RAMZA'S PROFILE
I've spent a large part of my 26 years designing video games, mostly in my head. When I discovered RPG Maker 2000, I finally had a medium to put my thoughts down into, and I did.
At the time of its release, Mana Conquest was massive - even a ten hour long game was insane in those days, and the graphics kind of sucking was generally overlooked, due to the scope of the project.
Several years since, and I'm a bit embarrassed concerning how bad the first game really was. I've tried to fix that in the sequel, but between when I started, and now, there have been three new RPG Makers, and since they don't allow backwards compatibility, I've been stuck on RM2k3. Shameful.
I've come too far to quit now, though.
At the time of its release, Mana Conquest was massive - even a ten hour long game was insane in those days, and the graphics kind of sucking was generally overlooked, due to the scope of the project.
Several years since, and I'm a bit embarrassed concerning how bad the first game really was. I've tried to fix that in the sequel, but between when I started, and now, there have been three new RPG Makers, and since they don't allow backwards compatibility, I've been stuck on RM2k3. Shameful.
I've come too far to quit now, though.
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How'd you decide on a game title?
I grabbed two overly used game title words, stuck them together, and called it a day. At the time, the game wasn't meant to be very serious, in fact, while an epic rpg, it was supposed to be pretty light-hearted like Lunar (for an example). The title was a jab at other game developers of the time, who often used words like, quest, legend, mana, tales, etc in their game's title.
Of course, several years later, the name sounds retarded, but I tried to wrap it into the story, or at least, the concept of the game. In Vengeance, at least, the plot does revolve around the acquisition of mana stones, and unlocking their power, as they are the key to the main character's army being powerful enough to win the war, so it at least makes a little sense.
Of course, several years later, the name sounds retarded, but I tried to wrap it into the story, or at least, the concept of the game. In Vengeance, at least, the plot does revolve around the acquisition of mana stones, and unlocking their power, as they are the key to the main character's army being powerful enough to win the war, so it at least makes a little sense.
Mana Conquest: Vengeance
ehh, I'm not the kind of person that should be giving tutorials on spriting. It takes me forever to do even the simplest pose. Each one of the bchars I did took me at least 6 hours, and they're definitely of the quality that a good pixelartist can spit out in 15 minutes or less.
Besides, the only thing I can really say that you probably don't already know, is that for a 3/4 view sprite (like the bchars) take the features of the front view characterset sprite and combine them with some of the features of the sideview sprite. Move the features on the sideview head about 2-3 pixels to the right, then just add in the details from the front view to the new pixels on his face, voila, 3/4 view head. Obviously, hair and clothing aren't quite that simple to fix. But for the most part, I just change it pixel by pixel until it looks alright (and this is a very time consuming process). I wish I could help you more, but, like I said, I am probably the worst pixel-artist to be asking advice from.
Besides, the only thing I can really say that you probably don't already know, is that for a 3/4 view sprite (like the bchars) take the features of the front view characterset sprite and combine them with some of the features of the sideview sprite. Move the features on the sideview head about 2-3 pixels to the right, then just add in the details from the front view to the new pixels on his face, voila, 3/4 view head. Obviously, hair and clothing aren't quite that simple to fix. But for the most part, I just change it pixel by pixel until it looks alright (and this is a very time consuming process). I wish I could help you more, but, like I said, I am probably the worst pixel-artist to be asking advice from.
Mana Conquest: Vengeance
to the best of my knowledge, all of those battlechars were made from scratch (perhaps using the characterset as a template) in idraw3. The ones I made (Rolf, Eidan) were made in idraw using the characterset as a template. RPGVirtuoso made the rest of them, probably the same way.
XP games will absolutely not work.
I don't know about rmxp specifically, but I can personally vouch for many programs that had compatibility problems in vista working perfectly in windows 7, often without setting compatibility modes. If you're backing up your stuff anyway, why not test out windows 7 first? It seriously runs better on my laptop than windows XP did (and it was a system that was preloaded with vista before vista launched).
The most powerful phone in history leaked ...
post=134196post=134069I'm suddenly embarrassed to be a resident of nova scotia
Nothing can beat this:
http://www.pomegranatephone.com/
It makes coffee... and shaves. Period.
I am too.
Hype and how it affects you
1.) How much time and effort do you spend hyping your games?
Not much... although considering the time it takes me to release something playable, the once every few month updates on my site are pretty generous.
2.) How does hype affect you? What type of hype gets you most motivated to download a game?
Screenshots make me look at a game. Admittedly, if it's dialogue and the screenshot is pretty crap, I may still look at it. Glaring typos or spelling mistakes in screenshots turn me off of a game.
On a related note: In the 5 or 6 days that my second demo was up on the front page, it got 34 downloads. I didn't hype the release at all, and since it fell off the front page, I don't think it got any more downloads (although I didn't check). It is my assumption that people who had previously subscribed were notified when the demo went up, but the general public had no idea the game was even there (aside from the thing on the front page. While 34 downloads in a few days is alright, the original demo had well over a hundred downloads (in a much longer span mind you). I'm kind of disappointed with the release this time around, next time I'll try working up to it more. (God only knows when that will be though.)
Not much... although considering the time it takes me to release something playable, the once every few month updates on my site are pretty generous.
2.) How does hype affect you? What type of hype gets you most motivated to download a game?
Screenshots make me look at a game. Admittedly, if it's dialogue and the screenshot is pretty crap, I may still look at it. Glaring typos or spelling mistakes in screenshots turn me off of a game.
On a related note: In the 5 or 6 days that my second demo was up on the front page, it got 34 downloads. I didn't hype the release at all, and since it fell off the front page, I don't think it got any more downloads (although I didn't check). It is my assumption that people who had previously subscribed were notified when the demo went up, but the general public had no idea the game was even there (aside from the thing on the front page. While 34 downloads in a few days is alright, the original demo had well over a hundred downloads (in a much longer span mind you). I'm kind of disappointed with the release this time around, next time I'll try working up to it more. (God only knows when that will be though.)
Draw Something! Kyle and Ellen!
Draw Something! Kyle and Ellen!
ROOF.png
Creativity: Thinking about "Experience/Leveling Systems"
Final Fantasy II's stat levelling system, while a bitch, is probably a good example of thinking outside the box. Characters didn't have levels, they learned spells by buying them, and made them more powerful by using them. At the end of a fight, you had a chance to have any or all of your abilities go up, depending on the course of the fight. If you got hit a lot, your DEF might go up, if you almost died, your HP might go up. If you casted a lot of magic, your INT or Mp might go up.
Anyone who played the game before knows how easily exploitable the system was, but if you could work in a challenge rating type system to it, that maybe prevented stats from levelling no matter how badly you get the shit kicked out of you against those low level monsters, it would cut back on it somewhat. I am guilty of spending the first hour or so entering a fight, attacking my own guys until they're near dead, finishing the fight, and returning to an inn continuously, as I figure most people who played FF2 were as well.
Anyone who played the game before knows how easily exploitable the system was, but if you could work in a challenge rating type system to it, that maybe prevented stats from levelling no matter how badly you get the shit kicked out of you against those low level monsters, it would cut back on it somewhat. I am guilty of spending the first hour or so entering a fight, attacking my own guys until they're near dead, finishing the fight, and returning to an inn continuously, as I figure most people who played FF2 were as well.














