tag:blogger.com,1999:blog-22859735183731707962024-03-18T20:26:48.541-07:00RPGMaker 2003 ArchiveThe Digital ScrapBook of an RPGMAKER
(Updated sporadically)RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.comBlogger143125tag:blogger.com,1999:blog-2285973518373170796.post-22467172659048543712024-02-22T20:25:00.000-08:002024-02-23T18:41:02.288-08:00(Archive) - Necropolis - RM2k3<span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="background-color: black; color: #cccccc; font-size: 13.2px;"><span style="color: red; font-family: "Times New Roman"; font-size: medium;">(Secretly re-uploading cuz this game was cool and</span><span style="color: red; font-family: "Times New Roman"; font-size: medium;"> deserves to be remembered.</span><span style="color: red; font-family: "Times New Roman"; font-size: medium;">)</span><br /><br /> (from <a href="https://web.archive.org/web/20140517185427/http://necropolis-rpg.com/">necropolis-rpg.com</a></span><span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="background-color: black; color: #cccccc; font-size: 13.2px;"> - January 13th, 2014)</span><i><br /><br />Obviously I stopped updating this blog a long time ago, because I hate blogging. Also, I hate Necropolis and haven’t worked on it for almost a year to the day.</i><br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisCws1Lv6NDC9Wd0oC8fPwa8-qBp88CMa84wnfgbopsHupjOxVj_fH-9o4GVg3JUObvdNE7SemPm_-2T5bNNC2pAsWzyzdGTfI5KTeG3pfEDK5lZkkie2lr2YYkLbxkZPSEzWPJC4K3hitB2uLimLGhfW4p3XRaXIikTALOWis4Pvb0RgpBsR0rpXVu_mT/s640/NECthumbnail.PNG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="440" data-original-width="600" height="440" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisCws1Lv6NDC9Wd0oC8fPwa8-qBp88CMa84wnfgbopsHupjOxVj_fH-9o4GVg3JUObvdNE7SemPm_-2T5bNNC2pAsWzyzdGTfI5KTeG3pfEDK5lZkkie2lr2YYkLbxkZPSEzWPJC4K3hitB2uLimLGhfW4p3XRaXIikTALOWis4Pvb0RgpBsR0rpXVu_mT/w607-h455/NECthumbnail.PNG" width="600" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><a href="https://www.mediafire.com/file/d8nc6pckch02php/Necropolis_Part_I_2.zip/file">(Mirror Download)<span><span><br /></span></span></a><span><span>(Website:<a href="https://web.archive.org/web/20131230055820/http://necropolis-rpg.com/">necropolis-rpg.com/</a>)<br />(RMN <a href="http://web.archive.org/web/20130527133937/http://rpgmaker.net/games/2581/">gamepage</a> )<br /><br /><span style="color: red;">(...I couldn't find a decent review so I'm piecing one together.)</span><br /><strike style="color: red;">(if you can write a better review, please contact me)</strike><br /></span></span><div><span><span style="color: black;"><span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="background-color: black; color: #cccccc; font-size: 13.2px;"><br /></span></span></span></div><div><span><span style="color: black;"><span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="background-color: black; color: #cccccc; font-size: 13.2px;">(from <a href=" http://rpgmaker.net/games/2581/reviews/1495">Orias_Obderhode</a></span><span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="background-color: black; color: #cccccc; font-size: 13.2px;"> - September 23rd, 2011)</span><br /><br /></span></span><i>You follow the story of a man named Marcus, turned zombie, who has no initial recollection of who he is. As you progress to find the one called "The Master" who resides in the Necropolis, Marcus' memories begin to return to him.</i><br /><br /><i>As you grow in level, the battle system gives you, the option to increase three stances: "Basic", "Finesse", and "Power". Each level you put into these stances, teaching you new abilities. Each of these new abilities have different chain properties, allowing you to create more finishing moves. For example, the "Slash" ability is a Basic move, that will chain into a "Power" move. So as long as you use a power move after "Slash", the chain will continue. There are multiple combinations of finishers you can use.</i><br /><br /><i>Games created with RPG Maker need to have something special to keep me playing. With the custom battle system and handmade retro NES-style graphics and sounds, the game has a lot going for it!