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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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Turovero: The Celestial Tower

author=Dyhalto
updates nao! ʕ•ᴥ•ʔ


Please be patient, I'm at a point in the game where any updates or progress I could show of the game would fall into massive spoiler territory. Without saying too much I am currently working on the final battle sequences of the game; once I've nearly finished the playable portions I'm going to make an update soliciting Beta testers.

Work IS still being done, but I've got to keep a mum on it as much as possible. Thanks for understanding!

Good News/Bad News time

author=Frogge
Oh, phew, with all the recent rmn news I assumed your files got corrupt and you were cancelling the game


backup your games folks


Not to worry!! I keep regular backups on a flash drive :D

author=meaka
Sliding (huh) in to say this artist apologizes for being part of the asset delay. Don't Retail, kids. Don't do it.

I hope things get smoother with your work situation though, pal! I know it's rough goin' but we will always wait for game make, your health and wellbeing should be #1.


Thank \o/ You too my friend!! Stay healthy (muscle emoji)

Living Playground

YAS BITCH RELEASE THAT REMADE SHIT

Prom Dreams: A High School Love Story

author=FujoshiBr
OMG!! I REALLY LOVED THAT BRAZILLIAN LETTER REFERENCE! I REALLY GLAD THAT YOU PUT MY LANGUAGE INTO YOU GAME!! :D :D KISSES FROM BRAZIL (srry bad grammar and late comment)


Thanks!! I'm glad you appreciated it :) Hope you enjoyed the rest of the game just as much!

[RMVX ACE] Altering when buffs/debuffs end (after turn rather than after action)

author=boos405
You could use states instead of buffs/debuffs altogether, and then it's more in your control for certain? If you want the same damage increase/decrease it's 25% by default. That can also still stack with Yanfly's scripts.
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/buff-state-manager/

Otherwise, someone with a bit more scripting knowledge may know a quick easy edit to the default scripts to make them all end on turns.

Someone else would have to tell you that though, not me, and I looked but can't find any additional scripts out there for it, sorry.


Good suggestion! I may try that out later :)

[RMVX ACE] Altering when buffs/debuffs end (after turn rather than after action)

GUESS WHAT IT'S ME AGAIN, this time I've got a question about buffs/debuffs. It doesn't look like there's a way to alter when stat buffs/debuff end, i.e. it defaults to ending after a character/enemy takes their turn. It's not like states where I can toggle this aspect. If I want the buffs to disappear after everyone's taken their turn, what kind of a script tweak could I make?

Thanks again! \o/

Prom Dreams: A High School Love Story

author=AuraPhoenix1500
Having just finished this game with the best ending (no thank you on the other ones, I'm good), I feel it'd be a crime not to leave a review. So here we go.

Hoo boy, what an experience. I haven't played a game that enveloped me in such a story - and an ending that made me cry - since Pokémon Mystery Dungeon: Explorers of Sky. (Hey, that rhymed)

But...wow, that was seriously one of the best RPG Maker games I've ever played. I absolutely loved how well you fused the dating sim and horror genres together. (The Haunting events were awesome too, but I couldn't get the Loop 3 2F Elevator event to work. Perhaps, instead of being random from when you enter a room, events like that and the gym events could instead have been triggered by standing still for a certain time? I don't know, it's already amazing on its own, and I did see the event compilation, so...eh).

By the way, I went for each of the girls in the order they were arranged on the title screen. I know you're meant to choose whoever you want in whatever order, and the general story doesn't change too much for it, but would you mind telling me what you picked, when playing through the game yourself?

Finally, if there were to be a "Golden Ending," I'd say it'd be something along the lines of "|Spoilers| sends Kyle back in time before the whole shebang even starts - maybe even before he transfers to St. Giles"...which would make for a pretty sweet visual novel, now that I think about it. Particularly if it's before Serena's accident...

