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#rpg maker 2003 guide
kingofffangame · 6 months
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Guide to Animated Enemy Sprites
in RPG Maker 2003
As the title says, this is a guide to making animated enemy sprites!
Much like The Judge right here.
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Before you can start the coding, first make the sprites. Three will be enough.
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The sprites are “Pictures” but are the same size as the normal enemy sprite, with the exception of the idle animation which is the size of three back to back.
Speaking of the enemy sprite, make sure you have it in the “Monsters” folder and is a solid color. (Acting like the hit-box)
Got your animated sprite ready? Open the troop that your enemy is in and add four “Battle Events”.
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Page 1:The Idle Animation. Make the condition “Turn No.” 0 x+0 (This makes it so the animation will start at the very beginning of the battle)
Page 2: Normal Hurt. Make the condition “Battle Command” Player (‘s) Attack selected.
Page 3: Competence Hurt. Make the condition the same as Page 2 but replace Attack with Competence.
Page 4: Defeated. Make the condition “Enemy” *Your enemy’s name here* (‘s) HP is 0 % and 10 %
Now that we put in the conditions, it’s time to put in the actual code!
For Page 1 insert “Show Picture” and put your idle animation sprite in the Picture Graphic then click the check box under “Spritesheet” this will allow you to make it animated, but first click the dots on the Spritesheet.
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“Number of Sprites in Image” is the number of sprites your animation is, for example, The Judge’s idle is three sprites that go horizontal, so three for horizontal.
Check the “Animated” so it’ll make the sprite animated and check “Loop”, the numbers next to Animated is the FPS (Frames Per Second) for the animations, the lower the number the faster the animation will be and the opposite for higher numbers.
Next is it position the sprite in the battle! Worried you’ll have to do trial and error? Fun fact, you can just use your hit-boxes position and copy it to the sprite!
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Once that’s all done, make sure to change and check these boxes.
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Thats all for Page 1, now for Page 2 and 3, which will be the exact same.
Use the same steps as Page 1, BUT for the Spritesheet check the “Erase” options instead of the Loop. The Number of Sprites part is completely up to you, depending on if it’s a single image (like for me) or is animated.
Next is to insert “Wait” into the code then copy the Show Image from Page 1 into Page 2 and 3.
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“Wait” is so the hurt animation won’t get overridden by the idle right away, the reason for the idle animation from Page 1 to be pasted in Page 2 and 3 is because Page 1 only activates at the start of the battle, it doesn’t happen again.
Page 4 is exactly like the others, but you’ll have to insert “Change Enemy HP” check “Decrease” Percentage 100% and check “Allow Knockout”
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Remember when we did enemy HP is 0 % and 10 %?
This is because RPG Maker doesn’t play events when the enemy is defeated, so with this code when the enemy is at low health it’ll be defeated and play the animation.
I wanna give one Warning about this defeat code!
If the enemy is one hit KO’ed the defeat animation won’t play!
But this shouldn’t happen in normal gameplay unless someone is crazy enough to grind to level 99.
That is the end of the guide, hope you’ll have a amazing day or night!
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hyperspacereverie · 1 year
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HEY CHECK OUT MY AWESOME GAME
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This is HYPERSPACE REVERIE!!!!! It is an RPG Maker 2003 passion project about a dysfunctional group of evil girls facing magical beasts, space empires and threats to the entire galaxy, mostly for their own benefit. You will be tasked with guiding Jester, a Wizard who is having a really bad day and really wants to kill her boss, and who will soon meet Captain the Starborne and Fiend the Drake. The three of them shall band together, and go on a fun adventure full of killing and looting and bickering with each other.
The game will have a big focus on modernizing the Active Time Battle system used in games like Chrono Trigger and several Final Fantasy games such as FF7, bringing many new features exploring just how deep and engaging the system can be, as well as changing and bringing new features to the classic RPG formula as a whole, such as getting rid of level and experience progression entirely in exchange for more interesting and meaningful progression methods, and the introduction of out of battle actions such as jumping for more engaging ways to interact with the world and enemies, as well as explore and solve puzzles.