</i><br /><br /><span style="color: red;">(...something something, Jude the creator, put a careful amount of effort into not just recreating the NES-retro style, but emulating and understanding it's limitations - to the point where on top of having this engaging story, funny characters and really interesting battle system, I was curious to see what other twists and turns this game would take through this 8-bit retro macabre world he has created.<br /><br />It's been about 10 years since Jude has worked on and released this demo. A lot of things have changed, mainly, being able to create and sell rpgmaker2003 in a official commercial capacity, which no one was able to do when this demo was originally released. Hopefully one day, Jude might return to this and we'll see what happens next, maybe not.<br /><br />Eitherway, great stuff here. <br /><br />Definitely worth playing through.<br />Necropolis is one of those games that makes me wonder if there's anything rpgmaker can't do.<br /><br />This is a must play.)</span></div>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-21861942054560013172024-01-27T06:35:00.000-08:002024-01-30T12:25:24.345-08:00(Archive) Final Fantasy ? / (Hatena) - RM2k<p><span style="background-color: black;"><span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="color: red;"><span style="font-size: 13.2px;">(Never thought I'd see this get translated. Thank you.)<br />(Will revise later, wanted to post before I forgot about it.)</span></span><br /></span></p><div class="separator" style="clear: both;"><a href="https://i.imgur.com/MmtpPsR.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="459" data-original-width="640" height="300" src="https://i.imgur.com/MmtpPsR.png" width="400" /></a><br /><br /><br />(from catbox description; included in link below)<br /><br /><i>Four crystals of power govern the world's elements and bless the earth with prosperity. One day, the peaceful village of Mysidia awakens to find that their earth crystal has been stolen by forces who seek to abuse its power. Now, hoping to seek their stolen crystal, three friends set out on a quest that will take them around, and beyond, the world before it's too late? This lovingly-crafted fan game features many familiar faces and locations from Final Fantasy and and other golden age Squaresoft titles, a custtom battle system that feels true to classic FF games of yore, challenging boss battles, and around 15-20 hours of gameplay.</i><br /><br /><div style="text-align: left;"><span style="color: red;"><span style="background-color: black; font-size: 13.2px;">Now available in English.<br /></span></span><span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="background-color: black; color: #cccccc; font-size: 13.2px;">Special Thanks to /vrpg/<br /><a href="https://catbox.moe/c/jwrxup" target="_blank">Main Download - CatBox Collection</a> <br /><br /></span><span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="background-color: black; color: #cccccc; font-size: 13.2px;"> (from </span><a href="https://cohost.org/pig/post/1796196-rpg-maker-dungeon-9" style="background-color: black; color: #0065dd; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13.2px; text-decoration-line: none;" target="_blank">Andes Chucky</a><span face="Arial, Tahoma, Helvetica, FreeSans, sans-serif" style="background-color: black; color: #cccccc; font-size: 13.2px;"> - June 30th, 2023)</span></div><br /><i>RPG Maker has a long and storied history with Final Fantasy fangames. <a href="https://rpgmaker.net/games/427/">Final Fantasy Blackmoon Prophecy</a> (finally released in 2012 after years of development) sought to capture the look and feel of the SNES titles. 2002's <a href="https://rpgmaker.net/games/12148/">Final Fantasy: Endless Nova</a> repurposed Final Fantasy II's "learn by doing" system within a science fiction story. <a href="https://rpgmaker.net/games/44/">Maranda</a> ignored gameplay entirely to tell a short story within the world of Final Fantasy VI. Then of course there are countless unfinished demos such as <a href="https://rpgmaker.net/games/429/">Final Fantasy Empires </a>and <a href="https://rpgmaker.net/games/4071/">Final Fantasy Discovery</a>. It's extraordinarily difficult to make games of this type in the RPG Maker engine. But that hasn't stopped folks from trying.