STORMCROW'S PROFILE

>look StormCrow

You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.

I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.

I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
Live Free Or Die
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."

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Sci-Fi Soldier battler

Wow, I love that you contemplated the implied moral implications of a chapset

I Would Like To Review Some Games That Haven't Been Reviewed

Here's a couple of reviews I've got pending in the queue for those of you who don't want to wait.

Sindiana Bones and The Kingdom Of The Crystal Head
2.5 STAR REVIEW OF: Schoolboi Pacaman of Love by Delsin7
Well, that was indeed a very dumb game.

Greetings, I'm StormCrow and this review is brought to you by Vodka (as part of the Distilled Opinions summer Review Jam).



Story
Thank goodness I had the reference point of Hatoful Boyfriend (sp?) for this kind of ridiculousness. Otherwise, I probably would just have been bewildered and horrified at the lighthearted and casual bestiality! But knowing that Hatoful Boyfriend is a thing, I got it, and it was pretty damn funny.

Action
In more ways than one *eyebrow lift*.

First I should say I hate this type of game. I have always thought that this entire genre seems like something that was designed for lonely Japanese men and is mostly played by Caucasian girls for the lulz. I've only played one game in this genre before, it was Saya no Uta, and I only played it because of its reputation as the most fucked up video game ever (jury's still out).

That said, I set about creating my handsome Alpaca with a lust for human women, Urist McPrudent, with great aplomb. I allocated points that I don't think ever mattered to my four stats, favoring charisma because this is a game about getting laid. I set my sights on the teacher immediately

because of her BIGASS TITTIES


and fortunately she was a very material girl (I might have gone for the hot nurse, but I wasn't sure the nurse was gettable and I'd already embarked on the teacher path). Basically I just had to gather crap from the surrounding classrooms and whatnot. She wasn't too picky: a stolen teddy bear, a stale honeybun, a rose, a ferret plushie, and a cup of pudding were enough to convince her to fuck a goddamn camelid. So, hot for teacher, I followed her to her home.

SPOILERS
Surprise #1: hot teacher's got a wife. Okay, that's something a paca can get down with.
Surprise #2: Hot teacher's actually a man? Get this paca the hell outta here! This paca's all about the puss.


I hope that second reveal wasn't a fakeout, since it lead me to the bad ending. That said, I'm not sure that bestiality not taking place is all that bad of an ending. : )

Sights
Really standard visual novel fare (hey, I said I don't play games in this genre, doesn't mean I haven't seen screenshots), particularly in terms of the backgrounds. The characters seemed to be pulled from different sources and drawn in different styles in some cases, and that was a little distracting. The user interface was also...not pretty.

Sounds
There were no actual sounds that I could hear, and I found the total lack of SFX a bit awkward. The music, however, was appropriately chill, and very listenable as I explored this utterly bizarre premise.

Final Thoughts
This is definitely one of the strangest games I've ever played. I'd honestly recommend it to anyone: it won't take much of your time and it's certainly unique. My favorite character was Bropaca. That paca seemed to have his head on straight. For what it's worth, this was made for the "Make A Dumb Game" event. My star rating is just its rating as a game. Judging it specifically as a dumb game, I would have given it five stars.


Windiana Bones and The Temple of the Crystal Head
4 STAR REVIEW OF: Villnoire (Demo) by LittleWingGuy



Greetings, I'm StormCrow and this review is brought to you by Vodka (as part of the Distilled Opinions summer Review Jam).

LittleWingGuy's long awaited Villnoire shows every sign of shaping up to be the best JRPG that 2008 ever made. The demo I played was also by no stretch of the imagination a "teaser". When I hear "teaser" in a video game context, I think of something that's 15 minutes long or less, certainly something that can be easily played in one sitting, not two or two and a half hours of playable content. This is a BIG demo, folks. Let's dive in.

Story
For the most part, I thought the writing, storytelling, and world-building was competent. The extensive testing shows in the absence of conspicuous typos (I only caught one) which I appreciated. I have a few specific, minor beefs with the game's storytelling.

I thought the really heavy-handed use of emojii bubbles in dialogue was nothing short of severely distracting. It undermined the seriousness of serious scenes--in less serious scenes, it just made things drag on longer. With the prevalence of character emote poses (for things like surprise or thoughtfulness) the emojii bubbles were redundant at best.

I think the first time a proper noun is mentioned, highlighting it in different colored text is a good idea. I don't think it's something you have to keep doing every time a proper noun is mentioned. Like, I get that Inchor is a country, I get that these soldiers come from there, etcetera. BTW, I see what you did there, with the name ("ichor" is a word for a nasty liquid; y'just added an 'n' to it).

