VIKTORTHEGREAT'S PROFILE

Viktor. 22. Weirdcore & Jankwave guy. I make games about weird things happening to weird people.
Lobby Loitering
An exploration game about a guy who gets lost in a bizarre string of worlds.

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author=Irog
Smart use of the GameBoy palette :-)


Thank you!

Today I Went on a Quest

author=Irog
These days, a lot of companies slap the term AI on anything computer generated, just to cash in on the hype.


Yes, that's what I think happened here with Melobytes, especially since they seem to have been around as a procedural/computer generated sound/music website for a while now. Their current website does seem to have more potentially "true" AI tools on it, but of course, I haven't actually used any of their generators in a very long time. And obviously, since I don't know for sure, I can't say for sure.

ONE CREEK: the house Review

Thanks for the honesty! I'll admit, I wasn't trying to win anybody over with this one. Really the only reason I released it in the first place was because I thought to myself, 'eh, why not'.

Today I Went on a Quest

author=LebuDrain
A. I. generated music????????????????????? Hisssssssss....


Yes, this was a decision I made a long time ago and no longer stand by it. I made this game before the AI boom of 2023 and didn't think to question the ethics of it, and it seemed like the perfect choice at the time since I didn't (and still don't) have the funds to hire a composer. But I'm not trying to excuse this decision.

I've been trying to do research into the company/website I used (Melobytes) to generate the music to determine if it's true data-scraping AI (like midjourney) or if it's just procedural generation masked/branded as AI in order to cash in on the hype or seem more cool. The music itself sounds very archaic, rough, and simple, which leads me to believe it really is just procedural generation that makes use of a sound font or two, but I truly can't be sure.

For what it's worth, I don't stand by or support the use of true data-scraping generative AI (like midjourney) and I'm in the process of learning composing and have sworn off that website and any other. And I also understand and respect your (or anyone else's) decision to stay away from this game (and any others) because of it.

[RMVX ACE] Parallax Mapping Perils

Hi everyone, I'm on day 1 of testing out VX ACE for the first time after being in my 03 bubble, and this is probably the biggest problem I've run into so far. I spent some time making a bg/map background for my game's hub world. I got it into the engine, and set the map up to be the exact size of the BG I drew. Circled in red below is where I set my spawn point, and also shows my BG fitting perfectly on my map.



However, when I actually run a playtest, this is where I get spawned in.



And THIS is as far as I'm able to go.



And yes, even though that bottom tile row is visible, I can't stand on it. I've cleared all the tilesets and filled in the space with walkable tiles so I know it's not related to that. I've tweaked the map dimensions multiple times (including sizing it up twice as big to see if doing that will grant me the extra space, but no. If anything, that constricted my area even more, to a ridiculous degree, and seemed to randomize the tiles I was able to walk on, including adding some that made me walk slow?? Right now, it's 44 x 42. And I saw a thread earlier saying that the engine can smoothly handle up to 150x150 so I know it can't be that, right? And if it helps, I'm only using two plugins, one is Fullscreen++ and another one is a text scroll talking sound plugin.

I really hope this is some dumb rookie mistake like some box I need to check/uncheck somewhere because I've been looking online for a while now and I can't seem to find anything. Any help would be great!

Sweet Review

author=TheRpgmakerAddict
author=ViktorTheGreat
Thanks for the feedback!

I really wanted this game to be more about feeling and seeing rather than competition and dominance, like in traditional RPGs. This is why I decided not to have a level or experience system, or any boss encounters. It's 100% okay if you choose to not talk to or engage with any of the enemies you encounter, just like it's 100% okay if you engage with all of them. I think of it like life, where you can choose to focus solely on progression, or you can focus on the smaller things you see along the way. It's a very 'stop and smell the roses' kind of game. And just like life, you can always switch gears and change based on how you're feeling and how your needs change, but you can never go back and retry the experiences you skipped. (unless you start a new game but that's beside the point :P)

To me, the reward in the encounter is the character you just got to know. And I understand that, should one choose to skip encounters, or should they find the writing uninteresting or bland, they won't have as much fun with the game. But that's okay, I think. I wrote this game and designed it with a specific niche in mind.

But regardless, thanks again for your input!
Oh yeah! The encounters were really well designed to be honest, anyway after played once against a particular enemy you'd surely avoid further encounters with that creature, since some took a bit of time, and I'm pretty sure that *some* players would like less random combat encounters and more story... dunno maybe because combat in rpgmaker game is often seen as a sort of "time-waster" (especially if we talk of random enounters!). The idea was good, I just would use fixed encounters to ensure that every creature is obligatory met only once, but well that was my experience! Hehe! For the rest the game was pretyt cool, I liked a lot the first "office-hell" area, a whole game could be based around that part only!


Definitely! I actually considered having overworld encounters compared to random encounters, and for future games, I think I'll be switching over to overworld encounters entirely. But for this, because of the potential to cause enemies to flee and other such early endings, I wanted the player to at least have the chance to try again (or even just test out different dialogue options) if they end up seeing that enemy again. It's definitely a trade off though, knowing some players might encounter certain things at higher frequencies anyway, and might not even see everything even if they want to!

Sweet Review

Thanks for the feedback!

I really wanted this game to be more about feeling and seeing rather than competition and dominance, like in traditional RPGs. This is why I decided not to have a level or experience system, or any boss encounters. It's 100% okay if you choose to not talk to or engage with any of the enemies you encounter, just like it's 100% okay if you engage with all of them. I think of it like life, where you can choose to focus solely on progression, or you can focus on the smaller things you see along the way. It's a very 'stop and smell the roses' kind of game. And just like life, you can always switch gears and change based on how you're feeling and how your needs change, but you can never go back and retry the experiences you skipped. (unless you start a new game but that's beside the point :P)

To me, the reward in the encounter is the character you just got to know. And I understand that, should one choose to skip encounters, or should they find the writing uninteresting or bland, they won't have as much fun with the game. But that's okay, I think. I wrote this game and designed it with a specific niche in mind.

But regardless, thanks again for your input!

Sweet

author=TheRpgmakerAddict
Whoa! Another peculiar game! Really curious to try it!


Yep! This one isn't nearly as long, it was a totally random project I came up with on the fly. I'm looking forward to hearing what you think!

Lobby Loitering Review

Thank you for the review!
Part of the reason I spent so much time on this game (other than college and my job) was because I wanted to make each of the hotels feel lived in and real, especially when you consider how small they are in the grand scheme of things. I think, like you said, attention to the little details is incredibly important in making that possible. I have more ideas for things I could add in, maybe in a cosmetics/aesthetics update sometime down the line, but I don't have anything major planned as of right now.
But thank you again!

ONE CREEK: the house Review

Thanks for the review, especially for such a small game. It really means a lot!

- Viktor
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