<br /><br />One of the more impressive projects I've seen in this vein is Final Fantasy ? (also known as Final Fantasy Hatena), developed by Norikarn. Like Blackmoon Prophecy, FF? borrows graphics and music from the SNES trilogy as well as the NES titles. Unlike Blackmoon Prophecy, though, the story is an afterthought. You begin the game with three main characters: a dragoon, a white mage and a black mage. They develop in power over the course of the game, but not in personality.<br /><br />Despite being made in RPG Maker 2000, FF?'s battle interface is comparable to SNES-era Final Fantasy. The dragoon Ryuno has a Jump command that works directly from the menu, normally an impossible feat within the default RPG Maker battle system. Even better, the game lets you change a character's equipment during battle, use elemental staves from the item menu, and switch between single and group magic targeting. These feats would be impressive in a modern RPG Maker version like VX Ace or MV. They are truly remarkable in an old engine like RPG Maker 2000.<br /><br />As you'd expect, FF? references many of the NES/SNES Final Fantasy titles, often in a playful way. Ryuno and his friends encounter Final Fantasy VI's famous talking octopus Ultros in a waterlogged cave; weakening him in battle leads Ultros to call on Final Fantasy IV's Octomammoth for help. Later, Ryuno visits Baron and meets the hero of Final Fantasy IV, Cecil. Ryuno can even visit Cecil's archrival Kain, who brags that he has mastered white magic to become a "Holy Dragoon." There's a fair number of Dragon Quest gags, too. I laughed when I found myself fighting Slimes at the very beginning of the game. There are Metal Slimes out there as well, if you can find them...<br /><br />FF? is also notable for being a Japanese RPG Maker fangame, translated in 2022 by 4chan's /vrpg/ board. As a result, its cultural touchstones are subtly different from those of English-language Final Fantasy fans. An early quest pays homage to Final Fantasy III, which didn't recieve a legal English release resembling its NES iteration until 2021's Pixel Remaster. <a href="https://kotaku.com/final-fantasy-best-worst-game-rpg-square-enix-ff-16-1850567242">English language critics insist to this day</a> that III is a minor entry in the series, despite the game's influence upon later titles. FF? reminds us that cultural exposure, as much as the games themselves, determine how video game history is written.<br /></i><br /><a href="https://cohost.org/pig/post/1796196-rpg-maker-dungeon-9">https://cohost.org/pig/post/1796196-rpg-maker-dungeon-9</a></div><p></p>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-55115951625361562032023-03-29T08:17:00.000-07:002023-03-29T08:17:00.196-07:00(Spotted) Lunar: The Last Hope - Updated Demo RMVXAce<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/0c4VC1NMnyU" width="480"></iframe><br /><br /><span style="color: red;">(forgot to post this, will update with more info later - 2017 RMN)</span>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-5116939693723946812023-03-29T08:16:00.001-07:002023-03-29T08:16:00.207-07:00WDF Lunar Battle System<iframe allowfullscreen="" frameborder="0" height="344" src="https://www.youtube.com/embed/ciuVLEzI6uM" width="459"></iframe><br /><span style="color: red;">(forgot to post this, will update with more info later - 7/9/2017 RMN(?) )</span>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-33954813370549550952023-03-29T08:11:00.002-07:002023-03-29T08:11:32.552-07:00Barkley 2 interview at PAX Prime 2015<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/hHSyDq_IyYE" width="480"></iframe><br /><span style="color: red;">(forgot to post this, will update with more info later - 10/22/15)</span>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-2360441588618256952022-11-16T18:00:00.000-08:002022-11-16T18:00:22.355-08:00(Archive) Velsarbor by Lachsen - RM2k<iframe frameborder="0" height="360" src="https://youtube.com/embed/YdjZXLk1sF8" style="background-image: url(https://i.ytimg.com/vi/YdjZXLk1sF8/hqdefault.jpg);" width="480"></iframe><br /><br /><span style="color: red;">Now available in English</span><br /><br />Special Thanks to WatDubHekBro. <br /><a href="https://github.com/WatDuhHekBro/VelsarborEnglish">Main Download - GitHub</a><br /><strike>Mirror - MediaFire<br /></strike><a href="https://www.mediafire.com/file/n19ty60m5bdjiwl/Velsarbor_%2528English_beta_patched%2529%2528Lachsen%2529%2528RM2k%2529_.rar/file">Prepatched English Download Beta - MediaFire</a><br /><br />Will update with more info later.RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-79154414980361727262022-11-16T17:43:00.001-08:002023-06-13T09:25:57.553-07:00Richard Honeywood helped the house of Final Fantasy go from incoherent to incomparable - (FFIX's hallmark translation)<a href="http://web.archive.org/web/20110429064628im_/http://www.1up.com/media?id=3894282&type=lg"><img border="0" src="http://web.archive.org/web/20110429064628im_/http://www.1up.com/media?id=3894282&type=lg" /></a><br /><br />(from <a href="http://web.archive.org/web/20110429064628/http://www.1up.com/features/squaresoft-localization">1UP.com</a> by <a href="http://web.archive.org/web/20150404164719/http://www.1up.com/do/my1Up?publicUserId=5379721">Jeremy Parish</a> - April 28th, 2011)<br /><br /><span style="color: #cc0000;">(on webarchive, when prompt, "click continue to 1up", on the top right corner to advance to the next page)</span><br /><br /><i>...With a successful translation of Final Fantasy VIII under their belts by September 1999 and Chrono Cross ready to go in August 2000, Squaresoft's localization teams had only one last PlayStation masterpiece to tackle: Final Fantasy IX.<br /><br />The lush fantasy world and medieval cities of Final Fantasy IX marked a return to tradition for the series, which had grown increasingly modern with VII and VIII. But tradition hardly meant simplicity: As a celebration of the Final Fantasy series, IX packed a dizzying number of references to past characters, locations and themes, all wrapped up in a charming adventure that pushed the PlayStation to the limits of what it's hardware cound handle. A host of changes made the game feel like an interactive fantasy storybook or stage play: The return to cartoony superdeformed characters, the Active Time Events that introduced secondary plot elements, the allusions to Shakespeare. Even the simple addition of quotation marks around dialogue, first appearing in VII, gave the text a more literary air.<br /><br />Though many of IX's allusions were present in the Japanese version of the game, they weren't there at the beginning -- when Final Fantasy creator Hironobu Sakaguchi delivered his original script, it barely resembled the full game that would later appear.<br /><br />"I can remember receiving an initial draft of Sakaguchi-san's script early in production to review as preparation for our Loc Dept," Honeywood said. "I was surprised that it didn't really have any structure or even grammar to it. The plot was just a series of nouns. 'Darkness. Matches. Light. Candle. Boy with tail....' It made me laugh as I tried to imagine how a dev team would make a game out of this, and how much the planners would flesh out that basic story draft to have a very involved plot."<br /><br />Final Fantasy IX's references range from the obvious to the obscure. Garland, Mog, Vivi, and "No cloud, no squall shall hinder us!" all make overt references to fan-favorite series elements, while Trance, the Dwarves of Conde Petit and the Princess Cornelia of "I Want to Be Your Canary" could easily sail over the heads of all but the most devoted fans. And that's not even counting the pop culture references packed into the script, with allusions to Star Trek ("Dammit Jim, I'm a doctor, not a miracle worker.") and Monty Python ("Bah! Only only a flesh wound!")<br /><br />Perhaps it was the wonderful source material, or perhaps it was the strength of the localization department by the year 2000; either way, Final Fantasy IX's translation remains one of the strongest scripts Squaresoft has ever produced. The improvements in technology helped, too, of course.<br /><br />"FFVIII was the last game that forced the translators to submit their text in Shift-JIS double byte letters. I had written a tool that converted the text for them (along with line-width-checkers and a few other tools). On FFIX we convinced the dev team to allow us to use extended ASCII from the get-go, helping them implement that encoding into the program along with better fonts."