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Virgo vs the Zodiac
Cosmic JRPG where you play as a cute villain.

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Virgo vs the Zodiac

author=zDS
This looks absolutely beautiful!


Thank you so much!!!

author=Kylaila
Am at the first cookie part.
I am loving this! The dialogue is so refreshingly blunt and fun, haha.

When can I buy it?


You can actually buy it NOW? There's a Crowdfunding Campaign out, check in this link here!

author=Bart_Sol
author=Nana707
WHERE'S MY REVIEW~
HAHAHA thank you, Bart <3
Right.. Ehm.. Expect it sometime between now and the 11th of June (if I get around to it ^.^" )


BART, NO PROBLEM, TAKE YOUR TIME!! :3 (also, there's a Crowdfunding Campaign out, that I think you should know of? :0)

author=TonySupremacy
IT'S ON THE FRONT PAGE.
I'M SO PROUD OF YOU.
DEATH TO ALL ALPACAS, BUT I'M SO PROUD!!!!


THANKYOU MA FRIEND!!!! (and archenemy) <3

author=JaeDeran
Seen this on Twitter! The project looks amazing so far. Best of luck!


Thank you so much!!

author=Shadonir
i really want to savour this game, so i will not even play the demo and wait untill it is finished, good luck with making the game.

Thank you so much for considering buying my game!! I actually have a Crowdfunding Campaign that you can buy the game upfront (and many other cool rewards too!) The link is here!

Virgo vs the Zodiac

author=Kanatakkun
Now THIS IS WHAT I call a FUNtastic game. The original graphics looks nice! Added to playlist and subscribed. ^^

HAHAHA Thank you! Glad you liked it! I hope you enjoy this big demo! :3


author=Kylaila
This sounds incredibly fun!

Tho virgo changing mutability signs sounds a little confusing, I thought virgo itself is a mutable earth sign? wouldn't she be more like a taurus or sth then if it turned fixed, for example?
Or DOES she change her archetypes? Not sure how that works ..
I like choices tho.

Other than that, totally on board with this!

Thank you, I'm glad you liked it!
For the archetypes, no she doesn't change her archetype. Virgo will still be Virgo, but as a well-rounded character that changes her ways of seeing things throughout your playthrough. She may become softer, or her obsessions can become even bigger. It will depend on your choices. All the choices, of course, will be linked to something a Virgo alignment would follow, even if there's many choices, they will always agree with the archetype, and so does Virgo's responses. The character is also very hateful in the beginning, and almost 90% of the people who played agreed to disagree with the ways of the character, so in the beginning it seems like you are watching a character from a movie doing stuff you don't quite agree with, and them you go little by little controlling this character, without going against what she means, without going against the ideals and personality of this character. I tried to simulate this feeling, so Virgo isn't self insert to the point she'll lose herself. Also this was based by the fact that mutable Zodiacs tend to change sides and opinions pretty often, sometimes agreeing with cardinals, and other times agreeing with fixed, also being kinda shapeshifters.


author=Bart_Sol
It's finally here! =D

Definitely gonna download this demo soon!
And subscribed, of course.

WHERE'S MY REVIEW~
HAHAHA thank you, Bart <3


author=purplehills
Looks beautiful ♥

Thank you, glad you liked it!


author=Altered
This is pretty and I like it

Awl, thank you! <3


author=Aishin
GLAD TO SEE VvtZ HERE!

I don't even know why I took so long, really?


author=Make_it_MagiK
Looks cool! The graphics are surely amazing! Good luck with the development!

Thank you! I hope I don't go too much into the depths of development hell! HAHA


author=lianderson
Your game looks great!

Thank you, I'm glad you liked it! ;)


author=Dragol
This is why we have RPGMaker MV with it high resolution. For large pixels.

Big pixels best pixels

[RMMV] My game is too hard, what do?

Hello everyone! I'll reply to every post in order~
For anyone who wants to playtest the game as it is right now, please let me know and I'll send you a link!

author=Xbuster


The game is Virgo vs The Zodiac!
You can find stuff about it here: http://virgovsthezodiac.tumblr.com/

I thought of an on-demand difficulty option, accessible at any time by the menu. I don't know exactly how to do this without too much trouble other than giving the MC (there's only one playable character anyway) a passive state buff too all stats so they can win any battles by spamming attack on the first area, except for bosses.

