Recent content by GuipenguinTheMaster

  1. GuipenguinTheMaster

    GuipenguinTheMaster's Stuff (Art, Music, etc.)

    This is Art of the main protagonist of the game i'm making. Their name is Shiloh. I haven't decided their age yet, and their gender is meant to be ambiguous (like Frisk from Undertale, Kris from Deltarune or Gogo from Final Fantasy VI) What do you guys think about the character and the design...
  2. GuipenguinTheMaster

    GuipenguinTheMaster's Stuff (Art, Music, etc.)

    This thread is for posting the Art and Music i make!
  3. GuipenguinTheMaster

    RMMV Minus Memory

    Bump
  4. GuipenguinTheMaster

    RMMV Minus Memory

    Bump. Or is it too early? Anyway, does anyone like this idea?
  5. GuipenguinTheMaster

    RMMV Minus Memory

    Any ideas or feedback?
  6. GuipenguinTheMaster

    RMMV Minus Memory

    I'm unsure if i should post this here or in "Games in Development", but anyway, here's my ideas: Minus Memory will be a 4 Player Co-op Japanese-Style Turn Based RPG with a few twists. For one, the game will be open world, so you can explore any of the 7 interconnected levels in any order you...
  7. GuipenguinTheMaster

    If it's remarkable why are there FOUR of them!? /j

    If it's remarkable why are there FOUR of them!? /j
  8. GuipenguinTheMaster

    I guess this is the mark of the end of my journey

    Bro, thank you for the music tutorial! That got me started on FL Studio and taught me a lot about music theory!
  9. GuipenguinTheMaster

    I'm Really proud of how my game over screen looks![IMG]

    I'm Really proud of how my game over screen looks!
  10. GuipenguinTheMaster

    RMMV Timed Attack core Problem

    Nice! I'm happy i could help!
  11. GuipenguinTheMaster

    RMMV Timed Attack core Problem

    A way to fix this is to just put the formula in parentheses. Like this: (a.atk * 4 - b.def * 2) * $gameTemp.tas_power
  12. GuipenguinTheMaster

    RMMV Timed Attack core Problem

    I I think the problem is because it is multiplying the target's defense statistic, rendering the caster's move weaker when the action command is executed better.
  13. GuipenguinTheMaster

    Should i make One or Two routes?

    I also think having one route only will simplify the game and make it more acessible. And that's not even counting the fact that it fixes the whole "who picks which route to play first in this coop focused game" thing.
  14. GuipenguinTheMaster

    Should i make One or Two routes?

    After a while of this thread being open, it seems most people think the "One Route" approach is better, at least for my first game. I'm inclined to agree, but i'm still open to further votes and suggestions.
  15. GuipenguinTheMaster

    Should i make One or Two routes?

    Here is a video of my game's prototype, by the way: Post in thread 'RPG Maker 31st Birthday: Release Something Event' https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-31st-birthday-release-something-event.133430/post-1171247 As you can see, the current version has the two routes, but...

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Okay... I'm injured and stuck in bed with a bad knee. And I'm only 24! I shouldn't be limping this badly, but my leg refuses to fully straighten and it hurts if I try to push it.
At least I have my games to work on.
RianQuenlin wrote on Iron_Brew's profile.
To elaborate on "safety" since bgillisp locked the thread, some lunatics will take reports personally and decide to harass people who file reports or otherwise complain about them. Me, I don't care but others seeing that might nope right out of discussion. Being a former mod back in the mid-2000s for some gaming forums in by BYOND days I can tell you some people go crazy.
Excitement: I've spent the last week making a little update package for VE Fog & Overlay, and finally got it working in my test environment!

Dread: Sigma fullscreen and Zeus's map effects are screaming at me when I add them into the mix.
ScreenShot_8_7_2022_0_23_50.png
Unleash the hype beam...
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Made an attachment for the HUD that I can control the visibility of with switches. This tracks the current amount of items needed to finish a quest. Once you meet the requisite, it turns into "complete" because I figured it would be a good way to tell the player they're done. Also it stops numbers from going off of the UI.

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