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SOVANJEDI'S PROFILE

I am the co-founder of Flash games developer Megadev. I am responsible for all art assets, including in-game graphics, animations, frontend, titlescreens, marketing materials and general digital illustrations.

As an RMer, I created two critically acclaimed games/demos: NigSek: A Monster's Tail, and Idunn Ymiraldor. I have also made a few assets for people to use in-game such as tilesets and monster graphics, which are public domain.

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Rpg Maker game tear-jerkers.

Someone once said they were sad at what happened at the end of NigSek. That is literally the first and only time anyone said anything about it, let alone any emotional attachment. Of course that might be because it's possibly still too buggy to get there legitimately. Reap what you sew, I guess.

I think something in The Way made me sad, though I couldn't remember exactly what it was. That game series was by far the most I've been emotionally attached to an RM game to date, though.

What are you working on now?

I saw the finished thing on DeviantArt. It's excellent! Well done. :)

What are you working on now?

Ooohh, that is a sexy sprite Kyrsty! Make sure you finish it. <3

Right now I am furiously rethinking the story for Iadun Ymorald. I want there to be some changes to the plot and characters in order for them to have some credibility even in the fantasy setting they have, but I don't want to bog it down with facts or bleak realities so it's a case of having to strip out details that aren't necessary and retooling others so they are as obvious as they can be. Lots of people made assumptions based on the demo that came out way back in RM2K about the plot which honestly disappointed me, so I want to fiddle about with it a lot. This has all been kept in a design doc on my computer for some 2 years now. There have already been some big changes. I wonder if it will even be recognizeable as the original release?

Oh, also drawing some freelance artwork for a recruitment agency in London. That's always fun, especially making sure I don't draw something too large or too small to upset the person who I'm meant to be drawing. :|

Knightfall: Death and Taxes, Puzzle RPG for PC and iPhone

Hi guys!

So, do you remember my company's two Flash games Knightfall and Knightfall 2 ? They were both pretty well received critically, and since then people have been asking us for a new one, particularly for platforms other than PC.

Well, I can proudly announce that, thanks to our swanky publishers Namco, Knightfall: Death and Taxes is available to play on PC, iPhone, iPod Touch and iPad. We have been working on it for over a year and it came out for all mentioned platforms earlier this week.

Among the new features, this version includes an extra playable character (Princess, Knight's wife) who learns different spells, gains different items and attacks differently to her husband. There are brand new enemies, items, bosses, a whole new location and a story-driven quest mode with over 100 floors to play through. Alongside that and the ever popular Endless Mode, we also have 2-character Endless Mode, Boss Rush Mode and Pet Protector Mode, along with achievements and leaderboards.

The PC version costs $7 (around £5/6 Euros). The iDevice version is a free download with purchase options for the extra stages and game modes - The Noble Quests (£2.39/$3.99/€3.19c) which is the rest of the main story mode, The Rewards of Bravery (£1.19/$1.99/€1.39) which is all the extra game modes, and Every Honour (£2.99/$4.99/€3.99) which is both of them at once.

Screenshots and Video:


Youtube trailer of the PC version

Namco's info page (and links for the PC version)
Flash demo (first island in Quest Mode with Knight or Princess

Black Sigil for the DS -- it's like FF6 and CT had a baby

Leave me alone you creepy jug-eared Yank. >:c

Black Sigil for the DS -- it's like FF6 and CT had a baby

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I'm more interested in knowing how you landed such a gig.

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I was meant to work on the final boss too, except they abruptly ceased communications with me for no apparent reason and before I began pixel work for it.

That would freak me out. Did they pay on time?


At the time I was commissioned on a per-sprite basis rather than hourly. Since I didn't finish the work on the final boss I was not owed anything. Of course now I realise that's a bad way to do freelance work but hey, you live and learn.

One of the head people contacted me after seeing my spritework on the Pixelation forums asking if I would be interested in working on the game. This was over 5 years ago, back when it was still a GBA game. Funnily enough I think it was immediately after posting some spritework I did for Brickroad's at-the-time proposed FF4 sequel fangame, for that game's final boss.

Black Sigil for the DS -- it's like FF6 and CT had a baby

Yeah as WIP said on the first page I did some art for it (mostly boss graphics) but I am not particularly happy with how they were implemented. I've only seen a few so far but they all animate too fast and too unnatural for how I imagined them working, which is a shame. I was meant to work on the final boss too, except they abruptly ceased communications with me for no apparent reason and before I began pixel work for it. If I can find my doodles for it I will post them up if anyone is interested.

I never came across any gamebreaking bugs with how much I played. However the high encounter rate is too much for me to enjoy the game, so I quit playing about a third of the way through.

At least I got a game I worked on reviewed in EDGE! As a 5/10 score. Haha. :(

What are you thinking about right now?

What I'm going to update Facebook with tomorrow.

Pixels

So our latest game we're working on at the moment features a little one-armed ninja making his way down a tower stretching for infinity - the tiles are split up into themed groups which get switched around every 20 floors, and they are all based on varying degrees of retro quality, either on specific games or on the general look of a games machine's graphics. Anyway here are the first 15;



Requests are welcome!

Pixels

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And another one;

15 colors about 3 hours. I don't like it as much as the other one :l


Your stuff is awesome Khos - really really good. Absolutely in awe!

However I do think this is the weakest out of the three you posted, as the ground just doesn't seem to have the depth to it (it looks too seperate from the background scenery where I assume it's meant to stretch out far into the distance). Now, you have a lot of details in the groundwork so dithered gradients like the sunset/sea image would lose that, instead I would suggest taking out the dark colours from the cracks farther away from the foreground, so it looks more as though it's fading out into the lighter stuff somewhat, or dithering the cracks or maybe eliminating the highlights around the edges. Lessening the contrast should improve the effect considerably.

Your forest scene is beyond excellent though, and with so few colours. Well done! :3