More substantively, I felt like the only particularly likable/interesting character in the game was Zach, the wise-cracking amoral self-styled "treasure hunter" with a casual attitude towards killing. Vivian was excruciatingly obviously NOT TO BE TRUSTED and was telegraphing her lack of trustworthiness with every line of dialogue. Lukas OBVIOUSLY knows that she's not to be trusted, but he keeps trusting her, picking up the idiot ball (and chain) again and again. It makes him hard to relate to. The residents of Granevelle (did I spell that right?) in the beginning we don't spend enough time with to really get to know. But for what it's worth, I loved Zach, which is why I titled the review with one of his lines of dialogue.

The game does an even better job of creating a truly despicable villain in Adray (although I gather he's not the main villain). From the precision deployment of the word "whore" in a game otherwise without a jot of profanity to his casually threatening to cut out a little girl's tongue (see below), the game does an excellent job of establishing Adray as a real piece of shit you can't wait to kill.

I think the overall premise (Druids/magic users vs. a militaristic empire) while not the most original is solidly set up and executed. I'd like to find out how this story ends one day.

Action
This feels a lot like a SNES JRPG from the 1990s. I imagine that was what the creator was going for. Battles are well balanced (I didn't feel truly challenged, but I imagine that the tougher challenges are saved for mid-game and late-game content). There seem to be only two elements, light/holy and dark/evil, and the game plays around with that cleverly (Enemies names appear above their heads, color-coded to hint at their elemental weakness). It felt weird needing to cast Dark magic on an UNDEAD SKELETON that was somehow a creature of elemental light, but whatever.

Battles occur when you run into events on the map that look like little flames and change color and chase you when you get close. It's possible to avoid battles but in doing so you risk also avoiding the experience points and Fras (what a weird name for a currency) they grant. Initially I felt like using the floating flame graphic for EVERY conceivable enemy was kind of a cop-out, like during the giant ant boss battle, when the giant ant is just a floating flame like every other enemy, but I appreciated that the soldiers in Heimhold Keep looked like soldiers, even on the map.

Character advancement is via investing AP in an ability tree. One AP seems to be earned with each level. If Lukas is Level 2, he can equip two 1 AP abilities or one 2 AP ability. When Zach joins the party he's Level 4, so he can equip two 2 AP abilities, one 3 AP ability and one 1 AP ability, and so on. Certain abilities are paired together, and if a character equips them both, they receive a passive benefit (such as resistance to a certain damage type or a boost to attack). It seems like a really great system, with just enough depth to offer interesting strategic possibilities without being overwhelming. AP can be re-invested at each save point and thankfully save points are plentiful.

Quizzer seems like a fun little minigame. I got the answer to the question in Palmira Village obviously, but then again I've been knocking around this scene since before BlindMind even joined.

One area where I found the game lacking is that most map objects (shelves and such) didn't offer descriptions or any kind of interactivity.

Finally, the game keeps track of how many chests you've found in a given area, and awards you with extra...Fras...for finding all the chests. Obviously opening a chest is already its own reward, but this is still a neat mechanic for rewarding psychotic completionism in players : ).

Sights
This game features beautiful mapping with REFMAP/FSM tiles. The mapping is really exceptionally well done. There is no shortage of eye candy here.

Home sweet...cave?

The FSM charsets nicely match the maps because OF COURSE THEY DO. Likewise, the battlers are nicely congruous. Finally, there was a lack of lighting overlays which I actually appreciated the heck out of. I mean I appreciated their absence. Most games that specialize in being pretty (and this certainly seems to fall into that category) have overlays out the behind, so I appreciated the lack of them here.

All of the characters have numerous emote poses as mentioned above, not to mention poses for being knocked down, sitting up, and so on. It's excellent, and gives off a nice FF6 type vibe. I do have a few complaints with the emoting poses, which is that it's a bit awkward how characters ALWAYS face down to emote, and that the surprise emotes are somewhat comical and sabotage the seriousness of some of the more dramatic scenes. Overall, however, these are nitpicks, and the emotes work.

Custom facesets/busts nicely round things out.

All GUI elements were clean and attractive in this reviewer's opinion.


We're going to have to agree to disagree on that one Vivian, you compulsive liar you. I say these Inchor douchebags are magophobic child abusers (Adray threatened to cut out Emilia's tongue!!!) and we should bathe in their goddamn blood.

Sounds
This game has a complete custom soundtrack by the exceptionally talented Mr. Clayton Stroup. It is indeed a credit to Mr. Stroup that I assumed what I was listening to for the first half of the demo were rips from commercial games, before I checked the game page and found out about the complete OST. Sound effects were used well for the most part. The distinct sound of a portcullis being raised/lowered was used for opening ordinary doors in Heimhold, and that did annoy me every time it happened, but that's my only complaint with the sound design.

Final Thoughts
Villnoire has been in development for a long time and has a lot to show for it. The demo is polished and compelling. I'm excited for the full game, and you should be too. Ordinarily I go out of my way to avoid signal boosting anything that's already "buzzing" or on RMN's front page, because I think that those projects don't need my help, but I'm legit honored to be the first person to review this. Keep on keepin' on LWG, and get this mother finished!

