STRAK'S PROFILE

Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
Bloodstained Hands
Read-on Classic RPG with an artistic approach.

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RPG Maker Games on Retroid Pocket 2

I've literally been looking for a dedicated handheld gaming console for rpg maker games for years. The touch screen controls I use for joiplay on my phone are not great, and I miss buttons or hit the wrong button all the time. If this works as well as I hope it does, this could be perfect, and it looks relatively affordable. If easyrpg works too, then that includes most rm2k3 games. Honestly, thank you for sharing this, I may actually look into it.

Retroid_Pocket_2.jpeg

Oh, I've gotta check this out. Does this work with VX games too?

Above Hell

I found something after doing a little digging, it seems to be a script designed to accomplish that very goal. It was formatted horribly though, so I went ahead and re-formatted the script. Maybe give this a try? I'll attach a link to the original script, and please be sure to credit the original author if you decide to use it. Looks like it's by Mobius XVI from rpgmakerweb. Here's the original page.

EDIT: Hmm. I guess hide tags are incompatible with code tags. I'll just PM the code to you instead.

Above Hell

I like the mechanics and the unique style of gameplay, but the two points of feedback I have so far is in regards to the difficulty and player facing. Without a tutorial, it very much feels like getting thrown into the fire (although I haven't played any of this games predecessors, so maybe that's why?) and I ended up dying about six times in the first area just getting used to the controls. Started to figure it out, and I'm having fun with it, but the other thing that bugs me a little is that in order to face enemies, you have to move towards them, which usually results in getting hit at least once. It would be nice if you could simply tap the key to face an enemy while staying on the same space, although I know that RMXP has some limitations in what you can do without heavy scripting modifications. I also know that this might throw off the balance a bit, and it may be an intentional design, so I'll reserve too much judgement until I've progressed further, but those are the two things that jump out at me right away.

Otherwise, it seems like a really neat idea! It's nice to see games made with RPG Maker that steer away from the conventional turn-based combat system.

At what point do you declare your project "finished"?

Aha. Ha ha. There's no end date to a true passion project. I "finished" Bloodstained Hands in 2012, and have not been able to put it down. The game now isn't even close to what it was with the initial release, Even now, I'm still coming up with new ideas and systems to implement. The better I get at scripting, the more possibilities that open up to me, and things that I felt were previously impossible are now simply challenging. As many times as I've said "this is the definitive edition," I've never truly been able to put it to rest. Heck, I just revamped the party selection method yesterday.

On the other hand, my other released game is definitely finished. One Hour was short enough that it didn't need any more fleshing out, and it accomplished the goal I had set out to do. I never had a definitive goal with BSH, other than "make the best game I possible could," and with such a fluid goal, one that keeps evolving as my capacity increases, there couldn't possibly be an end date.

I think that it ultimately comes down to deciding whether or not you've met your goal, if you want to apply these new ideas you have to a new project or continue to work on your current love. And as you mentioned, life gets in the way. Marriage happens. Babies happen. Career changes happen. I think if you've finished the project to the point where it could be considered complete from an outside perspective, you can mark it as "complete," but that doesn't mean it's the end of the project. Lots of major studio productions release updates and DLC for their games long after they've been completed. The definitive edition is what you decide it to be. In my opinion, a "complete" project is simply one that has a beginning, middle, and end, and does its best to tie off any loose ends. The overall quality of everything else is absolutely open to adjustment and enhancement.

Bloodstained Hands

I've been working on a little something just for fun. It's not included in the game yet, I have some serious testing to do to make sure this doesn't break the game at crucial locations, but I've re-vamped the party selection screen. Frankly, the old system is archaic and slow, and it makes changing party members a bit of a drag. It also doesn't help that you can only change your party in one specific location, and you have to go all the way back there every time. Kind of a pain. With this new system, you can switch your party right from the menu, as long as you're on the overworld. It's much faster, much smoother, and provides considerably more information about each member that you're selecting. Don't worry, I changed actor names, portraits, and sprites to avoid spoilers in the screenshot below.



The way this works is simple. Actors that are greyed out are currently in your party. Selecting those actors sends them back to your reserve. Selecting a party member that is in your reserve will send them to your party. If you want to rearrange the party order, you can. Just fill your party in the order you desire. You have to select a full party in order to close the window, and you can't select a party that is entirely dead. As you highlight different party members, their info such as portrait, name, class, HP, MP, and applied states will appear at the bottom of the screen.

I took some inspiration from Villnoire on the simplicity of the design, but the code and the execution is my own work. Didn't actually think I could pull this one off, but it works! I'm so excited to share this with you soon!

AGAIN!? GO AWAY. I'TS IMPORTANT. THANK.

Bloodstained Hands

Ooh, that's a good point. Haven't done much to balance lock picking since it was first implemented, although the game heavily emphasises preparation, and extra lockpicks can be bought cheap at the sanctuary. There is also a method later in the game of making it way easier, but definitely for the first play through it can be challenging. Regardless, thanks for playing and thanks for the feedback!

SAGRADA

I want to try this, if only because 3/4 names you're using for the nations are the names I used for Gods in my own game (went with Unda for water, Latin for waves I think) and you've also implemented a new game plus. I definitely resonate strongly with this. I'll try it out when I get time this week! Maybe I'll even throw out a review.

punkin

I read this as an endearing version of "pumpkin."

Who's a cute little pun'kin? You are, yes you are.