(SPOILERS)



or maybe right after, when she's in the hospital, and Kyle choosing to stay with her gives her the very POWER TO CHEAT DEATH ITSELF, BECAUSE WHO THE HELL DOES IT THINK SHE IS!?



(*ahem*) Sorry, I've been listening to a lot of Super Robot Wars music (to the point where I was fully expecting Kyle to go all "Heroic Second Wind" during Prom Night and beat the **** out of You-Know-Who.

But, all in all, and ignoring my ramblings, this is an absolutely FANTASTIC game, one that I would recommend to...okay, well, not everyone, but to at least a lot of people.

9.9/10

I would pay for a REAL dating sim with these girls...even with You-Know-Who and |Spoilers|.

Keep making great games, and have a wonderful day!


Ahh thank you for this lovely comment!! There's actually a way to submit formal reviews with a star rating that will actually boost a game's visibility on here a bit more, so the next time you review a game you may want to use that function instead :D

I've played through every combination imaginable during testing and post-release for streams and stuff, tbh. You kind of have to in order to make sure everything works :D;;;

Re: Endings:

That would be an interesting idea for an alternate universe story! I primarily didn't want to do anything like that because I wanted to emphasize the permanency of Dolores' actions. That, and she doesn't have much control over time in the real world, just inside her little pocket dimension, so yeah |D;;;


I do want to let you know that I do have another game in the works, though I see you've been lurking my tumblr so you may already know that |D;;; I hope you enjoy that one as much as Prom Dreams!

[RMVX ACE] In-battle common events keep getting canceled out by enemy death, help?

author=Dyluck
Instead of Common Events, consider using Yanfly Lunatic Objects, especially the Recoil add on.


I got this reply JUST after I actually figured out a solution using common events LMAO

what I ended up doing was changing the attack skill for each weapon to a dummy skill to summon the common event, then use a variable to determine which attack to use, and if the conditions are met the HP/MP effect runs BEFORE the attack is forced.

I'll keep that in mind if I want to try this sort of thing again in the future, though! Thanks! (Mods you can close this thread if you want)

[RMVX ACE] In-battle common events keep getting canceled out by enemy death, help?

Hey it's me again \o/

So I've got some weapon unleash skills that work using Yanfly's attack replace and random skill evoke scripts, as well as calling common events to effect users' HP or MP. The skills in question are these:

a) A weapon unless that can cause instant death at the cost of half the user's Max HP
b) A weapon that inflicts normal damage but can randomly heal the whole party (+1/5th of the user's Max HP)
c) A weapon that inflicts triple damage at the cost of 1/5th of the user's Max MP

Which works fine most of the time, but my only problem? If the attack kills the last enemy in the battle, the common event doesn't get called, which means that the HP or MP effect will not occur. This is especially problematic for the 1st skill as the player could get away with all the benefits of the insta-death attack with none of the cost and I obviously don't want that, lol. I tried moving the death status inflict to the common event AFTER the HP blowback calculations, but I couldn't figure out a way to make sure it targeted the correct enemy.

So my question is, is there a way to force the engine to de-prioritize inflicting the death status effect until AFTER the common event is run? Or is there a way to force the common event to run after the last enemy has died?

Thanks :D

EDIT: Nevermind, I figured something out!

Turovero: The Celestial Tower

author=SilviuTM
First of all, I like how the game begins then the path it takes.
The puzzles are really nice, sometimes it takes a while to realize that it wasn't THAT hard.
I don't know if grinding is intended, I did it just to play safer and get some money, but the fights are kinda fun.
Yes, I was looking for a dungeon crawler, and this is exactly the thing I was looking for!
I'll be waiting around here somewhere in a corner for the full release!


AHHH thanks!! I'm glad you enjoyed the demo :D The battles will be slightly faster-paced and a little less frequent in the final version (it was a common complaint from demo players) but you're still welcome to grind to your heart's content! There'll also be some later sections that will depend on careful consideration of when to fight and when not to fight and the strategic management of limited healing/support items, so hopefully it'll be challenging but not too terribly frustrating!