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Two genuine gameplay GIFs!! Still works in progress; ‘hide in/exit box’ and ‘hold/check door’ are not the final GUI sprites. Also sorry if there’s any weird timing for the animations, still tweaking those! Project Box’s tumblr
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Pokemon Fangames
Anyone who’s been following me for a while knows that I love Pokémon fan games but I don’t think I’ve ever really explained why. With the main series game you get that nostalgic feeling sure and there’s always something new in a generation that some people will love and other’s will hate, but when it comes to fan games you can really see the genuine passion some people have for this series. People spend dozens of manhours making a free game and then set it out into the world for likeminded people to enjoy, adding in their own game-changing elements that Nintendo won’t give us –multiple save files, HM items, custom item shops, etc- and even including fakemon and alternate after-game story paths, again, all for free… until Nintendo starts tripping and takes down years of hard work that in no way effects their bottom dollar.
Anyway, here’s some a quick rundown of some of the best/most popular fangames in my opinion:
Pokémon Zeta/Omicron- The Ruby/Sapphire of Pokémon fangames, complete with two separate teams competing to take control of the region and a variety of available Pokémon from the first six generations available. A true love letter to the series, it combines some of the best parts of every game and even takes them above and beyond by having key items available in place of HMs, having EV&IV spreads available for more competitive players and a serious story for more mature players. The game is huge and the after-game never slows down so there’s always something to do, especially with multiple save files and challenge modes ready from the start.
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Pokémon Insurgence- The follow up to Z/O (in that it’s from the same creator with a lot of returning mechanical elements but an entirely different main plot) and everything I could say good about those two goes double for this game. The big draw of this game is the more mature story (it gets dark, folks, there’s a choice in the beginning for a reason) that drops you into the deep end and employs the legendary Pokémon in a way that actually takes advantage of their mythic status in-game while exploring how messed up certain things would get in a world where morally corrupt people walk around with literal monsters at their command. There’s also the full utilization of delta Pokémon to discuss, mutations that give different typings to Pokémon and spices up the gameplay with interesting type combinations as well as unique designs throughout the whole game in addition to new megas offered to some much needed Pokémon. Be prepared for a challenge thought because like Zeta and Omicron, the game is not here to hold your hand.
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Pokémon Snakewood- A Pokémon zombie apocalypse game taking place in a wasteland complete with mutated fakemon, murderous trainers and of course, more cultists. A stupid fun game and a great Halloween quickplay to start (kind of misleading though since the game has some length to it).
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Pokémon Sage- An incomplete fangame that puts you in an entirely new region with entirely new Pokémon to show for it. Still in beta and as far as I know it has a bit of a way to go but what’s available to play is truly a love letter to the Pokémon franchise in that it’s not as hardcore as some of the others on this list but it more than makes up for it with inviting aesthetics, great music, beautiful designs, and a genuine Pokémon experience of wanting to know as much about the world as soon as possible.
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Pokémon Gaia- A ROMHack of Pokémon FireRed years in the making. Recently just got its full story update (v3.1) and it takes you all the way through Elite Four with an emphasis on a classic Pokémon story on a quest for Regigigas and the coveted champion title.
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Pokémon Sweet/ Sweet 2th Version- The polar opposite to Pokémon Snakewood, Pokémon sweet version takes the franchise and spins it into a candy coated confectionary adventure where you use various recipes to create pokesweets –fakemon based on pokes fused with desserts- who have “flavors” as opposed to types that you collect in a cookbook. It’s a fun for the whole family adventure that’s a massively creative endeavor and just super well done.  
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Pokémon Reborn- The monster the myth the legend, Pokémon Reborn is a hardcore ride from start to finish with interesting fakemon, variant designs and shinys for existing Pokémon and a challenge that is designed to test the most seasoned players the entire time. Interesting mechanics like field effects (before game freak introduced the terrains in SUMO), competent antagonists in Team Meteor, the PULSE Pokémon (corruptions and bastards to battle the first time always) and multiple rivals really immerse you in the darker environment the game has to offer while at the same time never making it unbearable to play, quite the opposite in fact, it makes you more determined to power through so you can get your reward.