<br /><br />By the time Honeywood and the other localization producers were working on FFIX, they had hired translators capable of converting Japanese straight to FIGS (French, Italian, German, Spanish) rather than translating the script to English first. As a remarkably lively translation and a technical accomplishment, Final Fantasy IX was a fitting homage to the series and a hallmark of what was to come in future Square titles, when localization teams would work more closely with the developers than ever before.<br /><br />"At FFIX's stage, we weren't too involved on a daily basis with the Japanese version...FFX, FFXI, FFX-2, FFXII and onwards we had the translators move to sit within the dev team at an earlier stage, and there was more collaboration. Over time, some dev teams became very good at choosing product and character names that work in all regions by discussing them with us."<br /><br />In some cases, that close working relationship resulted in the English translations feeding back into the Japanese scripts -- FFX-2's developers liked the term "machina" that was developed for Final Fantasy X's English script so much they added it into their game in Japanese. And because American gamers cared far more about lip syncing in cut-scenes, some games like The Bouncer were recorded with English voices first and later dubbed into Japanese.</i><br /><br /><i>Via <a href="http://web.archive.org/web/20110429064628/http://www.1up.com/features/squaresoft-localization">1UP.com (webarchive)</a></i>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-49941572451628669072021-05-16T16:38:00.004-07:002021-05-16T22:30:28.245-07:00(Spotted) 海賊ウォーク"Pirate Walk(?)" - RM2k3<p><iframe allowfullscreen="" frameborder="0" height="344" src="https://youtube.com/embed/jQTwrY0Bhgw" width="459"></iframe><br />
<br /><span style="color: red;"><b><u>Controls:<br /></u></b></span></p><div style="text-align: left;"><span style="color: red;"><b>left/right - rotate camera</b></span></div><span style="color: red;"><b>shift - run<br /></b></span><b style="color: red;">z- talk/move red guards<br /></b><b style="color: red;">x-rotates camera faster</b><p></p><p><span style="color: red;">*Uses Maniac Patch to achieve 3D effect in rpgmaker2003<br />(Bad recording, download and play for better performance)<br /></span><span style="color: red;">Download:</span><a href="https://furige.herokuapp.com/2019/comment/5570">https://furige.herokuapp.com/2019/comment/5570</a></p><p>(Spotted)<br /><a href="https://twitter.com/EasyRPG/status/1137410650974621696">https://twitter.com/EasyRPG/status/1137410650974621696</a> (60fps twitter vid)<br /><a href="https://www.nicovideo.jp/watch/sm35334327">https://www.nicovideo.jp/watch/sm35334327</a> (nico video vid)<br /><br />Via <a href="https://tkoolvipxii.x.fc2.com/ ">VIPRPG12代目作品保管庫</a> (Japanese)</p>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-77813931763544725812021-03-31T13:20:00.004-07:002021-03-31T13:20:53.996-07:00Hironobu Sakaguchi and FF programmers' try to rival DQ [Game Designers in their'early' days] - Keiichi Tanaka<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBVQOsmBSPfphlKLDcgJq_VOI-8oPVhnqrsfDG2KjSc7MqYlURgDmJOIPFNjSVoyumrOL-Omf1WelC0Id4QZtRmczxk603ue2NYfbOQZdbW_ginnOgcVSkbgvBOIK5ccDk8uXUrbxyVk4S/s1080/FinalFantasy0.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="767" height="740" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBVQOsmBSPfphlKLDcgJq_VOI-8oPVhnqrsfDG2KjSc7MqYlURgDmJOIPFNjSVoyumrOL-Omf1WelC0Id4QZtRmczxk603ue2NYfbOQZdbW_ginnOgcVSkbgvBOIK5ccDk8uXUrbxyVk4S/w454-h640/FinalFantasy0.jpg" width="564" /></a></div><br /><a href="https://news.denfaminicogamer.jp/english/170731b"></a><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy9LJ3k280DtOh5lssa2xojUc91XoXUq3cHv0zkdLPZIZd8WVOZEMzck1ETVsAN-7MB0y29aA5IXDbk9u-QDhtluIYudRAHs7d1YQWDZxxbH82rLQMd9YA1IPYXnzES3hdyNmHadnWo6U0/s1080/FinalFantasy1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="767" height="740" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgy9LJ3k280DtOh5lssa2xojUc91XoXUq3cHv0zkdLPZIZd8WVOZEMzck1ETVsAN-7MB0y29aA5IXDbk9u-QDhtluIYudRAHs7d1YQWDZxxbH82rLQMd9YA1IPYXnzES3hdyNmHadnWo6U0/w486-h640/FinalFantasy1.jpg" width="564" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNM57zaIRIK0roJa6UHi2LyhhKtHDx_sldds2Ss1HqU6g3T-YwLkt7UvS5eeHMJOtH0L0LckI7ePrd1jB76ZAAIqtdyA8ZCyPdsGrsUuGxJijT7KHgnZr9iJkuxjtCubwI0BUuN1R1Cq4t/s1080/FinalFantasy2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="767" height="740" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNM57zaIRIK0roJa6UHi2LyhhKtHDx_sldds2Ss1HqU6g3T-YwLkt7UvS5eeHMJOtH0L0LckI7ePrd1jB76ZAAIqtdyA8ZCyPdsGrsUuGxJijT7KHgnZr9iJkuxjtCubwI0BUuN1R1Cq4t/w455-h640/FinalFantasy2.jpg" width="564" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF7-mFG1j4Ry5W-j8WW3mJ1Ec7mVdXOPtlG9EL9g0rP8UJLwpX3tS2dcUHrVDMw1GlSTxbgi5aFRG-P8ohVBiSA0I4BKyFDff95OFLhzE4RQMwcnO0hmK8RQifeCHxx9dtlwxb1_Dzhok-/s1080/FinalFantasy3.