The game is currently on very early development and lacks any major visuals, other than a few early sprites, so there isn't much to show just yet, but I hope that I can use this blog to keep you all informed on my thoughts and plans and to keep myself motivated to keep working!
The game is being developed entirely by @r0zeclawz, and if you want to support this project consider subscribing to my Patreon or supporting me on Ko-fi!
Okay that's all for now, here *hands you some Jesters*
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rifualk · 1 year
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Yume 2kki is such a fascinating entity. It’s actually staggering to think it is made with RPG maker 2003, given the sheer scope of it. Some of the worlds are so detailed I genuinely do not even understand how they were made, and I’ve made an entire game in the engine myself. It has become so enormous that playing it online with other people feels like playing an MMO. But its the best kind of MMO - one where the only real progression is your own experience with it. The kind where people just sit around in pretty places and chat with eachother. People help eachother find deep, hidden areas and events and collectables, and more experienced players guide newer ones on expeditions to their favorite worlds. It feels less like a game, and more like a “place” you can go to. I’ve been enjoying it a ton recently, and I can’t wait to find more of the little gems like this world that are tucked away, waiting to be discovered.
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skyllion-uwu · 1 year
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Hey can you link me to that forum for RPG maker?
YES I CAN it's the official RPG Maker webbedsite and I don't know why Tumblr isn't making it a link, but I also linked the guide I was using for RPG Maker 2003 since that looks like it was actually on a different part of the website. There's a lot of good resources on the site so it's definitely worth poking around for a while!
https://rpgmaker.net/portal/community/
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folansstuff · 1 year
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RPG Maker Resources?
Really wanting to try out making small games in RPG Maker 2003 or VX, but finding good guides is... not easy. Does anyone have any guides for makin tiny games? The basics are stuff i can work out, but im looking for making sprites or doing more complex events and like, putting it all together into something playable.
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heyitstyyyy · 1 year
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okay so to anyone messing around with rpg maker 2003 20 years later
number 1, when uploading images, make sure to compress the file size to make it small and work with PNGs only. Online Image Compressor is a good site to use for this that's actively worked for me. also make sure to know that its in the right sizes. this RPG Maker 2003 Guide is another good resource that shows you file sizes and the like
number 2, when working with audio, ONLY use WAV files if at all possible. from doing research i believe there's software you can download to have RPG Maker 2003 read MP3 files, but I'm unsure if that's actually the case and I don't know what you'd need to download. the easiest way to do this is by using Audacity or another software or online resource to convert your MP3 files to WAV. it takes like five seconds and its way less hassel.
i don't have more to add at this current moment because it took me AGES just to find out this stuff, and i haven't even played around with sprites or anything. literally just used meme content to test around rn kdjfakd
if i find anything else i'll be sure to add to this, considering i never found any resources for this specific stuff without some digging, so yw kdjafsldj,,,
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enistoja · 1 year
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RPG maker 2003
I'm working with my partner to make their story a reality with RPG Maker 2003
Yes, 2003. Not the newer versions.
It is interesting to see how tools have improved over the years, as well as what features are given more priority in software developed in Japan vs stuff made in north america.
But also, the system is so limited and guides are so difficult to find that working on it is like trying to build a house using bread tools.
Either way, it's proving to be an interesting exercise and if we run into any intriguing challenges I will make sure to share them!
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charcherry-weekly · 10 months
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Charcherry Weekly - Issue 151
Its quiet, too quiet. The weight of an entire world is on my shoulders, and its possible that a certain vacationing executive might be throwing wrenches into the whole operation. This is Mage of Light Nick Card, and I have some news to share.