Lots of players kept saying they died tons of times and when I asked they just sometimes didn't even equip a single new item. The first piece of equipment the player gets has an autorun event with her companion telling her that equipment adds abilities and stuff, I don't even know how to get into these people's heads anymore.



author=Jakoo56

That's exactly what I was doing!
For the whole game I don't want to add 'good' or 'bad' equipment, just different pieces that can be upgraded so players can make their own builds freely. As for flavor, so far there's a Ribbon that changes the player's sprite color and weapons with completely new animations.

author=unity

That's the hard part. No matter what I do, I can't unlearn the game to get into someone new's eyes. For a first-area demo I can at least calculate what possibilities they could do with X abilities/items in a linear path, but the system I'm creating kind of runs out of control as soon as the player has a tiny bit of freedom.
For example, there are 3 main stats that function as both attack/defense for the 3 main elements; an "Ambition" attack calculates it's damage comparing the user and the foe's Ambition, so the possibilities to ruin everything are far more complicated than the regular atk/def/mat/mdf. To make things worse I even added stat points being given through dialogue and interaction/choices.


author=Dyhalto

It's the kind of phylosophy I've been going. I think, however, the people interested in the game so far tend to prefer a more steamlined story-focused game with simple mechanics that they can quickly get to the next story section without much hassle. The game being actually having a lot of
dialogue, interaction and interconnected story-battling sections doesn't help, I guess.

author=Red_Nova

Oh, no, there are no instakills at full health! While you can't change equipment during battle, the first area doesn't require special items for special situations. All skills are being handled as 'physical attack' and the guard abilities always reduce physical damage directly.
A tutorial battle is perhaps the best way, though. I didn't want it to change the pace of the game in the beginning since the MC already knows her way in combat and the first enemy is a sentinent hostile...
Whenever I see tutorial battles the game's MC is a novice and someone else is teaching them in a harmless situation, it might become too immersion breaking otherwise.

author=Sooz

Lol, the easiest solution so far!

author=Liberty


Regarding information availability, players can access some tutorial images I've made through the menu or a shortcut (which is told them right on the first dialogue). I try to keep item/skill descriptions as informative as possible, HOWEVER, there's something I could never get the game to do for me.
I wanted the commands themselves (attack/guard) to show a tooltip in battle the same way a skill would. Since attacks and guards are different depending on weapon/shield, checking exactly what you have in battle isn't possible.

I made it so that through the skill menu the player can access their 'actions' skills, which aren't available in battle but are exactly their attack, guard and counter, with descriptions and stuff.
Other than that, I present tutorials constantly (1 or 2 per map. average map is around 30~40 long/wide) with short and straight to the point info on everything relevant for them to know by that point, or so I think.
I'm using a plugin for restarting battles as soon as you lose, with no penalty, btw. Perhaps adding a buff to the player that lasts for a single fight that increases every stat after X losses that gets reset on a win?
You can save the game anywhere and there's a character (the Save Dinosaur) that's placed around the world telling you to save and giving you healing items whenever a difficult battle is nearby.

And regarding my troubles with the game, whenever I play, I barely use healing items or die. It's totally a 'paying attention' issue if I do, or intentional handicaps for testing.

author=Kylaila

While I love SMT and it definitely influences me, doesn't a completely different system (no foe-recruiting, no elemental focus, no press turn) would turn people off completely? I'm not sure where to look at. About information, I don't say percentages specifically or damage numbers precisely (mainly because the interface plugins I use only allow for a single line of description on the menu, BUT IT LOOKS SO PRETTY). I may want to change some stuff to acomodate that, specifically how much damage is absorbed by the shield, though. And yes, only equipment grants spells!
Each piece tells you what it gives but I don't have space to explain the spells in the item description, which is terrible for buying items, though. Don't know how to fix that.

People who playtested it were some fans on tumblr who were interested in the game's premise/story/characters/graphics, the systems were explained in some posts there but nothing was actually saying the game was going to be terribly hard, just that battles required more thought.


author=Lockez

This would be a good idea if the Shield wasn't always displayed on her portrait/battle sprite. The save point idea is a great consideration though! That could remind players constantly. I'll possibly change an early enemy to fit this boss' role you say, coupled with a shield of his own, loved the immune to damage but not counters!

It's named 'Shield' through the command, as in 'use your shield' kind of thing since there should be some much later shields that add abilities other than guards such as a stunning bash. Not sure if this also carries a bad feeling to the stuff, though...



author=EDPVincent

Well, players do begin the game fighting a couple foes that can be beaten by spamming attack (which leaves the player with very low health, though, but they 100% drop a healing item anyway)
As for enemies, I perhaps added a foe which breaks your guard when you try to do so, preventing a counter a lot earlier than I should. By using info gathered in this thread I'll very possibly remake him so to fit a tutorial boss' purpose.

author=Lockez


I agree wholeheartedly. Before reading your post I didn't even know NPCs can be reset! I always only killed right away if I accidentaly hit them or something. Even the stats are a burden of knowledge. Adaptability on DaS2 anyone?

author=Liberty

This was something that sometimes pissed me off some games. Especially turn-based ones which only give you an attack option for the first few battles. I felt it wouldn't be difficult to figure out what's been given to the player right off the bat, especially since I grew up with Pokemon and you always start with a debuff skill in addition to the attack and soon learn some new skill.

