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IXFURU'S PROFILE

Hi. I'm Ixfuru. I started creating games when I was very young. Probably about 6th grade or so. I used to sit at school and doodle these pencil and paper games and then me and a friend would play through them. When I was in my 20s, I started creating a game called NetherQuest. It was a D&D style game and it kept me, the wife, and the neighbors occupied for many nights. When I discovered RPGMakerVX, some time in my early thirties, I started recreating NetherQuest as a playable video game. The process was slow at first, as I didn't know how to script, and most scripters didn't want to take on large projects like those I needed for NQ. It took me a few years to learn to code in Ruby on my own. Since then, I've been taking those 13 notebooks and transforming them into the massive world of NetherQuest, and it's become an obsession to try and finish it before my days on earth are through.

About a year and a half ago, my wife, my two sons, and I, started a little gaming company called J3I Games. We've released one commercial project so far and have been busily creating on NQ and the other handful of games that are on the docket.

I am an amateur rock guitarist, writer and programmer. I like dark music, comedy films, and open-world RPG video games.

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Thank you JaimePazLopes. :)

I've always wanted to make one. It has not been easy, but it's playable and getting there.

Commercial Game Downloads

Thank you Superstroke and kory_toombs. I think this clears it up nicely. By not adding a download link I lose the ability to be reviewed. This is not good. After all, Reviews not only allow the possible player to get a prior-to-play opinion about a project, but they are very helpful to the developer too. The feedback in reviews is essential to understanding the player's perspective and often leads to alterations for the best in their projects. I think I'm going to pass on putting the game here for now. It's not an RPG anyway.

Thanks for the help you guys.

Commercial Game Downloads

I'm certainly not opposed to making a free playable demo. I guess what I'm asking is about that URL link on the Add Download page. Can this link 'start' the download? or does it need to take you off site to a location where the download can take place? Or...will either work and stay within the guidelines?

Commercial Game Downloads

So I have a commercial game. It was created with RPGMakerVX. I would like to put the game on RMN. I know that certain rules apply to commercial games so I wanted to clarify a few things prior to making the submission:

When creating a download for a commercial game, the Submission Rules indicate that there must be some sort of free content to play if it is directly hosted on the site. So, if I just place the URL link to my website in the section provided--where the game can be obtained--do I bypass the rule for free-to-play download? Or do I still have to have some sort of free download somewhere on the site?

Sorry if this is a stupid question, I really like RMN and want to be sure I'm staying within the rules.

Thanks in advance for the assistance.

Turovero: The Celestial Tower

Haven't played long, but it's a good game!

I like the battler graphics and the custom playable character graphics. I also like that you can hotkey each character's special field ability. Also, there is some good dialogue sequences during which the player gets to know the character's personalities.

The field abilities really open up a world of possibilities in this game. Knowinng when and where to use them seems like it may end up being a major factor in the player's success.

I wonder, are the field abilities going to be changeable? Or are the four initial abilities the only ones that are available? Also, I noticed that no matter what order the party's in, the field abilities are called in the same way. In other words, I could set Ruby to the front, but the sniper ability would still be called from '4'.

Anyway, I'm gonna get back to playing here and see if I can reach the 2nd floor.

Enelysion

Well. I just started playing this game today, I'm only about an hour into it--most of which was used wandering around finding things. The game's graphics are second-to-none when it comes to VX and Ace projects. I also like the overall mood of the game in the early going. Things are peaceful and that's a good post-cut-scene start to any game in my opinion. I believe that allowing the player to explore at his/her leisure definitely makes for a better experience. There's plenty of time to force them into battles and excitement, you know? Let them get the feel of the world they're in first. One of the main things I liked was the mini-sprite used in the world map!. That was really cool, even if I had to squint a few times to find Laine.

Having been around RPGMaker for years, and played my share of games, I've become a bit cynical. When I play a new game, I tend to look for reasons not to like it. Sometimes, the makers focus too much on graphics and not enough on story--things like that. I personally am not a huge graphics fan, as long as the game is fun and not restrictive.

You've done well on this game, I will continue to play it and perhaps offer an official review of it when time permits.

Regrets and Desires

I too have that feeling when it comes to MV! Been building games on VX for a very long time. And I concur with the 'lead balloon' feeling. 8-5 jobs suck, disappointing people sucks. I guess ultimately, all you can do is throw the weight from the balloon into your creative endeavors. That's what I've always done--and I'm certain that's why I still exist.

I've never played this game, but I'm currently downloading it. I've always been a fan of games made in VX.

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Oh! Wow! After translation, that produces some nice roofs. This is a very cool utility. However, it doesn't produce auto-tiles and takes up a lot of room on the B-E tiles. I may have to get nObODy's s-gen script or the ole reliable tile-swapper by BulletXT to make use of this. Thanks for pointing this out Frogge.

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Yeah. I think you're right. That does look much cooler! I'm no artist, so I would possibly require someone to convert RPGMaker VX autotiles to this form in order to create it like that. Or just bypass the autotiles completely. I can do little modifications, and I'm currently working on the shelves that have the same issue, but it will take some time.

This is actually an older Screenshot. I can tell by the HUD icons and the 'playable character' sprite. My thought process was to capture the 'walking over a bridge' thing. I'll try to have some of this worked out prior to releasing the next demo if I can. If you can suggest a good set of side-scrolling auto-tiles or something, I'd be willing to take a look at 'em.

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It's that funky shadow Frogge. I didn't notice it while playtesting. But the screenshot definitely shows it. I gotta script up something regarding shadows to do away with this incident. Basically, in platform style, there doesn't need to be many shadows at all. What I've noticed in creating this game, is that there's a lot of things that go into coding a platform than I thought. For instance 'Jumping' and 'Landing'. Many changes to the Game_Event, Game_Player, and mostly Game_Character classes. It's a work in progress my friend. Thanks for checking out Godbranch.
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