On the 20th, rpgmaker.net began its annual pride month game jam, with the theme of queer awakenings. Your dear newsletter writer has entered into this ten day event, with the intent to build a game with the potential to recover the lost world of Plit. As it stands, I have spoken with Warlock-Wizard Grey about the location, and they weren't able to give much information, aside from a brief anecdote about the age of old magic that they had grew up in. Having spoken to Korosian president Thoren Emit a day or two after, I was given a more comprehensive overview. However, the night between interviews, I had dreamt of my edgy kirby oc after reading an abridged planescape guide. I am convinced that dream was important, though I am currently unsure what it means. Meanwhile, I have begun assembling and cleaning up an action battle system in rpg maker 2003 (with maniac's patch for string pictures). It seems to work well enough at the moment, though it could use some more features. So far, the plot seems to involve Kale Ominoi fighting his way through a dream while grappling with the grief of losing his home. The game jam is set to end on the 30th, though I am personally hoping an extension is given, because ten days is not very long to work on such an important game.
Meanwhile, there is some news from voidco. There has been an announcement of a "Dungeon core 2", said to be a spherical core instead of a cube shaped one. According to a trusted source, Dungeon core 2 is supposed to be pilot tested in a location identified as "Plit", despite being said to be in an unknown solar system but with no world even being present there. Hyacinth, if you can, obtaining a more precise location for this pilot program would be appreciated. It is unknown if this has anything to do with nebulous rumors regarding an upcoming trip that Page of Void Dylan is reportedly planning on taking. One source says that he is going to "Pilt" (it is unknown if this is a typo or a coincidentally named location) while another says he is taking a vacation to another dimension. Regardless, it is highly likely that he will be away from the office and also equally likely to cause trouble wherever he might go.
In lighter news, This week had Father's day and the Summer Solstice, which went about with minimal incident.
On planet Korous, Thoren Emit has reported that work on the construction of the capital city is underway, and that a functioning government with various elected members is being built as well. It is unknown when construction will be completed, but it sounds as if developments are going well.
This week’s known market stands in Desertia Town:
-Katie’s potion stand (*CaFAI filling in for Katie when unavailable) -shinyjiggly pokesnacks stand (ran by Rufus)
That should hopefully do it for now. I'm gonna try to get my sleep soon. I'll need it if I'm going to be able to work on this game. https://letssosl.boards.net/thread/385/charcherry-weekly-issue-151
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abstractlantern · 1 year
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Devlog Day 0: Concepts
Welcome to (technically) my first devlog! This will be a series dedicated to the development of my RPG Maker 2003 game Starflesh!*
The main premise follows a young soldier known as "The Pawn."
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They are called on a mission to end the world’s suffering in the midst of a doomsday event. This mission entails slaying the Queen and King of the realm, supposedly for the greater good of all…
But who can they trust?
Why, you, of course! As it is the Pawn's duty to end the world's suffering, it is the player's duty to guide them! Strange lands await... Enemies seek your downfall... Crummy chess references slink in the shadows... But should thy faith be strong, thou shalt never falter.
Alright, I've already been talking for way too long, but I'm excited to share some more concept art soon! And beyond that, more characters + a cohesive plot!
Bye now ^_^!
*(Once again, name is subject to change, hehe)
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luxetrust · 2 years
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Mad father walkthrough video
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#Mad father walkthrough video how to#
#Mad father walkthrough video install#
#Mad father walkthrough video zip#
#Mad father walkthrough video free#
Follow the sign's advice and walk up through the middle of the hallway, to avoid the hands that come out. Enter the door and take the Blue Key inside.īack outside, you can place the rose in the vase to heal. Go to the right and take the rose from the vase. Go back downstairs, go right from the entrance, and follow the blue footprints into the big painting on the floor. Check the message that appears where it was. Return to the big painting and check the blue liquid dripping down. Head back down to the first floor the lights will flicker off. On the second floor, the lower hallway between the left and right side has a big painting.