I try not to give players new abilities and equipment until some maps are travelled through, but perhaps I didn't add enough practice enemies?

There's no random encounters and once beaten, enemies stay dead forever. I may want to change that to acomodate this kind of 'getting used to' for different kinds of people with different backgrounds though.

And no! No OHKO kind of thing, unless perhaps players avoid equipping new stuff and purposely avoid battles to rush to the boss, but even then, by drinking the only available healing items, they'd buff their stats enough to survive the most damaging hits while naked.

I loved the stun idea! While it doesn't actually kill the player, stuning is just annyoing and they'd want to avoid that. Any tips on how I could make these kind of skills? I know how it could be done to stun only if you're not guarding but how to retaliate that back to the foe?


author=Red_Nova

I most definitely agree! And considering DaS2, I've made every tutorial info thing on Horoscope Pillars, which are bright red and always placed somewhere it seems important, but they're never obligatory to interact with. In the very first dialogue, the player companion tells her to read
them and there's one a few steps away. Considering the whole area is greyed out and these are the only bits of colour here and there, I don't feel they'd be easily missable.


author=Kylaila

I tried to make some of my systems based on that, as well. I remember reading a post about the Grim Dawn devs saying they changed the main stats so that the player wouldn't automatically assume what they did and went to read about them, so their functionality could vary from the norm.

Whenever I get to play a new game with differently called stats/elements I get totally more hooked into it and once the game's system hooks me, my incentive to keep playing despite possible flaws is drastically minimized.

author=Liberty

One issue with trying new things is perhaps how hard-hitting the foes could get? I mean, I wouldn't want to experiment in battles that could kill me, but in the same sense I don't want to add easily killed filler enemies exclusively to serve that purpose...



author=Irog

After reading through the replies, that's kind of what I'm about to do. Set up an obligatory foe that will do that somehow.
The difficult part of 'This is too easy' is knowing when to stop. I think that developing games in a team, with specialized people to do their jobs and often testing the game themselves is the only thing I miss when working on the game alone. The freedom that comes from not having a team disagree with your ideas definitely harms the testing development more than any other part. I can never unlearn the game, only pretend to play wrong...

[RMMV] My game is too hard, what do?

So, my game is hard right now, really hard.
I'm a fan of stuff such as Shin Megami Tensei (taking a lot of inspiration from Strange Journey/SMT IV) and Dark Souls, and I love battles with precise timings and the like, where you have to do the right thing at the right turn.

For that, I played around with the regular Guard mechanic in my game, making it so that you can block 90% of ANY damage, and return a counter attack at 100% chance.
There's a variety of both guards and counters depending on the shield equipped. There are DoT Burning counters, counters that heal you back, AoE counters... Well, a lot of them.

So, using the guard is actually useful, very much so. Lots of foes also prepare strong 2-turn attacks in the vein of Pokemon Solar Beam, basically screaming GUARD NOW.
To balance that, guard can only be used once every 2 turns.

Besides all that, using the equipment is also useful; equipment is the way to get new abilities as they don't come naturally through level up, other than being stat sticks.
The way stats are made, if you don't equip your new armor and shields found naturally, you'll quite possibly die. If you don't guard correctly, you'll die.

I've taken a lot of time to make each enemy behaving with its own quirks in battle, they'll rarely behave the same as other enemies. So, my system is really hard because of these details.

The thing is that I can't possibly convince people to use the mechanics the game offers!
I made some tutorial things you can access in the menu explaining everything about the system.
To avoid incomprehensible walls of text early on, I've added easily accesible elements that you pass by in almost every map that teaches you about relevant mechanics one at a time. The very first of these is telling you to use the guard... Some enemies will clearly say "foe is preparing a tremendous hit!" and you should guard in the next turn, right?

But people keep dying and complaining the game is too absurdly hard, and that I should make it easier. I know I've developed it, and I know how to easily get away with the battles without much harm... Foes die quickly as well, there's no grinding involved...

Sometimes even I die when I'm not paying attention to the battles! But I don't want to nerf my game so much because people don't want to use the equipments and the guard... Is there any way I can make it more obvious to everyone that they should use the guard/time it carefully? I'm not quite sure how to make a tutorial battle that doesn't feel stupid, though.

Screenshots below show how these mechanics are displayed on the game.

[RMMV] Help with MogHunter's interface plugins!

Hello!

Anyone uses Moghunter interface plugins and knows a little bit about coding to give me some help?

I'm desperate in here trying to deal with his HUD plugins right now and making them fit my game.

I'm using Variables HUD, Actor HUD and Gold HUD all together, but the thing is, I have the hugest trouble making all of the HUDs disappear when I want them to.
Both the Actor and Gold HUDs disappear nicely when I use the plugin command for that, but the Variables HUD doesn't.


