite the quirks and things to polish, you still gave it your all and managed to put something before the deadline, and I think that is worth something.