#Mad father walkthrough video how to#
This does not give full details about how to get different endings (see the Endings Guide for that), but does mention some of the moments that can impact what ending you get. Note that there are some spoilers, mostly with regard to where songs are used.ĭo not reupload these songs elsewhere without permission from their respective creators.Ī guide through the game and its puzzles. Try moving the game folder somewhere without any special symbols in the path.Īll the music in the game can be found in the Music folder.īelow is a list of songs and their sources. This can happen if the path contains special symbols, causing files (including RPG_RT.ini) to not be found. You may get "RPG Maker 2000/2003 RTP is not installed" or missing file errors on startup. It can also occur mid-game if your system doesn't like a particular MP3, in which case, try to delete or replace the file in Music. If you get "not implemented" errors on or near startup, make sure you have a working sound device (speakers/headphones). (Reinstalling the game likely won't help.) Thus, try fiddling with gamepads and your keyboard until it fixes. The issues often seem to involve gamepads, or getting "stuck" on an input if Shift and a Numpad key are pressed simultaneously. RPG Maker 2000 has some inherent, unfixable control bugs ("automatically moving in a direction" or "no buttons work").
#Mad father walkthrough video install#
If the font doesn't seem correct, download and install the MS Mincho font. If you get a DirectDraw error, right-click the EXE, go to Properties, Compatibility, and try other compatibility modes. If you don't do so, any saves made will be lost the next time you run the game.
#Mad father walkthrough video zip#
Make sure to extract the game to its own folder instead of running directly from the ZIP file. They should also not use the official logo nor pixel art from the game, or be easily mistaken for official merchandise. Similarly, modification of the original game is not allowed (beyond the purposes of translation).įanworks can be sold only if kept to a "hobbyist" scope (this includes conventions). Most fanworks are allowed, but creating fangames is not (sequels, offshoots, usage of the characters in general). In particular, do not reupload the music online, as it was made by others and is used in the game with permission.
#Mad father walkthrough video free#
Monetization is allowed on gameplay videos only for the paid remake kouri has forbidden making any form of profit from videos of the free version.ĭo not modify, misappropriate, or redistribute any images or music from the game. (Make sure to treat the Data folder as the game folder, not the containing folder.)Īlso, for Macs, you can try a general-purpose tool like WineBottler. The multi-platform EasyRPG Player mimics the behavior of RM2K and RM2K3, but may not always be exact. The game's engine is made for Windows only, with no native support for other platforms. (The original version will remain free here.) This version will also be coming to Nintendo Switch, estimated for Spring 2023. (Chrome may falsely flag the download as malicious, but it's safe to ignore.)Ī remade version of Ib is now available on Steam for $13. Very low-resolution nudity on one painting. Mention of hanging, and a person hanged offscreen.
Heartless husband freeload.A few instances of blood (not very detailed at all).
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weirdmarioenemies · 3 years
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Name: Mechakoopa
Debut: Super Mario World
So a very polite anon has humbly requested we write a post about Mechakoopa! They are apparently this person's favorite, so today's their lucky day! See I don't like to brag but, I'd definitely consider myself as part of the top 100 most qualified people to talk about Mechakoopas in the world! And who am I to turn down such a request?
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Now the 90s you see, were a turning point for good Mr. Bowser here. With a brand new clown-helicopter thing to pilot around you might think he's all set, but what kind of self-respecting villain would he be without filling his evil lair with a number of Evil Wind-up Toys based on himself? So he does exactly that- a whole fourteen years before Mario stole his idea, mind you!
Yes, you read that right! Despite their name, Mechakoopas are tiny mechanical versions of Big Bowser himself, not just any run of the mill Koopa, which explains their green heads and funky hair! You know how Koopa is actually Bowser's Japanese name? Yeah! They could've localized them as Mecha-Bowsers, but Mechakoopa just flows nicer doesn't it? And he is still technically a Koopa!
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"Yo, somebody rang?"
No!! Not you, Mecha-Bowser from Super Mario Sunshine (2002)!! You'll get your turn eventually! Geez! Anyway. Where was I. Oh! Yes!