RMN Tagline Thread

"What is up with all the alpacas?"

[ARTIST FOR HIRE] Anime/visual novel/Chracters/CG

You are ridiculously talented. I might have a fairly big commission for you. I'll contact you by PM.

[RMMV] [RMVX ACE] Pros and Cons: RMMV vs. VX Ace

Yeah, I definitely fall more on the Veteran side, in that I have I need in Ace and know how they work (although there are probably hundreds of scripts out there for Ace I've never tried or played with). But MV is still intriguing.

Side-Note: I really liked the function-first, a la carte direction that Yanfly took with his work for Ace and I wasn't a fan of his Battle Engine Symphony (or whatever it was called) for VX. It had a great amount of functionality built in, but felt almost deliberately user unfriendly and seemed like it required you to manually program in note tags/comment boxes a lot of functionality that should just have been native to the battle system itself, and it was never quite clear which commands were assumed/optional and which were necessary, so I erred on the side of using more commands and long story short, I remember feeling it was very overwhelming/annoying. This inclines me to stick with Ace (where if I'm feeling side-viewy, I use Yanfly's dirt simple Visual Battlers script, with or without Fomar's dope ATB script). Don't get me wrong, Yanfly is awesome. FWIW I never actually tried Tankentai (or if I did I can't flippin' remember it).

But I am still undecided. Anybody got a good video of what MV's sideview battle system looks like without Yanfly's add-ons? I'm just curious if some basic things like moving to your target to attack, and vice versa, are native to the engine or are going to require configuring a suite of plugins. I'd Youtube search it but generally speaking it's not really easy to tell which scripts are being used in a Youtube video.

[RMVX Ace] Combining Actors into One Actor

Couldn't not click this, piqued my interest. Okay, so it's a little hard to grok exactly what you want. Not your fault, it's just kind of nuanced.

In terms of the program's default functionality, without getting into RGSS3 hi-jinx, couldn't you create an actor called Unit 1 (or whatever), and give it a new class called Unit 1 (or whatever) that has all of the skills of Lia and Nede, and their combined stats. Then simply remove Lia and Nede from the party and add Unit 1 (or whatever) to the party. Likewise, create a Unit 2 (or whatever), with a new class called Unit 2 (or whatever) that has all of Joshua and Vero's skills and their combined stats. Then yank Joshua and Vero from the party and add Unit 2 (or whatever). (This would get unwieldy with the default numeric range that Ace uses for attributes, but it sounds like you're well away from that.)

I mean, obviously that's only viable if the combinations of characters into pairs or squads or whatever is based on a limited, finite number of combinations. If you want the player to be able to combine up any characters in any combination...that's probably going to require scripting. It's all a matter of how many possible combinations there are.

Professional Freelance Anime/Manga Concept Artist for Hire (High Quality)

I have something I'd like to hire you for but until I know at least the ballpark area of your rates, it's a little intimidating to take that shot in the dark.

[RMMV] [RMVX ACE] Pros and Cons: RMMV vs. VX Ace

I am curious about the battle system. MV claims to offer a side-view battle system option with a check of a box. Does that come with animated PC battlers? How do they look and how many are there?

What makes the character generator better than the one for VX Ace (I'm not suggesting Ace's character generator is hard to top, just curious about the specifics)?

I'm slightly shocked that MV doesn't allow for the use of MIDIs? That just seems super arbitrary and alienating. I mean, I guess over the (REDACTED) years I've been fucking around with RPG Makers I've been gradually transitioning over to MP3 but...I still love my MIDIs, darn it.

Overall...I'm still undecided. (I tried downloading a trial version of MV but apparently I had already done that and it expired some time in the past. I literally don't even remember. I think I probably downloaded the trial and let the time expire without even opening the engine because I got busy with something else.)

Side-Note: I have felt stupid using the term "battler" since the time when XP was supplanting 2k3 (or trying), because it's really awkward terminology, but it is the terminology they chose. What was it in 2k3, BattleCharSet? Yeah that's not better.

Theme Roulette

@Deaflopist:

Very glad you enjoyed Chapelwaite. Were you able to beat it? It's not actually all that long of a game (45-75 minutes probably), but I worry about two things, one is the difficulty of finding Robert's journal, the other is the overall difficulty of the final Mausoleum sequence.

Oh, and for what it's worth, transplanting all of that excruciatingly verbose Stephen-King-doing-an-HPL-Impression into RPG Maker was actually quite a chore. But it was a high priority to be faithful to the source material.

I think it's worth expanding Danmension into a longer game but obviously it's totally up to you. I personally would like to see those cut dimensions.

is your name Dan?

[RMVX ACE] Help With Show Picture (*shame*)

So as I maybe should have done BEFORE making this thread I actually reinstalled VX and went back to the project where I remember doing this back in the day and it's largely as Marrend posited, except apparently using the Center origin?