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="767" height="740" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF7-mFG1j4Ry5W-j8WW3mJ1Ec7mVdXOPtlG9EL9g0rP8UJLwpX3tS2dcUHrVDMw1GlSTxbgi5aFRG-P8ohVBiSA0I4BKyFDff95OFLhzE4RQMwcnO0hmK8RQifeCHxx9dtlwxb1_Dzhok-/w454-h640/FinalFantasy3.jpg" width="564" /></a></div><p></p><p>(from <a href="https://news.denfaminicogamer.jp/english/170731b">Denfaminicogamer</a> by <a href="https://twitter.com/keiichisennsei">Keiichi Tanaka</a> - July 21th, 2017)<br /><br /><i>The
1980s and 1990s was the “adolescence” of the game industry. Wanting to
find out more about the passionate, young, overeaching past of the game
designers that struggled during that time, this report manga was created. The first guest is Hironobu Sakaguchi, the creator of “Final Fantasy”!</i><br /><br />Via <a href="https://news.denfaminicogamer.jp/english/170731b">Denfaminicogamer</a></p>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-62066990899831046062020-09-21T13:03:00.000-07:002020-09-21T13:03:42.896-07:00(Archive) Wings of Origin - RM2k3 - [RMHistoria]<p> (from <a href="https://rpgmakerhistoria.home.blog/2019/03/15/wings-of-origin/" target="_blank">RMHistoria</a> - March 15, 2019)<br /></p><div class="wp-block-image"><figure class="aligncenter" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="" class="wp-image-50" data-attachment-id="50" data-comments-opened="1" data-image-description="" data-image-meta="{"aperture":"0","credit":"","camera":"","caption":"","created_timestamp":"0","copyright":"","focal_length":"0","iso":"0","shutter_speed":"0","title":"","orientation":"0"}" data-image-title="b2019-03-15-00_06_05-wings-of-origin-a-new-beginning" data-large-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_06_05-wings-of-origin-a-new-beginning.png?w=640" data-medium-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_06_05-wings-of-origin-a-new-beginning.png?w=300" data-orig-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_06_05-wings-of-origin-a-new-beginning.png" data-orig-size="640,480" data-permalink="https://rpgmakerhistoria.home.blog/b2019-03-15-00_06_05-wings-of-origin-a-new-beginning/" height="240" src="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_06_05-wings-of-origin-a-new-beginning.png" width="320" /></figure></div><p><br /> <i>Created by: Carius<br />Date Released: Nov 2005 / Early 2007 (Demo Remake)<br />Engine: RM2003<br /></i></p><div class="wp-block-image"><figure class="aligncenter"></figure></div><p><i><br />The
author Carius was usually known around the GamingWorld community as a
keen event programmer. Usually making tech demos for contests and
tutorials on how to tackle RM2K3’s many limitations. Despite this
reputation he did manage to crank out a more conventional JRPG called
Wings of Origin. Starting out as a DBS contest entry, it’s essentially a
visual novel with no player exploration with a few battles here and
there. </i></p><i>
</i><div class="wp-block-image"><figure class="aligncenter"></figure></div><i>
</i><p><i>Angel-like people known as “Airfolk” rule the skies. However, the
protagonist Takeo is banished from flying ever again. An emotive and
vengeful story combined with the use of Brave Fencer Musashi tracks made
this small demo stick with me. It’s a ride full of twists and turns all
in 18 minutes. What I like most about the writing is that we’re never
quite sure of Takeo’s exact motivations for wanting to abandon his
grounded life for revenge. The plot presumably sets up Takeo’s son as
the actual protagonist. There’s a mysterious figure that appears at the
beginning and my hunch is that it might be Takeo’s son from the future.