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This is the obligatory part of the post where I'm like “Get a load of this funky guy”! Get a load of this funky guy! Instead of reinterpreting Bowser’s design very literally in toy form, the Mechakoopa is very much its own beast, with its funny beak and little funny legs. Our aforementioned anon mentioned the wind-up key, and oh, what a wind-up key it is! And of course the raisin d’eclair- the fantastic little googly eyes! Oh where would we be without those googly eyes?
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Naturally though, Bowser doesn’t just use his toys to populate his spooky castle- he always has to keep a few on his person! So he chucks them at you in the game’s final boss fight, but he didn’t account for the fact that, in this game only, Mario can throw upwards! Oh no! His one weakness! Being pelted with plastic!
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By the by, I’ve always thought the original Mechakoopa sprite from Super Mario World looked super funky! The hair almost looks like its on fire! And I like the goofy grin. 
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The Super Mario World cartoon decided to interpret this sprite by turning him into a horrible little man. No, I don’t want this! He shouldn’t have arms!
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The Mechakoopa’s next appearance in a mainline Mario platformer was in New Super Mario Bros. Wii, where they act... exactly the same as they do in Super Mario World! Cool! This basically established them as modern Mario enemies, but there isn’t much to say other than that!
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Like all our posts about Common Mario Enemies, it would probably be boring if I just listed off their every appearance, so I will just bring up the ones that are worth mentioning. For example, Super Mario RPG! In this game, Bowser’s strongest special attack is Bowser Crush, which summons a giant Mechakoopa to stop on foes! According to the Player’s Guide, this Mechakoopa was a top secret weapon developed by Koopa researchers... to stomp flowers and scare butterflies! Wow! That is so so evil! These big guys would definitely live up to the name “Mecha-Bowser”! 
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“Hey guys, are you talking about me?”
NO, we are NOT talking about you, Mecha Bowser (with no hyphen) from Mario Kart: Double Dash (2003)’s Bowser’s Castle course! Get the heck outta here! Gosh, some people just don’t know when they’re not wanted!
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I am sure after all this you are wondering, they may be mechanical toys but can they do math? The answer is yes obviously! This is Mechakoopa from Mario Party Advance, and they’re a mathematician! They invented Mechakoopa’s Theorem, the very real mathematical theorem that we all used in school! Everyone give them a round of applause!
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I’d like to bring up their appearances in the Mario & Luigi games, not because it’s particularly notable, but because of how much I like their sprite and idle animation! Look at the wind-up key spin around and the eyes go up and down! So cute! Oh, and also because in the Superstar Saga remake they replaced the Mecha-Chomp enemies (may god rest their souls)!
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Super Mario Maker 2′s final update was an epic win and a #1 victory royale for Mechakoopa fans anywhere, since it not only added Mechakoopas to all four main game themes, but also two brand new variants: the Blasta Mechakoopa (in red) and the Zappa Mechakoopa (in blue)! 
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As you might expect, they can Blast (missiles) and Zap (lasers) respectively! I’ve no idea why they added these random functionalities to Mechakoopas specifically, but they’re a lot of fun and some of the most unique projectiles in the game! Zappa? I barely know ‘a! 
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Oh, and I almost forgot! They are in Super Smash Bros. as well! Bowser Jr.’s moveset is a treasure trove of little references to Mario gadgets, and even though Bowser no longer tosses these guys from his Clown Car, his son has taken up the job! Only in this game, Mechakoopas explode. Uh oh! They didn’t do that before! Still, I really like popping a Mechakoopa out of its Mechakoopa Compartment just to see it wander around the stage. It’s fun!
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Now that’s all I have to say about good old Mechakoopas, but I’d like to give a special shoutout to this guy in particular- the Micro Mecha-Bowser, from Super Mario Galaxy! For a long time, I assumed they were just Mechakoopas with a different design... But this definitely looks like a beefed up version of the Mechakoopa, with their big goofy teeth, their pig nose and their funky cross-hair eyes! These dudes can breathe fire too, so they really are more like Bowser! And if there’s a Micro Mecha-Bowser, there’s gotta be a normal one!