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I think I finally have a project I can release, ya’ll!!
I am still making little adjustments here and there, polishing and whatnot, but I would like to release this demo sometime over winter break.
It’s a sort of self care simulation?  I have a lot of ideas for a much longer version of this for the future, but the programming is a little beyond what i’m currently capable of.
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cinnamon roll
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Heroes Ravage blends The Legend of Zelda with Rainbow Six Siege as 4 Villagers attempt to protect their valuables from 4 ‘Heores’ attempting to loot their homes!
Read More & Sign Up For The Alpha
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Part 1 of my tutorial on facial diversity.  Look for part 2 in a couple weeks!
The photos are used purely for educational purposes.  All the rest of the art was created by me.
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Can you share any advice you have about making colour palettes for my whole game?
I got a few resources which I’ll link at the bottom of this post, but I’ll give you my process as well.  This is gonna be a bit rambling so I apologize if this post is sloppy!!!
First, I ask myself some questions.  What does this game look like?  What should the feel of the game be?  What mood do I want this game to set?  Who is this game aimed at?
Is it atmospheric horror like you’re in a Edwardian haunted mansion with a stifling, brooding atmosphere, or is it a fun cute game that takes place in a cute town full of cute animal residents that the player is supposed to find sweet and relaxing?  Does the game have multiple moods like it’s mysterious in the first half and terrifying in the second?  How do I want my player to feel, and can I do it in a small palette or should I use a bigger palette? 
If people look at the game from screenshots, I want to make sure they know what kind of game it is at first glance so they know if it’s their kind of game or not.  A palette that states “this is how the game feels and what it’s about” is one of my first thoughts.
Another thing I think of is restrictions.  Do I want to challenge myself and restrict colors, or use whatever I want?  Do i want to have basic to no shading like earthbound?  Do I want to break some rules and use any and all colors as long as they fit the mood like Ib?  Do I want to make a game with lots of dithering & combining colors like old PC games?  Do I want to make something detailed but restricted like fire emblem?  
You wouldn’t think it, but you can get an entire world of colors just from a limited palette.  Look up some PC98 games for some good examples.  I like the use of colors in Policenauts a lot myself! 
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I love how they get some sweet lighting effects just by setting colors side by side.  Look at that shirt and skin!  
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They’re mixing complementary or near complementary colors on some of the places to get neutrals.   You can do a lot with only a little if you’re up for a challenge. c:  
Anyways, one of the things I like to do is gather images & create color palettes out of them to help me figure out what colors I want to use and how things mix together.  Here’s a few I made for something I want to start working on:
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Keep reading
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Horror Game: “Press [button] to run”
All gamers simultaneously, beginning to sweat: “…Why do I have to run”
Horror Game: “You can hide in closets”
All gamers, colour draining from their face as an instinctual, primal terror grips them: “WHY DO I HAVE TO HIDE”
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I recently had an error when I was trying to playtest my maps. I didn’t know what ‘.ogg’ files were so I was deleting them and had difficulty figuring out how to fix it. Luckily a couple of people on the RPG maker forums were kind enough to help me out, so I was able to continue building the next part of the first chapter without any issues. I actually finished it today, lol.
However, I have come to realize something--I do... desperately... need to figure out a way to actually develop a combat system for RPG Maker MV. I can’t leave it to be the last thing because I need to know if it’ll actually work the way I want it to. Unfortunately I’ve never used plugins before and when I tried to use Quizno’s ABS demo I literally couldn’t figure out how to work it. My computer wouldn’t let me open .js files and I couldn’t figure out how to update the plugins.
So, here’s a brief list of what I need to do:
Find a plugin that allows above-map battle like in Legend of Zelda
Find a plugin that has an ideal sneaking mechanic
Find a plugin that enables weapon proficiency level-up or something of the sort
Figure out what the hell I’m doing
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What is the deal with "gated unlocks" of content, it has been a thing in MMO's for a while now. But it is starting to crop up in other games, even single player ones like Assassins Creed, having an expansion be cut up and released over several weeks as opposed to all at once. What is the advantage of this? What are the disadvantages? As a consumer I would much rather wait until it is all unlocked especially in a single player game.