This game will never be completed so we’ll never know! But it says a lot
about how much this game accomplishes in such a short time.</i></p><i>
</i><div class="wp-block-image"><figure class="aligncenter" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><i><img alt="" class="wp-image-62" data-attachment-id="62" data-comments-opened="1" data-image-description="" data-image-meta="{"aperture":"0","credit":"","camera":"","caption":"","created_timestamp":"0","copyright":"","focal_length":"0","iso":"0","shutter_speed":"0","title":"","orientation":"0"}" data-image-title="b2019-03-15-00_03_16-wings-of-origin-a-new-beginning2-1" data-large-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_03_16-wings-of-origin-a-new-beginning2-1.png?w=640" data-medium-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_03_16-wings-of-origin-a-new-beginning2-1.png?w=300" data-orig-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_03_16-wings-of-origin-a-new-beginning2-1.png" data-orig-size="640,480" data-permalink="https://rpgmakerhistoria.home.blog/b2019-03-15-00_03_16-wings-of-origin-a-new-beginning2-1/" height="240" src="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_03_16-wings-of-origin-a-new-beginning2-1.png" width="320" /></i></figure></div><i>
</i><p><i>There’s actually 3 versions of the game. The DBS contest entry, the
2005 story demo, and the 2007 remake of said demo. The 2005 one is the
one I remember, even now I still prefer it though. The music choices are
just better in my opinion. The art/mapping might be slightly improved
in the 2007 one, but it’s still a general mishmash of Star Ocean / Tales
of Phantasia / Rudra. There is interesting DBS experimentation in it
but I really just like this demo for the story and the abundant night
sky atmosphere.</i></p><i>
</i><div class="wp-block-image"><figure class="aligncenter is-resized" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><i><img alt="" class="wp-image-67" data-attachment-id="67" data-comments-opened="1" data-image-description="" data-image-meta="{"aperture":"0","credit":"","camera":"","caption":"","created_timestamp":"0","copyright":"","focal_length":"0","iso":"0","shutter_speed":"0","title":"","orientation":"0"}" data-image-title="b2019-03-15-00_03_02-wings-of-origin-a-new-beginning" data-large-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_03_02-wings-of-origin-a-new-beginning.png?w=640" data-medium-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_03_02-wings-of-origin-a-new-beginning.png?w=300" data-orig-file="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_03_02-wings-of-origin-a-new-beginning.png" data-orig-size="640,480" data-permalink="https://rpgmakerhistoria.home.blog/b2019-03-15-00_03_02-wings-of-origin-a-new-beginning/" height="240" src="https://rpgmakerhistoriahome.files.wordpress.com/2019/03/b2019-03-15-00_03_02-wings-of-origin-a-new-beginning.png" width="320" /></i></figure></div><i>
</i><p><i>Estimated length: 20 minutes<br /><br /><a href="https://drive.google.com/open?id=1SBaw1_NKTZiiNjZDl2zaMlHAYD3KtPBW">Download Here (3 Versions)</a><br /><a href="https://youtu.be/NlsjjLS6axI">Youtube Gameplay (Full Playthrough</a></i></p><i>
</i><p><i><a href="https://web.archive.org/web/20090110234027/http://uirpg.com/games.php?act=view&id=11">Ultima Island Page (archive)</a><br /><a href="https://web.archive.org/web/20090618075812/http://rmt.divinelegy.com/">RMTutorials (Carius’s page) (archive)</a></i></p><i>
</i><p><i>Special thanks to hedge1 for preserving the demos.</i></p>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-63185557904049385662020-09-19T12:11:00.000-07:002020-09-19T12:11:00.759-07:00<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGWn3fFKQYFLk0HBkgHrpT-8FjTwV-0HfqbWCbk97CVcfHvrDWTW9MrUOOO-oELIZ1fXxdxPGmbMAWR3oSbonWtX65EsFQt6SDubbtu3ntcXYLGuPvycMdTRYwnW_xtOxZHRjCQ0GrXiSu/s720/111deleteafter.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="720" height="214" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGWn3fFKQYFLk0HBkgHrpT-8FjTwV-0HfqbWCbk97CVcfHvrDWTW9MrUOOO-oELIZ1fXxdxPGmbMAWR3oSbonWtX65EsFQt6SDubbtu3ntcXYLGuPvycMdTRYwnW_xtOxZHRjCQ0GrXiSu/w320-h214/111deleteafter.png" width="320" /></a></div><span style="color: red;"><b>Crap.