QZPRODUCTIONS'S PROFILE

Just a game dev who primarily uses RPG Maker VX Ace and enjoys writing and composing the most. I love horror games, adventure games, JRPGs, and practically any game with a compelling story.

A brief description of my projects:

Prom Dreams: A High School Love Story (Complete)

A high school dating sim with a dark twist. While you begin the game as a normal teenage boy looking for a date for prom, you'll quickly find yourself in the midst of a bloody, horrific mystery. Gameplay is primarily story and exploration driven, with numerous surprises for those who take their time to explore, with a touch of macabre adventure-style puzzles.

Turovero: The Celestial Tower (Completed)

A traditional JRPG that slowly unfolds into a deeper, darker mystery (I think this is going to become a theme with my games...). Play as four archetypal heroes ascending a mysterious tower to defeat an ancient evil, only for them to find that things aren't quite as they seem. Gameplay is a mixture of dungeon crawling and turn-based battles with plenty of environmental puzzles to solve, as well as a choice-driven narrative with multiple routes and endings.
Turovero: The Celestial ...
A dark fantasy RPG where truth and lies collide and nothing is as it seems.

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RMN Music Pack 2

Oh wow this sounds dope!! Now that I've finished my own game (with its own original soundtrack if you're interested in listening to my work! winkwink) I might be able to do a track or two for this. :D

Turovero: The Celestial Tower

author=fifacv
Cannot wait! I need please help with Cedric in the room with 3 sets of candles. In 6 hours could'not complete it. Love the game!!!


You mean Edric haha? I'm assuming you're talking about floor 6.

Only the torches labeled with "good" qualities should be lit. Light only the following torches: Astuteness, Passion, Resolve, Devotion, Talent, Creativity, Integrity, and Selflessness. Leave all the others unlit. You can check the words attached to the torches with the enter/confirm button.


Hope you enjoy the rest of the game!!

Turovero: The Celestial Tower

author=fifacv
last help i hope- I am at the top of the church tower. I know the sequence for the bell, but nothing happens at the gates


Follow the Runes on the paper you find in the bell keeper's room from left to right. You have to make sure you're doing the whole sequence without leaving the room or messing up because the variable controlling the puzzle with reset to 0.

More simply, if the bells are "1, 2, 3, 4" from left to right, the order to shoot them would be as follows:

3, 2, 3, 1, 4, 3

Turovero: The Celestial Tower

author=fifacv
Help pls: How do I get the doll for the maiden of knives. ?

Have 2 keys and 1 wooden doll. (the other one went to M. of fire)
thks


SilviuTM beat me to it :D;;

author=Foxina
I can't properly explain how excited I was to see this with that nice little "Completed" beside the title when I came on to look for something new to play. I've been following development on and off since it was first announced, as I was a huge fan of your first game, Prom Dreams. I'm about to get started with this one and I'm looking forward to seeing just where the story goes this time around!


I'm so glad!! I hope you enjoy it just as much if not moreso now that the art doesn't suck anymore lmao

Turovero: The Celestial Tower

author=SilviuTM
author=QZProductions
Holy shit you were fast!!
That's what she said.

Anyway, considering what you said in that spoiler tag, I can't help but try it.
At least now I have a lot of information on the enemies and maps, so it shouldn't take as long as the first playthrough.

But first, I'll try deciphering the alphabet, then, in the meantime, maybe, just maybe, a "skip dialogue" button would be added...hopefully...if it wasn't already there.
It would be really cool to have that kind of button in case someone decides to do a speedrun.

Edit:

Ka(1)(2)iscios
La(2)eronka(1)la
(2)ero(2)in
Liberigos

Lae(2)angeliolau
(1)ohano

(1) and (2) should be two of the following letters:
j,q,v,x,z

My bet would be on v and z tbh

Seeing as how I just can't find this alphabet anywhere, I am inclined to think you created it. Thing which, is fucking awesome.

Perhaps on the next playthrough, I'll pay attention and screenshot the other rune texts I can find.


I did make the alphabet myself, thanks!! :D

Also, protip: the cipher doesn't always correspond to English. Especially in the early game, a lot of the coded stuff is actually Esperanto.

Turovero: The Celestial Tower

author=SilviuTM
Oh...God...where should I even start?
WELL, I guess I could start with the beginning, right? That's how people do it, right?

