Brazilian, psychologist, game making lover. I make strange games, but I'm not a strange person.
THERAPIST: Mind Manager
A life simulator focused on managing psychological variables.


Commercial games and creativity

People often tell me I should try making money out of my games. My answer always is: I would never do that. And the reason is: I feel that from the moment I decide to make a game meant to be SOLD instead of freely distributed, it would affect my decision making in ways that would make the game less daring, more conservative, less creative, and overall of a lesser quality. Of course I tend to worry about what will people think of my game, but I never had to worry whether people would buy my game, or HOW MANY people would buy it.

People usually tell me I'm wrong, that one thing is not related to the other. But today I came acrosse the following scientific paper that seems to support my idea:

"individuals given rewards seem to work harder and produce more activity, but the activity is of a lower quality, contains more errors, and is more stereotyped and less creative than the work of comparable nonrewarded subjects working on the same problems". [LINK TO PAPER]


Help me with an experiment


I am testing an experiment, and I need help from anyone willing to help.

In order to participate, download the following file:

Unzip it and run the executable. It contains all the instructions you need. The whole thing should take between 5 and 10 minutes.

I will answer questions regarding what it's about once I'm finished.

Thanks in advance!

Games with battlers facing up

In my game, the battling sprites will be facing up. I'm spriting battlers in battle stances facing up, but it's tricky. Do you guys know of any games in which battlers are facing up, so I can use their poses as references? Something like Fantasy Star, except I need full bodies and in battle poses.

This is what I have so far.

I think it looks ok, but her left arm looks strange, but I'm not sure how it should be!

[RMVX ACE] Character HP display

I'm working on a battle system that is not in the regular battle screen, instead using charsets on the map. My question is what is the best way to display the individual HP of each character (heroes and enemies). Ideally I wanted to display an HP bar on top of each char-event, but I imagine it's too hard. I could also go for display current/max HP number (like 25/30) on top of each character, but I don't know how to do it either. Is there a script for it? Are there other ways?

[RMVX ACE] [SCRIPTING] Balloon dialog size adjustment

I was looking for a balloon message script, and I found this one that looks great and exactly what I needed:

But when if I change font size or font name, the balloon size won't adjust correspondingly. The script is huge, I have no idea where to change. Can anyone help?

[RMVX ACE] Variable HUD script question

I know this is probably an incredibly stupid question, but I'm new to this script thing.

I'm using this script:

But even after copy-pasting the script in the editor, the variables won't show. I guess I need to initialize the script somehow. How do I do it?


I found out, but I'll keep this topic because I'll probably have more questions regarding this script.

[RMVX ACE] Music / event synch

I want to know how precisely I can synch a BGM music and events.


I start playing a song, and at the same time a second-counting parallel event starts to run. When the second count reaches, for example, 45, something happens... and this event is supposed to happen exactly at 00:45 of the song.

How precise can it be? Are there ways to make it more precise?

I know there was a strange variation in RM2K3. I had a phase that lasted exactly 5 minutes and a mp3 that lasted exactly 5 minutes as well, but sometimes the song looped, and sometimes the phase ended before the song ending.

Moving on [aka goodbye rm2k3]

So I finally decided to abandon RM2K3. It's not because I think the engine is too limited. It's not for the games I like making, anyway. But I decided it's time to move on for two important reasons:

- RM2K3 is not compatible with some operational systems and with newer versions of Windows (sometimes).
- All my games were starting to look the same.

I have 3 options as to what I'm moving on to. I want you guys' opinions because I may be leaving some important factor behind from my analysis (or even a better option).

Let me just say in advance: time is a big problem for me. Spending time in learning a new engine is not something I'm very excited to do.

Option 1 - RMVXAce
-The smallest difference from what I'm used to making, so learning how to use it would be the fastest.
-My games are not RPGs, so making the kind of game I want would take much more work in RM.
-I have a feeling a newer version of RM will be out soon.

Option 2 - Unity
-It's compatible with anything.
-After I have some degree of mastery over the engine, I would be able to make the kind of games I like making easily.
-It runs slow on my computer.
-Having to learn an entire new language from scratch. The time I would take to learn how to use it is the time I could be using in making 5 or 6 games.

Option 3 - Delphi
-I already know how to program using Delphi. I would only have to learn to make programs more visual and gamey.
-It's probably the most flexible of all options. I would be able to use editboxes and texts and open files from within the game, and all sorts of stuff a software can do.
-Even if I get the hang of the graphical part of Delphi, games still wouldn't look too gamey.
-If I wanted to make something more graphical, something as simple as a walking animation would take me 20x more time to do than in, say, RM.

So... any thoughts?

RM games translations

Sometimes people ask me permission to translate my games. I just got an e-mail last night from a guy who wants to translate Suzy and freedom. It's a good thing, because he wants to take the game to a broader range of players. Apart from the fact that I dislike translations in general, I feel somewhat bothered about this. But I shouldn't. I guess because someone will open the game in the editor, modify it, and release it again? I dunno.

Question is... should I be worried? Or should I just stop being stupid and say "sure, thank you!"?

Parallel events in rm2k3

I have two parallel events in a map. When I read a message, one of them stops, the other doesn't. They're both identical events, except for the code, of course, which is shown on the picture below.

I want both events to work while I'm reading a message.

What do I do?