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Rm2k3 games with poor English translation :P Enjoy!

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Its good to be a pirate

author=kentona
hmmm... Maybe YOU should consider getting some custom assets and selling it on steam!


Yeah, maybe. I could do full custom remake. But I am already working on game named Armortale now. I didn't add it here, because it is pretty harsh to manage other social media to be in touch with folks (twitter, facebook, discord, gamejolt...)

I might add my new project here later.

Its good to be a pirate

author=kentona
*!*

yes, this was cared of. That work on steam was reported to square enix as he's trying to sell their assets, I reported the guy to Valve. I removed original freeware fan RPG maker game from rpgmaker.net to not add fuel into the fire myself.

Its good to be a pirate

Had to remove download of this game. More details in game Info.

Nightkeep

thanks for bringing this up, Cap_H. I will add it.

Nightkeep

Thank you ! Glad you like this.
I deleted cookies some time ago, haha and since it deleted my saved password. I didnt log in for a while. But I recovered it via email and I can go on !

Nightkeep

Hi !

I have some good and bad news on gamepad support in this post. I will start with the good one.

Good thing is that Nightkeep can now be played with xbox 360 controller or any common gamepad. Adding this feature now in 2017 appeared a bit more-complicated and it took way more of time and work than was necessary. So planning ahead is always good, wish I did it !

Bad thing is that I decided to have one device active at the time. While you can play nightkeep with any device keyboard, xbox controller or any common gamepad/Joystick. You can't use both simultaneously.

You select the control device/input in the Launcher app. I decided to make it like this to progress faster with the project so I will be able to focus on different things meanwhile. To have active all devices at the same time would require more re-coding of some of core-code. Please let me know what do you think of this setup!

*While having not keyboard selected as main input, you can still use keyboard to acces in-game menu and navigate this menu with the keyboard/gamepad simultaneously.

Launcher app recognizes common devices.

Nightkeep

hi,

I am finally able to announce Greenlight for my small project. If you wish to support it I will be happy about it! You can also hear the very first original track of Nightkeep from talented composer Thomas J. Peters.

You can check Greenlight campaing on
http://steamcommunity.com/sharedfiles/filedetails/?id=914989247

It's basically what I changed in summary today here as well. Also I am adding trailer directly to the post as well, hope you will like the new one ! Tried to do it in the spirit of the old one. ( Intro ).

Nightkeep

miss delete here. Truplicate by mistake.

Nightkeep

miss delete here. Duplicate by mistake.

Nightkeep

@Necrile

you really put difficult question @me!
I want to have Nightkeep more story-driven, it that's not enough for answer, you can check that wall of text down there.

---------

Game is indeed heavy inspired by castlevania and demon's crest on snes. At first I wanted old retro-platformer as was original castlevania on NES/SNES without much inovations and such. But as I worked on project it started to grow a bit and I was forced to implent more mechanics. Now it has classic RPG system, (level ups, powerups). I dont have real equip in my game, but your sword changes shape upon an attack (depends what you place in the grip - so that makes it equip, doesn't it?). Game has very easy and basic mechanics (similiar to SNES games), as I tend to be overhelmed by modern games, I really kept things simple.

I am not creating Castlevania here (I guess people will compare it with it because of influence/similarity and Casltevania will always win).
I have my own world and it's not happening in the Castle. Actually I dont even have castle in my game. It's an old Keep. I somehow missed old 2D casltevanias, thats why the influence is so strong here, I am huge castlevania fan myself and loved SOTN, and DS castlevanias.

I created some big rpg maker games in the past, which were quite well received in my small country. :o) never translated them... So I drain some things from there as well, based on my 10year rm experience.
In castlevana you have few people at spot (castle) you meet them as you proceed the game, In my game you can run into the family (house) in the forest while exploring and interact with them as you do in RPG maker games with NPCs. They can give you a quest or advice and you can backtrack that place again. Theÿ are not really related to the story.

I wish to have more story-driven part in project (luckily I am not translating dialogues, I have Thomas Schimed doing a great job @ this part). Also my drop system is more RPGish. In Castlevania you got weapons and such, in my game slime drops slime glue, spider drops spider silk... I can't tell with precision now how far I will go with material.

I wanted to answer first: "With weapon, which isn't in Castlevania, Slime hammer", but that would be dumb joke. I follow my own direction and vision. sorry for my eng. :)