PROBLEMGAMERKT'S PROFILE
problemgamerkt
627
As you can probably guess, my real name is Katie, not problem gamer. While I've done work in RM200x/VX before, I'm always drawn back to object-oriented programming and the arts. I also like digital video editing.
This site was recommended to me by my cousin and friend, sbester, to get my projects seen by an audience that cares. One is a Roguelike RPG built from scratch in XNA Studio--a real beginner's project, to be sure, but hopefully it will have some merit :)
Lately, I have revisited the maker scene a bit and started dabbling in Ren'Py. The first visual novel I wrote is maybe more of a novella (or even short story), but it was difficult material for me.
When I feel like I can't go on, I just try to remember what the late great Maya Angelou said: "Calling someone a natural born writer is like calling someone a natural heart surgeon".
My favourite RPGMaker-based game is The Way.
This site was recommended to me by my cousin and friend, sbester, to get my projects seen by an audience that cares. One is a Roguelike RPG built from scratch in XNA Studio--a real beginner's project, to be sure, but hopefully it will have some merit :)
Lately, I have revisited the maker scene a bit and started dabbling in Ren'Py. The first visual novel I wrote is maybe more of a novella (or even short story), but it was difficult material for me.
When I feel like I can't go on, I just try to remember what the late great Maya Angelou said: "Calling someone a natural born writer is like calling someone a natural heart surgeon".
My favourite RPGMaker-based game is The Way.
Search
Filter
A Feast of Features
Haha, yeah, busy in this regard anyway :D It helps to have absolutely no life!
Actually did have 8-way control before, but you had to use the two arrow keys... which incidentally I never would have put up with in the original Ragnarok =P I've added other alternate keys if you should be so lucky as to have a full keyboard (though I'm not, so I don't remember what they are).
Actually did have 8-way control before, but you had to use the two arrow keys... which incidentally I never would have put up with in the original Ragnarok =P I've added other alternate keys if you should be so lucky as to have a full keyboard (though I'm not, so I don't remember what they are).
The Newest in a Long Line of "Hardest Parts to Program"
:P That would be sooo funny. You could eat your 500 starting bullion and be left with no money... I guess I'll have fun with it :D
Video Dev Diary
Yeah, all things combined, it can be a little taxing on my poor netbook. It's also probably due to running it in debug mode--so when you mark a line of code, and that line executes, everything comes to a halt while it waits for you to say, "okay, go ahead." That probably looks like MAJOR lag =P
Mortals of Midgard
author=synbi
I'm looking forward to this! The original Ragnarok was about the only roguelike I could ever stand - it was a great game. There was such a variety of ways the enemies could kill you and also alter the terrain and everything. It's a huge task to attempt to redo/remake it, hope it'll start working out well.
Yay! Awesome, thank you for the encouragement. :D It's true, it's going to be a huuuge undertaking, so I just have to bite off a little chunk every day... and maybe it'll get somewhere. For now, it's not going so bad at all.
Fragile Hearts
author=sbesterI tend to agree :) I'm still finding things here and there, and I'm only on Episode 6.
I'm starting to think I really should release yet another version with these added fixes before the sequel comes out lol. It seems we're all running into that one especially.
Fragile Hearts
author=Arlyeon
In retrospect, the only problem I have is that it's possible to get stuck in ...I believe it's chapter 5? The cave? If one of your party members dies, and you don't have a stimulant, ...you're S.O.L. >> Some sort of save cracker/healer in that place could have been beneficial, since you can't get out of the cave, once your in it.
That just happened to me too, lol.
The Newest in a Long Line of "Hardest Parts to Program"
Haha, cripes, and I only realized after the fact that the player could still eat other things, like Gold. But thankfully it was an easy fix :P
Fragile Hearts
I have a design suggestion!
Some of the character sprites you use have completely different pixel art for each direction they can be facing. I would suggest you change the Events of such sprites so they dont turn to face you On Button Press--for example, the sprite that represents the Broad Sword, the jewel that gives you instant Stat increases, etc.. And, you can have enemies, like the Watcher, move in a direction without them actually facing that direction, so their sprites don't change.
Some of the character sprites you use have completely different pixel art for each direction they can be facing. I would suggest you change the Events of such sprites so they dont turn to face you On Button Press--for example, the sprite that represents the Broad Sword, the jewel that gives you instant Stat increases, etc.. And, you can have enemies, like the Watcher, move in a direction without them actually facing that direction, so their sprites don't change.
screen_2_may_29_2012.png
I'd like that :) Doing sprites for a game that actually reaches completion would be a welcome change! haha.
Fragile Hearts
I just got to the first save point, and I'm already smiling or giggling at almost everything. That Gundam Wing: Endless Waltz song I'm ashamed to admit I recognize, character portraits from Guardian Heroes, and that damn scrolling panorama... it's got parodical value out the yin-yang. Also--and luckily for me--examining the usual suspects (shelves, portraits, non-descript tables, etc.) is proving to be a most worthwhile venture, lol. Yes, four barrels, one description... I just have to look at them all to be sure there isn't something funny there.
If you haven't already, you really need to check out the English dub of Shin-Chan one day. It reminds me a lot of this!
One thing I would recommend thus far... to make a stealth area, I once experimented with making guards move in a fixed pattern with lines of sight, lots of variables, and whatnot. The castle could have been like that--though I realize you might have been going for a "stereotypical stupid guard" effect. :)
(And in a way, I should never recommend that, because I love avoiding battles.)
If you haven't already, you really need to check out the English dub of Shin-Chan one day. It reminds me a lot of this!
One thing I would recommend thus far... to make a stealth area, I once experimented with making guards move in a fixed pattern with lines of sight, lots of variables, and whatnot. The castle could have been like that--though I realize you might have been going for a "stereotypical stupid guard" effect. :)
(And in a way, I should never recommend that, because I love avoiding battles.)