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Let me start with a story from a long time ago in a galaxy far, far away. When Star Wars: The Old Republic launched way back in 2012, the designers estimated the average playtime to finish the planetary and class stories to be about 170 hours from start to finish for a new player. Their assumption was that the really hard core players would play 4-5 hours a day, giving them about two months (40-50 days or so) to finish the first major content patch and add new things for players to do. I hope you can see where they were coming from - 4-5 hours a day is already quite a lot, it’s half of a full-time job. But many players didn’t play 4-5 hours a day, they played incessantly and finished all of the available content within about 2 weeks. That’s an average of 80-85 hours per week - more hours per week than I usually have to work in crunch time. They were finishing the game content a month and a half ahead of schedule. The players then began quitting, because there wasn’t anything new to do and they had burned themselves out from playing too much. 
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As you may have surmised, time-gated content provides devs who work on ongoing games a way to pace players who would otherwise gorge themselves on the available content up front, then quit while waiting for new stuff. Gating content helps us prevent burnout, and it also allows us to spread out engagement over time - a crucial factor in expanding the lifespan of a game. While this might seem entirely self-serving, it’s actually only mostly self-serving. We devs obviously want the game to keep going because it’s what puts food on our tables. But players should also have a vested interest in keeping the game going, because they enjoy it and it is fun. We devs want players to have the best time we can give them, and that includes holding stuff back to keep players from binging hard and getting sick of it.
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Most players want something to look forward to each time they play. That includes things like seasonal events, new story content, new rewards to chase after, or any of a number of things. The core gameplay should already be fun - otherwise they wouldn’t play at all. But even something fun can quickly become old hat and boring if there aren’t new things being added to spice it up some. We devs can’t create content faster than players can consume it - it just isn’t possible. Our only real option is to parcel it out in a way that is satisfying enough to keep players coming back for more over a sufficient time frame for us to build more content. Nowadays, games like Assassin’s Creed, Call of Duty, Rainbow Six, Destiny, etc. all want players playing the game to keep playing for at least a year, possibly longer. In order to stretch out the content creation to keep the player base playing for that long, we need to pace ourselves.Gating content is one such tool in making games as a service sustainable. 
The FANTa Project is currently on hiatus while I am crunching at work too busy.
[What is the FANTa project?] [Git the FANTa Project]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
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Announcing a new game!
While thinking my previous rpg maker game would be my last, and i’d move onto unity, here I am again.
The game’s (working title) is Northpass, and is set in a whimsical fantasy universe with princesses, knights and mages. Although, funnily enough, in the world the gender roles have been completely reversed. Expect heavy satire.
In the game you follow the adventures of Sevrin, the noble warrior princess from a far away land, come to travel the curious world beyond the Barrenwoods. She is guided by a mystical mage named Amaury, who is on her last of her ten good deeds to let her spirit rest in peace. And let’s not forget the gorgeous, doe-eyed prince Hammett, who almost every woman in the land longs for, yet unfortunately often finds himself in positions of distress. Engine: RPG maker XP Genres: RPG, comedy, high fantasy Assets: Entirely original graphics for everything, royalty free music Special mechanics: Undecided yet, open for script suggestions
Some very very early concept screenshots (please ignore the lighting overlapping):
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People: Why don't you put your original games for sale / on Steam?
Me: Because they're full of bad bugs, bullshit programming and plot holes.
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Welp, this is Ravio--the main dude, the protagonist to our antagonist, the savior of the country. At this rate, I’m just kind of rolling with the punches and going with how I feel like going.
Literally all I’ve done for him has been this front view, and that’s it. And even then, in the game, it cuts off, so when he’s facing the camera he look like a floating head. It’s... kind of hysterical.
That’s not to say I haven’t made a bit more progress on the prototype intro, though--I’ve been able to get out the initial starting procedure and flesh the cutscenes through all of the maps I have at the moment. Now the question is how to do a stealth portion without having any enemies walking around...
...Maybe it’s time to draw some slimes.
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