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.

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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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