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“Whassup? I heard somebody call my name!”
Harumph! Nobody called you, Mecha-Bowser from Super Mario Galaxy (2007)’s Toy Time Ga- Er... hold on a second. You actually are exactly the person I was talking about after all! My mistake! Though I do wish you’d at least give us a heads up when you’re gonna show up, given you’re the size of a small planetoid!
Yeah, the Micro Mecha-Bowsers are named after this big robot from Toy Time Galaxy, Mecha-Bowser (not to be confused with Mecha-Bowser or Mecha Bowser)! Though I have to say, there isn’t much family resemblance! He’s so blue and un-turtle like! Still, this must’ve been my favorite mission in Galaxy as a kid- I’d replay it over and over again just because the idea of climbing on a giant planet-sized robot and dismantling it piece by piece was so cool! It was like Shadow of the Colossus before I knew what the heck that was!
Well that’s about the extent of the Mechakoopa family. Isn’t it fun? There’s a moral to be learned here, and it’s that, uh... little wind-up toys are very charming! Um, I suppose. Look, writing conclusions is hard! 
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Mechakoopa
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noildoof · 2 years
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hello! so i have been a fan of 2kki (mainly your work) for awhile and have always been curious as to how you and other developers make their worlds. after surfing the internet for quite sometime though there appears to be little to no information about how the worlds are made, probably because of how obscure 2kki and these games are (or maybe i haven't looked in the right places). ive heard some are made in painting programs such as mspaint but im not too sure on that either. if you are not allowed to give it out then that is totally fine! please do not feel pressured to. thank you! have a good day/night!
I think what you're looking for is a general guide on making RPG Maker 2000/2003 chipsets.
So in RPG Maker 2000 and 2003, each map gets assigned a chipset, which is a 480x256 image containing the tiles used to make the scenery. Each tile is 16x16 pixels, and they're made to look like different things (like walls, foliage, floor, etc). Using those basic building blocks, we construct our worlds. The chipset is divided into 3 sections: Autotiles, lower layer tiles, and upper layer tiles. Autotiles are kinda complicated to explain and you don't have to use them, so I'll skip that part. Lower layer tiles are best for things that take up the entire 16x16 square: like flooring texture, walls, etc. Upper layer tiles are best for stuff like plants, furniture, etc.
You technically can use MS Paint, but it's not ideal. I use GIMP, which you can make layers with, which is something you really, REALLY want with pretty much any art program.
Honestly, if you're totally new to pixel art, I'd start with looking up pixel art tutorials. Once you have a basic grasp of that I'd recommend looking up tutorials on making chipsets for RPG Maker.
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circusrat13 · 3 years
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Few screenshots from “Remember”, my upcoming game, just as a teaser.
“Remember” is a puzzle/exploration game, that’s being developed in RPG Maker 2003 by the one-man team. It will feature some dark and unpleasant themes, but nothing too explicit or gore-y will be actually shown. It will feature NO chase scenes, battles or jumpscares. This is a dark adventure game, not a horror game. Recommended age of players is 15+. It will have 2 main endings, one of which is branching into 4 variations.
Near the completion of the game, I will make a guide-post for anyone, who would like to be a play-tester (to find any bugs, grammatical errors, see if the puzzles are too hard, etc.), so look forward to it, if you’re interested.
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rpgmgames · 4 years
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March’s Featured Game: acai cOrner
DEVELOPER(S): moca & Mitty ENGINE: RPG Maker 2003 GENRE: RPG, Adventure, Surreal SUMMARY: acai cOrner is about Mizuki, someone who has fallen into the sewers and who happens to find their favorite electric guitar! Upon obtaining the guitar, Mizuki turns into a magical girl who must defend herself against spooky sewer creatures using the guitar's magical powers.
