TRUEMG'S PROFILE
TrueMG
269
I am a RPG Maker 2k3 game-developer and also creating commentated RPG Maker video-content on YouTube. So far everything in German.
I am working with this kind of engine since RPG Maker 2k, which is very old. I love to check out the limits of this engine to create something unique. I am also an amateur artist for an eternity, with lot of practice, which will be visible in my games.
I am working with this kind of engine since RPG Maker 2k, which is very old. I love to check out the limits of this engine to create something unique. I am also an amateur artist for an eternity, with lot of practice, which will be visible in my games.
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VorzeigeTitle_ZEHN_rpgmakernet.png
Pokémon S.T.A.R. Heroes & Adventures
10HP_5.png
author=Ashes of Emerald
Where did you get these chipsets? They're gorgeous.
Thank you! Well, I got these from nowhere :-)
~95% of all graphics are drawn by myself. The rest was hard edited.
My goal was to imitate the Refmap-graphics, but in more scary.
At this moment I see a graphical mistake in the floor. Hu. Will be chanced anyway because I want to include a special "effect" that nobody will notice, therefore the maps will be slighty edited.
Zehn: Hollow Past
author=Ashes of Emerald
This looks great, I'm really excited to play this! When will there be a demo?
Thank you (all three of you).
I don't think a demo (in conventional way) will fit with the production-style: To balance the core of gameplay it's necessary to create every single map. So even if there would be a demo, it would already includes the whole game.
Anyway, in the end this game will need a lot of horror-balancing and fine-tuning. If you want to call this a "demo", then this will it be. Don't know when.
fmtitle.png
White Walls- Beta
Honestly, I'm not sure how to score this game. Perhabs it's too differently to be put it in any specific genre. What's more strange is, that I'm not sure if the strange graphics are good or bad. I don't now what these "black things" in many rooms wants to be. Are these holes? Black figures? Are the displaced lines on the wall intentional? Maybe it's good that I don't know it, because there are so much strange elements in this game, so the graphics could fit in the worldbuilding (did you mean that with the word"hacked"?). So I think this is one strength of "White Walls": Potential for bizarre processes and events.
Anyway, there are obvious specific problems with this game, some of them are mistakes often done by beginners. Sometimes spelling errors. For example, in the first cabinet there is written "cabnient". Or the mouth in the same room ("thethroat"). "Diffrent" if you interact with the gun. But these are just small mistakes.
Here are bigger problems:
1) Title-"Music": The static noise is annoying. It hurts the ears and doesn't even fit in the ambient of the game.
2) Music in general: So far, the music is okay. But frequently the music "pauses" and then starts again. The missing transition, this silence, pulls the player out of the atmosphere.
3) Choices: If you press ESC in a dialogue (which is 'cancel') the second option will be chosen. This is the default setting in the RPG Maker. Please change it to the point of option where you can really cancel the dialogue.
4) Teleport-Events: The setting of teleports are very mixed, and this isn't good. Either the teleports are set on "Same Layer As Hero" or "Below Hero". Or the teleports are in a door or in front of a door (this gave me problems when I wanted to run from one mouth to another one). There should be one style of teleports. Placed in doors, set on "Same Layer As Hero" would fit the most.
5) Smaller "Things":
- There are "holes" (?) in the wall, left from the starting point, where you can walk over. This shouldn't be.
- The "drip drip" was unintentional funny. Maybe, just cut it out. I'm not sure. Maybe this was your intention.
- Only the HP, MP and the numbers show where the savestate is. Could be more obvious.
- The outlines of the walls are melting with the rest of the black. It looks like a graphical glitch.
- Maybe it's just me, but the place where you pick up the foot and can't cross this point, because the character won't walk over it, even there is nothing, appeals to me more like you don't know how to chance the height of the event (Lower, Same ore Above Hero). It feels weird, in a cheap way.
- you can walk over the television
About the gameplay: There isn't much, just walking around, interact with several objects and most time you don't know if it would trigger something, because this world seems a little bit random. There is not much to "play" (in terms of gameplay), with exception of this single number-riddle. More "doing stuff" to reach a goal would be nice.
I like that you can reach multible endings and you don't really know whats going on here. I feel lost and in this case it's good! The general ambience supports this feeling well (but could do it even better). As I said, the potential for bizarre events (and the already included events) is the most interesting aspect. And I don't know why, but for some reasons the mapping (with all it's mistakes) fits to the world (I never said that to any game)! I'm curious what you will make out of it.
Anyway, there are obvious specific problems with this game, some of them are mistakes often done by beginners. Sometimes spelling errors. For example, in the first cabinet there is written "cabnient". Or the mouth in the same room ("thethroat"). "Diffrent" if you interact with the gun. But these are just small mistakes.
Here are bigger problems:
1) Title-"Music": The static noise is annoying. It hurts the ears and doesn't even fit in the ambient of the game.
2) Music in general: So far, the music is okay. But frequently the music "pauses" and then starts again. The missing transition, this silence, pulls the player out of the atmosphere.
3) Choices: If you press ESC in a dialogue (which is 'cancel') the second option will be chosen. This is the default setting in the RPG Maker. Please change it to the point of option where you can really cancel the dialogue.
4) Teleport-Events: The setting of teleports are very mixed, and this isn't good. Either the teleports are set on "Same Layer As Hero" or "Below Hero". Or the teleports are in a door or in front of a door (this gave me problems when I wanted to run from one mouth to another one). There should be one style of teleports. Placed in doors, set on "Same Layer As Hero" would fit the most.
5) Smaller "Things":
- There are "holes" (?) in the wall, left from the starting point, where you can walk over. This shouldn't be.
- The "drip drip" was unintentional funny. Maybe, just cut it out. I'm not sure. Maybe this was your intention.
- Only the HP, MP and the numbers show where the savestate is. Could be more obvious.
- The outlines of the walls are melting with the rest of the black. It looks like a graphical glitch.
- Maybe it's just me, but the place where you pick up the foot and can't cross this point, because the character won't walk over it, even there is nothing, appeals to me more like you don't know how to chance the height of the event (Lower, Same ore Above Hero). It feels weird, in a cheap way.
- you can walk over the television
About the gameplay: There isn't much, just walking around, interact with several objects and most time you don't know if it would trigger something, because this world seems a little bit random. There is not much to "play" (in terms of gameplay), with exception of this single number-riddle. More "doing stuff" to reach a goal would be nice.
I like that you can reach multible endings and you don't really know whats going on here. I feel lost and in this case it's good! The general ambience supports this feeling well (but could do it even better). As I said, the potential for bizarre events (and the already included events) is the most interesting aspect. And I don't know why, but for some reasons the mapping (with all it's mistakes) fits to the world (I never said that to any game)! I'm curious what you will make out of it.













