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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.
Mana Conquest: Vengeance
The second game in the Mana Conquest Trilogy

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Post your Deskspace! V 2.0

myers, I swear to god I have that exact chair and computer case.
I'd post a picture but I have no camera at the moment. and the four different desks in this room deserve a proper picture, that's for sure.

Mana Conquest

comment=24344
or image links don't work....
http://rpgmaker.net/media/content/users/6280/locker/example.jpg

look at that link, then.
as an edit button has magically appear on comments, I fixed the image link I tried to post above. This post is kind of useless now, perhaps a delete comment button will magically appear next.

Mana Conquest

see the following image for a reference if my description was still shoddy.

Mana Conquest

I was thinking of the same cave, I should have explained it better though.

the room you're stuck in is shaped like a sideways hourglass. in the middle, three spikes block the path, preventing you from continuing to the left.
Two maps to the right, where you flicked the switch to continue, there were only two spikes, allowing you to scoot underneath them without flicking the switch. when you get to the map you're stuck on after having not flipped that switch, those three spikes are down, and you may continue.

So, I got "Pokemon: SoulSilver"

post=128559
post=128556
I tried to get it on R4 but it's still pretty buggy.
you'd always regret missing out on the pokewalker
I wouldn't mind not having that thing, tbh. I'm in the same boat as thedjt though, as I also have an r4, which worked great back in the day, but appears to be crap now, when it comes to new games like these.

I may end up buying it, actually. we'll see how that goes.
edit: the days of seventh grade standing outside at -15 C in the winter with my GBC fighting with the same group of 6 buddies every lunch time for months are fond. silver/gold were definitely the best generation for me. I had the gba ones that came out after, but the wave of popularness that came with gold/silver had long since died, and it was basically me and my little brother who were still playing it at that point.
I will try to re-implement my dream team from the original silver version. it will be good.

GAMESTORMING

GAME NAME: unnamed (something pensive involving dreams probably)
GENERAL IDEA: An rpg taking place in a mostly modern setting, involving a parallel universe-type set up, (called the world of dreams right now, but that name would have changed in a polished release).
EXTENSIVE NOTES:
The main characters were all highschool students, prior to the events of the game, they were all acquainted with eachother somewhat, the main character and the female lead character were dating. One of the other characters was an outsider, who had no friends but secretly loved the female lead.
All of the main characters share a vivid dream, in which a being gives each of them a small pendant, which is explained to contain a portion of the power of the world of dreams. it's explained that there are 8 pendants, (and only 7 main characters) and that someone from the world of dreams had stolen the eighth pendant and escaped to the world of the living with it. these seven youths are chosen to bring back the eighth pendant. when each of the characters wake up they have these pendants now. the pendants have a color, each represents a part of their subconscious (red for anger for example). As the game goes on, it is discovered that the pendants contain an entity, and the transformations are caused by bonding with the entity inside. It later becomes known to the party that the person they are chasing was weakwilled enough to lose themselves to the entity inside the pendant, and the entity took them over and escaped to the real world. when they recover the pendant, the 'outcast' character becomes an enemy, believing that no one in the party trusted him. he steals the eighth pendant and disappears with it. the remaining characters then proceed to hunt him down, and are ultimately forced to kill him, as he has bonded with his black pendant.

The game is split between sections in the world of dreams, where the characters develop transformational powers work towards becoming the physical embodiment of their pendant. Often blockades in the world of dreams will require the characters to return to the waking world, where they are absent of their bestowed powers, where they often end up having to do ilegal things (such as tresspassing) to get past the blockade and return to the world of dreams.

The battle system was two-fold. it was fully turn based. similiar to FFX or one of the xenosagas, a turn list shows which enemy or pc is going next in the queue, certain attacks can knock people back further in the list, or knock them off the list entirely. In the world of dreams, PCs have a huge health pool, which also serves as their mana pool. three attack types (fast, normal or powerful) take a varying amount of health to use, and deal damage respective to the health used. as the story progresses, the characters would unlock transformations from their pendants, which would add abilities to the list, and greatly increase their healthpool. (Rayne may have 400hp in base form, but after transforming may have 6000, for example). being in a transformed state constantly consumes HP. when you drop below a certain threshold (400 hp for rayne in the example given.) you change back to base form. in base form, your HP slowly regenerates. later transformations add more powerful skills, at a much higher HP cost. In the real world, Hp pools are much lower, and there are no transformations. In most cases, a stealth system would be used in the waking world to avoid encounters whenever possible.

characters:
Rayne - male - 16 - red (anger)
main character. inexplicably popular in school. most people know of him, or know him personally. he often hangs around with less popular kids, making him a pretty good guy all around. he's decent at sports, and pretty smart. is involved with female lead.

Female lead (working name was daisy) - female - 16 - pink (hope)
very good looking, very popular girl. is romantically involved with rayne. has many admirers.

outsider guy (working name zeke) - male - 16 - black (fear)
borderline goth kid. isn't good at sports. often writes bad poetry. is usually seen alone. has no friends. is infatuated with daisy, but would never have the guts to tell her. is jealous of rayne. has the highest bonding rate with his pendant, giving him the strongest attacks, and earlier access to his transformations, despite this, he is often passed up for other less bonded party members.
generic black athlete guy - blue (perception)
token asian girl - purple (insight)
kid genius white kid - yellow (intelligence)
spoiled rich girl - green (envy)

I started to make it for a 30 day game making contest, a long time ago, never got it out of p[lanning phase though. do with it, as you please.

edit: what the hell.... are hide tags broken, or is my browser shit?

What was the last thing you bought at the time of your reading this?

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Final Fantasy XIII.

same.

Frontpage Tweaks

yeah... page is definitely borked for IE8.

Mana Conquest

visual trick. you can walk under the wall below you one square. it's an autotile.

Stupid stuff from your childhood that nobody else remembers

post=127557
I wonder if anyone remembers the original Sonic cartoon...

I totally do.