Download the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! *moca: Hi, I'm moca, a Starbucks barista aspiring to be a writer and game developer. I have been making RPG Maker games for about six years now, with my first two projects being a Pokémon fan-game and a Corpse Party fan-game. Those two happen to be my two favorite franchises as well! I have also created the RPG Maker game MOMOKA (IGMC 2018). I have founded a group called 'Team Shibu!' dedicated to making horror games! Our current project is a RPG Maker survival horror game named 'Katharsis'.
*Mitty: Hey there, I'm Mitty! I've been working with Moca on several games for a while now, helping with mostly graphics! Please support him, as he is very kind and hardworking!! I'm also the main developer of a game called "Marinette", so I hope you'll check that one out too, when the demo is released!
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What is your project about? What inspired you to create this game initially? *moca: acai cOrner is an experimental spooky RPG Maker game that only uses 4 colors! You are a magical girl with a just-as-magical electric guitar that you use to fend off spooky sewer slimes and other weird enemies you find in the surreal sewer system. It's half exploration and half RPG battles. What inspired me to create acai cOrner initially was to actually get myself back into the groove of making games again. I had just recently came back from a hiatus and found myself having trouble getting back into the development of 'Katharsis'. That's when I decided to make a short, experimental game to get the juices flowing.
How long did you work on your project? *moca: acai cOrner was finished in just about under a month!
Did any other games or media influence aspects of your project? *moca: I had always wanted to make a Yume Nikki-like game and thought this was the perfect opportunity to try. So for the more surreal parts of acai cOrner, I took inspiration from Yume Nikki and a Homestuck random planet generator. Gameplay wise though, I took inspiration from a RPG Maker game called Ghost Suburb 0! I really loved how unique it was, especially with the timer and no dialogue aspect. I knew I wanted to do something with a timer, so I tried a rogue-like approach with the gameplay.
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Have you come across any challenges during development? How have you overcome or worked around them? *moca: If you played any of my previous projects, you know that acai cOrner is vastly different than anything that I have ever done. I'm so used to using words to describe the violence in my games, so when it came to making the story, I had a lot of trouble. It wasn't until I looked deeper into why people like these types of games that I had realized that people like to interpret the story on their own, guided by exploration, to enjoy these games. After that, I let loose a bit and made something more open-ended. Another challenge was the difficulty. I was the only one playtesting the game, and since I knew the game front and back, and had no trouble getting the ending. That's why when I sent out demos to friends, I was really discouraged to hear that the experience was mostly frustrating and rage quitting-inducing haha. I worked closely with their feedback and made changes accordingly to make the experience less frustrating but still difficult. *Mitty: I think I was going through a weird artblock during the development of the game, so for some of the illustrations and backdrops for each area's fights, Moca sketched out the basic idea of what it could look like, and I just put my spin on it! It made the work much easier and faster!
Did any aspects of your project change over time? How does your current project differ from your initial concept? *moca: Well, the game was meant to be short so there wasn't room for any big changes. Sure there are a couple gameplay changes and enemy tweaks, but not anything mindblowing. I added in the idea of making four surreal worlds kinda last minute, if that counts, haha.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *moca: In the beginning, it was just me! I didn't think I was gonna need any outside help since this was supposed to be a relatively easy project to release, but the further in development I got, the more I realized the game needed pizazz. The four color limitation wasn't enough for my lack of graphical talent. That's when I contacted Mitty about helping with the games battle backdrops and sprite animations! She is also a member of Team Shibu!, but we have collabed together even before that. Her art really made the project shine and I enjoy working with them on games! *Mitty: Moca contacted me, and I wanted to help! We are working together on another game called Katharsis, so we are quite familiar with each other. I like working with other people, especially if I'm not in the lead, it releases a bit of the pressure I feel sometimes ahaha
What is the best part of developing a game? *moca: To me, it's seeing everything come together and just... working exactly the way you envisioned it. As a game developer, you section the game off into parts to make development much more organized and faster but seeing it all come together in the end. Pure bliss *chefs kiss*. *Mitty: I like a bit of everything, but currently I've been enjoying animating and spritework, as well as map assets' designs a little more than usual!