I had to change some lines to make the Variables HUD stay visible whenever a message box is active (I did the exact same for Gold and Actor, because the plugin itself doesn't let me keep them visible through options or commands) but doing that on the Variables makes it so that whenever a message box is active, the HUD will show itself, even if the plugin command tells it to stay hidden.
Therefore, I can either have the HUD disappearing every single box (and coming back for a split second when some actor moves or turns around) or having it completely visible at all times (which is tremendously anticlimatic because there are many scenes in the game, especially the intro)



Apart from all that, using Variables HUD, Actor HUD, Gold HUD and the other Treasure HUD plugins all together with a constant 2x zoom on my screen and everything behaves VERY differently.

For starters, Actor HUD zooms in with the screen, but extremely blurred! This is unlike the Gold HUD, which zooms in quite nicely and fits the pixel art style of the game very well.
The Treasure HUD cuts part of the text and also blurs them weirdly, but shows icons perfectly. The Variables HUD, however, is always the same size, no matter what zoom I put in.


But the Actor HUD doesn't get entirely blurred, though. The HP/MP bars stay sharp and so does the States icon (which looks huge btw). Just the numbers and the HUD itself looks terrible. I managed to "fix" that by hiding the numbers and using the Variables HUD to display the images right on top of the Actor HUD thing, but it screws up when I play a screen shake or stuff like that.
This issue, though, is mostly passable, the real trouble is that god damn thing not being hidden through commands.


tl;dr 3 plugins from the same person that do basically the same thing behave completely different from each other and I need them to disappear through plugin commands ONLY. 2 of them do it perfectly but the third doesn't.

Second, somewhat ignorable issue: they all interact differently with the screen zoom and one of those looks terribly blurred.


I appreaciate any help with this. I'm stuck with this issue for months now and google has nothing on it.

I'm including a dropbox folder with all these plugins with the edits I've made on them as well as the zoom plugin.
https://www.dropbox.com/sh/p8lnqps7knebzp1/AACMw5Du4MvKd29cNa6w17Uba?dl=0

Mission Whaled

author=Kylaila
I LOVE THIS. You had me by pizza!
And there's some random German terms too, yay!


Yay, first comment! Thank you, I hope you enjoy playing it, apart from the spelling errors and lacks of punctuation everywhere. :>
I must say I'm a fan of german terms~

Let's work on your game descriptions!

I submited my game and it's pending now, but I only found out I had to post the description here in case it has any errors in it. So I'm posting, if the pending part takes long enough, someone may help me in between!

Mission Whaled:



Astaroshe and Sebastian are Whale Worshippers living in the dystopian city of LoomLoom.
One night they both dream about being inside THE GREAT WHALE OF TIME. Their shared dream suddenly perishes after meeting with a fellow worshipper nearby.
Who was the mysterious man? Are they the chosen ones? Will there be Pizza?

(( This game is just silly, so if you're after a stupid and mindless experience, you're in the right place. I was bored of bug fixing my main game and made this one just to relax, so no special content here. ))

Features:

- Developed in 2 days.
- Embark on this whimsical journey with 15 maps.
- No random encounters.
- THE GREAT WHALE OF TIME.
- A priest named Sista.
- More time spent in the character generator than on eventing.
- 3 quests.
- No use of external plugins.
- Stupid story brimming with stupidity.
- Some puns and 4th wall breaking.
- Severe lack of punctuation.
- You play as the villain sometimes.
- Lasts for about 45 minutes.
- Awesome graphics full in RTP.
- No pizza.


Characters:
Some of the incredibly well-written characters you'll find in Mission Whaled.



Featuring high-quality realistic Brother love.



The Puppenmacher might make you some Gothic Dolls.



The mystery remains.


Heh.

[Paid] Affordable pixel art portrait faces!

It's 15$(usd) per character + expressions :3 Or do you want to know possible promotional prices? This would depend on the project and complexity!

(Also, thank you very much! Glad you like it!)

More portrait examples, @mirak? I'll be updating here when I have more! :3

[Paid] Affordable pixel art portrait faces!

Thank you, I'm glad you like them! I try and keep it simple, since pixel art (and anime art itself) requires subtlety ;)

[Paid] Affordable pixel art portrait faces!

Hey everyone! I'm in dire need of money, so I'm offering very affordable prices for my pixel art faces! I won't do full busts, as I don't have the time (I'm working on my game as well, you can check more of my work here), so this offer is only for pixel art faces fitting RM ones. If you order a large bundle of portraits I'll give you promotional prices.

My rates:

15 usd per character + expressions
(this is the base pricing, and it may vary)
I accept payment only via paypal.

Example of the faces:



Recent comission:

PS: I work with anime art style, so if you want anything other than anime art is probably best if you ask for another artist, since this is my specialty.
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