I like to mess around with pixels and pretend I'm really good at being creative. I also hike, travel, write songs, play music, make pizza, eat pizza, drink coffee, drink more coffee, and enjoy long walks on the beach.
Classic RPG adventure



[Release Something! Day XIII] Feedback Thread

Thanks for the feedback! I'll make sure to have more prompts and better instructions in the final ver. Also that's really weird that it crashed when trying to save. I'll have to look into that.

I have a suspicion it may have just been an anomalous error on my end.


I like pretzels. :D

[RM2K3] Bush Passability for 2K3?

I feel kind of stupid... that is much simpler. Turn them into charasets and set them to Phase Mode ON and it'll work just fine.

[Release Something! Day XIII] Feedback Thread

I found some time to sit down and go through a few of these games. I picked them at random (mostly). Note: I likely will not play too far into games if they are exceptionally long as I want to try and get to as many other entries as possible.

Also, spoiler alert should be obvious.

Debonaire Sins
I don't know if the creator, Fomar, accidentally uploaded the wrong files, but there's nothing really to rate... It's just a square grass tile surrounded by water and some random encounters that seemed very bugged. Sorry, I don't know what else to say. :/

Everything Will Be Fine
I really love the graphics and setting. The intro cut-scene was hella cute. <3 The main character and story telling was interesting enough that I was kind of sad the demo ended so soon. I'd like to get to know more about our protagonist and what exactly she's doing in space all alone. ;)

The scrolling shooter mini game was a nice touch, but I was confused by it at first. I figured out that the character was just playing a game fairly quickly, but a prompt asking me whether I wanted to play the game or not instead of just jumping into it would have been nice.

The game randomly crashed when saving. It didn't tell me why, it just said RGGS has stopped working and will close now.

That puzzle at the end took forever! ...because I'm terrible at such things! Only gripe is that it wasn't immediately obvious I had to press esc to exit the puzzle screen after I'd beaten it.

All and all, really just some minor complaints. You seem to have a great start with this project. I'll be following this one for sure!

Real Tactics Package
I already commented on your page, Kaze, but I'll post here too. I enjoyed this a lot. It was simple but bug free and a lot of fun. I found myself engrossed in the gameplay, thinking long and hard about my next move. When I rushed, I died. Like a true tactics game! :P

The only problem I had was I found the second level infinitely more difficult than the last. Mainly because of all the golems. They swarm the party and deal massive damage and there doesn't seem to be much you can do to avoid it.

Still, all and all, solid mechanics and bug free system is a win.

10 Minute Hero
I enjoyed this playthrough while simultaneously I did not. Though my analysis might be a bit unfair as I don't much like games purely based on puzzles. I'll try to be nice. That said, let's get into this!

First, it needs to be said, I didn't finish it. I played through about three times and stopped, even when I knew what I had to do. I just couldn't bring myself to write down all the secret codes and figure out that switch puzzle, it just felt like a chore and not much fun. :/

So... yeah, I found the puzzle aspect of the game not very engaging. Mainly because the puzzles weren't really puzzles so much as... click around until you click on the right thing. Which isn't always a bad thing, but when the clock is ticking and the world needs saving, it becomes frustrating very quickly.

But not all is lost! I found myself laughing at the dialog quite a bit. I immensely enjoyed the tongue in cheek sense of humor this game has to offer.

The mapping was also aesthetically pleasing. Someone else mentioned previously how the rafters in some of the rooms were haphazard and nonsensical and how it was confusing but also, for some reason, kind of worked. I definitely agree, it works for this game. Also surprising, I didn't get annoyed by the flashing lights or darkness of the setting. I thought that was all just fine and worked very well in the game's favor!

All and all, not my cup of tea, but I can see lots of redeeming qualities about it.