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *moca: Mm... not really! I have an idea of what the engine can do, so when I do go out of my way to player other RPG Maker games, it's usually for writing inspiration rather than gameplay inspiration. Ghost Suburb 0 is something that I accidentally stumbled upon and immediately fell in love with it the minute I played it haha. (Fun fact: the developer of Ghost Suburb 0 is apart of Team Shibu! and is in charge of monster design!)
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *moca: There is a rat in the game that is internally called 'Ratthew' who leads you into a funky room. I relate them the most. *Mitty: I relate to the land sharks the most on a spiritual level. They are pretty much confused beans, and that's very relatable.
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Looking back now, is there anything that regret/wish you had done differently? *moca: I wish I added more random spooky events and trap rooms. But the game was also supposed to be short and I knew that if I kept adding more and more things, development was never gonna end haha.
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *moca: Well, by the time this interview comes out, there should be a new update for the game. The update should include 100% custom music by a talented composer, and a nerf in difficulty. As for sequels, who knows! The next time you see acai cOrner may be in 3D.
What do you most look forward to upon finishing the game? *moca: Definitely the fan reaction! The satisfaction of seeing your work being noticed by people and actually enjoying makes me happy. It's also the relief of just... finishing something! *Mitty: For this particular project I was obviously looking forward to seeing what people said about the little animations and such ahaha! I also was curious about the reaction to the timed difficulty mechanic, I had never seen anything like that before Moca presented it to me, so I had no idea on what people's feedback would be.
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Is there something you’re afraid of concerning the development or the release of your game? *moca: How people will handle the difficulty. The game isn't supposed to be completed on your first playthrough, but in 2-3 playthroughs. There are rooms and places that are meant to waste your time that you should ideally skip the more you play. By later playthroughs, you should be shaving time and be better. I understand that it's not handled as best I could, but I think the experience should still be challenging and hopefully fun! *Mitty: I was a little conflicted on the timed mechanic, I loved it because it's pretty original and helps set an interesting athmosphere of worry and unease, and also seems to tell a bit of the vague story; and at the same time I don't like it much because I prefer more story-driven games and the vagueness mixed with the mechanic feels different from what I'm used to playing! I think it's more of a personal taste kind of thing, it was an experimental jam game, after all!
Do you have any advice for upcoming devs? *moca: Take it easy! Take short breaks throughout development. And most importantly, have fun. If it's a hobby and it's making you overly stressed, just take a step back!
Question from last month's featured dev @ressurflection: What would you say is the weakest part of your game development? *moca: Procrastination. I'm so bad at sticking to my own schedule, it's something that I try to keep in check when working with a team especially.
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We mods would like to thank moca & Mitty for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out acai cOrner if you haven’t already! See you next month! 
- Mods Gold & Platinum
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memoriesoffear · 3 years
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I wonder, how do you translate the games? Does have it an option to do it or did you have an application to do so? I'm curious.
We use the actual engine the game is created in to do the translations. For example, since —Purgatory 2— is made with Wolf RPG Editor, we also use Wolf RPG Editor to insert the translations.
There are other tools out there that can also help out, such as JapeTrans or Translator++. Since we have not personally used them in our projects, we are unable to provide any help concerning them.
vgperson also has written out guides on how to translate RPG Maker 2000/2003 and Wolf RPG Editor games.
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dreameryumeheya · 4 years
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I'll be working on yume heya again on rpg maker mv once i get home from holiday. I had a lil look before i left but i wasn't sure how to tackle organising the tileset sheets, cause all of mine are still in rpg maker 2003 . If anyone can help or lead me to a guide to how to lay out mv tilesets, please contact! ^^
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