Anyhow, I guess I could write some sort of review, since this game was awesome.
I'll add it as a spoiler since it may take a lot of space, and, it's basically MAJOR spoilers.


Holy shit you were fast!! Congrats on beating the game!! :D

I really appreciate your commentary on the difficulty curves; I want to see what are the biggest problem areas for people so I can hopefully balance them out in an update.

Maybe your next playthrough you should totally go for Ruby's route. Hint: you can use the Devil's Salves to make Grief Eaters target one particular character, increasing your chances of getting their route. Why Ruby's? Because I want to see your heart break when Best Girl falls to the darkness. mwahahahaha


Thanks for your thoughts and I'm so happy you enjoyed the game!! <3

Turovero: The Celestial Tower Version 1.0 Is Finally Here!!

author=Dyhalto
Congratulations, bro :D
Seeing one of these dumb things we make to Completion is no easy task.


It's been a long stretch but I'm glad I was able to finish it! It's also partially my fault for taking on such a big project lmao

author=SilviuTM
It seems like fate that I rarely visit this site, yet I checked it the same day this game's full version got released. Time to play it non-stop.
You're awesome, and congratulations.


Don't forget to take breaks!! <3

author=Craze
:0 Awesome. Can't promise I'll get to it immediately with the pride month event but *downloads*


Take your time, the game will still be here when you're ready :D

[RMVX ACE] Map skills to interact with objects - a better way?



Here's an example of a stone that can be broken with Stonecleaver. The first page makes the skill usable with a switch and also gives the object its ID variable (so the game knows which stone to destroy). The second page is a parallel process that looks for whether the player turned on the "Used" switch by using the skill (linked to a common event) or has stepped away from the object, which SHOULD (but not always) resets the switches/variable. When the skill is used, it's supposed to trigger the self switches that proceed through the animation. The issue is that the collision does not always turn on the switches or change the variable, or stepping away doesn't always reset the switch or variable, so you can sometimes not activate the event when you should be able to or activate skills while not next to the event.

[RMVX ACE] Map skills to interact with objects - a better way?

author=pianotm
I have discovered that for having the players triggering stationary events by walking into them, it's almost always better to not use actual event box collision triggers at all. Instead, create the effect in a common event and have the event wait for your player to enter a specified set of coordinates. The way this is done:

@>Control Variables: [0001: coordinate X] Player's Map X

@>Control Variables: [0002: coordinate Y] Player's Map Y
@>Conditional Branch: Variable [0001: coordinate X] == (number at X)
@>Conditional Branch: Variable [0002: coordinate Y] == (number at Y)
@>Trigger the effect you want triggered.
: Branch End
: Branch End


I find when doing finicky work like what you're describing, this is significantly better than using the event box triggers. The system doesn't get nearly as confused about what it's supposed to do using coordinates as it does when using the built-in event triggers. I'm actually doing that now for a racing game I'm making. Since it's an obstacle course and since it's a runner, similar to snowboarding games, I don't want the character to just get stuck at an obstacle: I want the obstacle to interact (basically, penalize the player by backing up a space and forcing you to wait for a second.), and the basic event triggers won't react when you've got the game set to force him to run to the bottom of the screen. Using coordinates instead entirely solved every problem I was having and the game is reacting almost exactly the way I want it to.


Could I add a condition where the player also has to be facing a certain direction? that way if you're directly under the stone pillar and facing left, using Stonecleaver won't work.

[RMVX ACE] Map skills to interact with objects - a better way?

Hey all, so my latest game has a system where each character has a special "Map Skill" that can be used on the map to, say, break boulders, light torches, etc. My current system TECHNICALLY works, but because it relies a lot on the correct collision between the player and the object in order to set a switch and variable that allows the common event to run, my beta testers sometimes struggle with getting it to work without a lot of readjusting the characters. So, it's playable, but definitely rough around the edges.

Essentially, Number Hotkey -> Common event -> if skill switches are on (usually by Player Touching the affected event), the skill triggers and the object is broken/burnt/etc. I can provide some event examples if needed.

What I want to know is whether there's a way to "interact" with objects in this way that bypasses the need for finicky and unreliable collision detection. While the current game is playable I feel like this would be a HUGE improvement on the map skills mechanic. Any suggestions would be appreciated!