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[Paid] Looking for a Programmer who knows RPGMaker MV and Javascript

**Update**

It looks like I'll be needing another programmer. I have a set deadline (October 1, 2020) to get the demo made. The date is related to me planning on raising money to create a full game. The budget ($120 USD) is all I can offer for now. If that price is too low, I'm willing to negotiate on a payment plan as well as promote your work.

Please send me a DM if you're interested.

[Paid] Looking for a Programmer who knows RPGMaker MV and Javascript

Hello all,

I'm currently working on an urban gothic RPG developed in RPGMaker MV. I need help creating custom plugins, setting up events, implementing plugins from other developers, and customizing GUI. So I'm looking to hire a programmer who can help guide me in developing a polished demo. I can do the basic events and implement some plugins, but there are times I can't get certain events and plugins to work.

This position is paid and your name will be put in the credits. I'm willing to promote your work as well. If you're interested you can send me a DM for more details.

While I'll pay you upfront to help me create a demo, I am planning on raising money to create a full game. If you're good to only help create a demo, that's fine with me. This project will be a commercial game.

Let me know what your rate and payment option is. If you have examples or a portfolio you want to show me, that would be helpful for me to see what you can do.

Looking forward to work with you!

[RMMV] Mad Sin - Now on Kickstarter

Hey everyone my team and I are getting the word out about our RPG called Mad Sin. Please check it out and we appreciate the support.






Mad Sin is a 2D turn-based RPG set in an urban gothic fantasy setting. The story revolves around a mysterious grey fog that lingers into different areas in the world. When the fog reaches into an area, the area is considered "The Grey Area", which is where the madness happens. The madness involve monsters terrorizing the area, loved ones betraying each other, people going rogue, etc.

The player will be partnered up with a S.P.A.I agent who investigates and resolves paranormal/supernatural disasters. The player takes the role of an S.P.A.I agent working behind the scenes while giving the field agent orders. Also there are characters the player meets in the game who will support the player in stopping what is causing the madness from happening.

Spread the word and make the people mad about the game!

Rise of the Indie or small studio developer?

author=Bluefeathr42
I've had to make peace with the likelihood that I will never profit off my creations, assuming anyone but me even plays them and I'm fairly certain no one but me will even like them. If I didn't, I would've given up already and I've only got a design document and some sprites.


I say just be realistic with your end goal. You can be still be at peace since you created a game that you and others can enjoy. You have to look at yourself first to see what demographic you want to impress.

author=Bluefeathr42
Game development and fiction writing are not get-rich-quick schemes. Some people don't get that.


Agreed. It's all hard work with the hope of getting someone to play your game.

author=Bluefeathr42
And what really doesn't help you guys that actually put forth honest effort to sell your creations (I wish you the best of luck) is the mountains of half-assed asset flips all over the place now. And now we've even got crypto-mining malware disguised as games popping up.


Thanks for the heads up. I hope that crypto-mining malware disguised as games won't be a huge set back.


author=Sooz
I think it's more that most creators just aren't business people, so they don't really KNOW how to market and sell a product. (And learning to do so takes away from time and energy that could be spent on creating.) It's definitely a set of skills far apart from the kind needed to code, make graphics, compose, and write.


Yeah, marketing a product/service is also a very arduous task. I have it where if I feel like I have enough content on my project to be considered a 'demo' then I'll be making devlogs, which I feel is a 'marketing on no budget'.

author=Sooz
Honestly, no, the big companies aren't doing that great. The reason they still stand has more to do with accounting wizardry and income from unrelated products keeping them going (not to mention severe employee abuse!), rather than actual profits. Not that they're circling the drain, but they're not titans of knowing the industry, they're just the only game in town for most people.


Yeah, it's pretty much royalties from other things such as merchandise and licenses to other IPs that's keeping the big companies afloat. I want to be in that position, though I don't want to abuse the employees who helped develop the games.

author=Sooz
Time and again, AAA have focused on a single game style and ignored everything else, because it's easier and cheaper to market a shiny blockbuster than a mid-level niche game, despite the fact that the niche games will sell reliably, just at lower levels.


Yep...business as usual.

author=Sooz
If someone can manage a good market, indie games stand to do very well in that niche market. It just requires actual human curation to filter out the utter bullshit, which is unpopular because companies are deathly allergic to paying money to anyone who isn't a shareholder.


I rather have it that the market knows what goes into developing games...it's not always a 'fun' job to develop games. But eh, indie or big business, it'll be nice to see a business that takes care of it's developers and considers what the market wants.

Rise of the Indie or small studio developer?

My thought on it is that while the game industry is saturated by games of varying quality (from indie titles to big budget titles), there's no attempts to find a good middle ground. There's already indie developers on the rise, but my concerns for independent development is there's not a lot of that business drive to get the game done and marketed. Sure, one has a lot of creative control for whatever game one wants to make, but if the end goal is to create the game you want AND NOT profit at all, then don't be disappointed that the market says otherwise. Also the big businesses that creates the big titles that the market knows and loves is the whole "playing it safe" route from those big businesses. If people are criticizing those big companies for playing it safe, then criticize the developers who make those games and the demographic that keeps buying those games. That's the reason why those big companies still stand...they realize that the market is not too fond of change, and if they are then it harks back to what they're familiar with.
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