River of Stars
Alright, so, right off the bat, I can tell you that there are far too many tutorial sections. I'm a firm believer in teaching a player how to play the game through the gameplay, even if I don't practice this very well in my own games. Obviously, there are situations when straight up telling the player what to do is necessary, for more complicated systems they may be unfamiliar with, but the first thing the game tells me should not be that the diaries are how you save the game.

I also had a problem with the narration. It was very on-the-nose and too forward. Imagine this, from my perspective, I know nothing about this world or its inhabitants. Suddenly I'm being given lots of backstory, lots of history all at once. The truth is, you don't need to do that in order to tell the story. Players should be eased into plot elements slowly so that it feels more organic and not forced. It's not that the characters and story aren't interesting, it's just that, five minutes into the game, I have no reason to care. I have no vested interest in the characters or the world, and so the whole thing feels empty to me. A story has to make me care about the characters before it can start going on about the setting, in my opinion.

Just so you know, I actually kind of like where you're going with the story. It's really not that bad. In situations like this, presentation is everything.

I didn't get very far into the game. I got very frustrated with the battles. They were uninteresting and numerous. I spent ten minutes just pressing enter. When the boss battle finally came, there wasn't much to him either than to just press enter and hope for the best. I stopped playing when he revived the two minions I had killed.

There was one technical problem that popped out to me, too. The Yarzul never targetted Byinpe. They always targeted the weaker character, which I found a bit unfair and confusing. Also, maybe you have a reason for this, but I found it very odd that Byinpe was so much stronger than the other character. Though, like I said, it could be a plot element I never uncovered.

I hope I haven't disheartened you. The game has charm to it, but there are basic game dev theories it is blatantly ignoring. If you address these you'll be well on your way to a good game!

That's all I have time for now, I'll try more games later. That list is daunting.

[RM2K3] Bush Passability for 2K3?

Hm... For a situation like that, where there's no tile dividing, you're going to have to use some variables and track hero sprites coords. This is at least the best way I can think to handle this situation. Basically, a parallel process event checks to see if the hero is on the same y axis as the tall grass, if they are the event will turn a switch on. Call it whatever, something like "Hero in Grass?".

You could handle the next bit a few different ways. You could make all your tall grass events and when the Hero in Grass switch is ON, the tall grass event would be set to display "above hero". Likewise, they'd display "below hero" if the switch was OFF.

A simpley way would be to have to tilesets in your database that are exactly identical. Except one of them is set to display the tall cross behind the hero, and the hero is set to display it in front of the hero. Using the switch, you could swap out the two tilesets accordingly. The player should be none the wiser.

There might be an easier way to do it, but this is probably how I would go about it. Also note,this event might not work as intended if you have tall grass that takes up tiles vertically. Based on your pics, tall grass only move horizontally, taking up the same y-axis. This condition allows you to check for only the y coordinate, but if you change things up, you'll have to adjust the formula.


I really like those trees, but the brown looks lost in all that purple.

Post your Music

So I just recently started experimenting with LMMS and porting my MIDIs into the program and going to town. This is the end result.



This one doesn't really have a thematic purpose, just messing around with all the effects options.

[RM2K3] How to launch games in windowed mode

If you're having issues with the game crashing on start-up, I found a neat solution posted by cherry.

I finally have a fix for the fullscreen problem. Use a hex editor to search for 6A 00 6A 3C 6A 10. Replace the 10 by 20. In the following bytes, you will find 6A 10 three more times (always followed by a 68), replace them as well.

It's very easy. I was able to do this in just a few short minutes with minimal headache.

[RMVX ACE] Damage Numbers and visible HP?!

I understand, I've extensively used the modding trick as well. My point was that modding can take a lot of time to set up, you might as well strap yourself down and learn a little bit about ruby. It can't be that difficult to call a script and have it draw a number on screen at a desired location. I'm just suggesting he look into it.

+++ DynRPG - The RM2k3 Plugin SDK +++

Sweet, I'll have to take a look at the xinput plugin. That'll definitely come in handy in the future.