</b></span><p></p>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-71183349210354693812020-05-24T13:44:00.001-07:002020-06-25T19:00:40.659-07:00In 1994, Ted Woolsey changed game localization by writing a "deathless" apocalypse - [USGAMER]<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFkQgZ4WTWjSVGdkwh_gN2EosEKt5NiZfea0d6atS9gitKyx48fosf1Nlb9-x6PMUUr0EuFz_Jiiw_OLU0ojnr2K4xLRL0fy3uwfM53-jG-MIS6WUfCCY3U96GRyBFScpOovduiKWgsJDp/s1600/70.jpeg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="509" data-original-width="656" height="452" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFkQgZ4WTWjSVGdkwh_gN2EosEKt5NiZfea0d6atS9gitKyx48fosf1Nlb9-x6PMUUr0EuFz_Jiiw_OLU0ojnr2K4xLRL0fy3uwfM53-jG-MIS6WUfCCY3U96GRyBFScpOovduiKWgsJDp/s640/70.jpeg" width="600" /></a></td></tr>
<tr><td class="tr-caption"><i>Final Fantasy 6's story inspired more than one budding writer to pick up their pen and go wild. [Square Enix/<a href="https://www.youtube.com/watch?v=Ot-59iFD64s">Source</a>]</i></td></tr>
</tbody></table>
<br />
<div>
(from <a href="https://www.usgamer.net/articles/ted-woolsey-localization-translator-profile-nintendo-final-fantasy-6">USGAMER</a> by <a href="https://www.usgamer.net/authors/1103">Nadia Oxford</a> - May 5th, 2020)<br />
<div style="font-weight: bold;">
<b></b><br />
<div style="display: inline !important;">
<i><b style="font-weight: bold;">"Every RPG enthusiast can recall what game they were playing when they were struck by the fandom's universal epiphany: </b><span style="font-weight: normal;">The realization that RPGs can treat us to rich stories and deep character rosters that rival classic fantasy novels. We don't say it often enough, but the people who translated those games and added flavor to their characters, stories, and worlds deserve some credit for these discoveries. It's fine to journey for 60 hours with wooden heroes; it's better to come come away from the adventure bright-eyed and stuffed full of one-liners like, "Don't tease the octopus, kids!" and, "You sound like a chapter from a self-help booklet."</span></i></div>
</div>
<div>
<span style="font-weight: bold;"></span><br />
<span style="font-weight: bold;">
</span>
<br />
<i>The 16-bit era was a renaissance for console RPGs, especially for Westerners. Though RPGs wouldn't reach anything close to mainstream popularity until Final Fantasy 7 hit the PlayStation in 1997, the candy-colored sprites in Secret of Mana and the solemn, realistic backdrops of Final Fantasy 6—released in the West as Final Fantasy 3— turned some heads and won some hearts. In time, these newly-baptized RPG fans and the veterans who fell in love with the genre through Dragon Warrior came to the same observation: Many of the RPGs produced by Square Enix (then Squaresoft) boasted next-level translations in an era where video game localizations were still infamous for being shoddy.<br /><br />Squaresoft's RPGs weren't just clear and competent. They built up the worlds they belonged to, gave life and character to hero and monster alike. In particular, the localization for Final Fantasy 6 is so ingrained in fans' minds that certain character quirks and bits of dialogue have carried over into modern Final Fantasy games. <a href="https://www.usgamer.net/articles/cover-story-teaching-creative-thought-and-expression-through-video-games">Professional authors even cite Final Fantasy 6 as a major inspiration for their works</a>.</i></div>
<div>
<i><br />It's remarkable to realize Square Enix's ability to deliver such a powerful story about death, devastation, and the end of the world while under the watchful eye of Nintendo of America's content censors. That's why the man behind the translations, Ted Woolsey, is still celebrated for his work."</i></div>
<div>
<br /></div>
Via <a href="https://www.usgamer.net/articles/ted-woolsey-localization-translator-profile-nintendo-final-fantasy-6">USGAMER</a><br />
<br /></div>
RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-69874206099004195142020-01-01T07:07:00.000-08:002020-01-01T07:07:00.761-08:00Are RPG Maker games as bad as people think? [EUROGAMER]<div class="separator" style="clear: both;">
<i><b>"RPG Maker games have always been here. They are really easy to identify...<br />
<span style="font-size: x-large;">...But the tag is <a href="https://www.eurogamer.net/articles/2018-09-01-are-rpg-maker-games-as-bad-as-people-think">lying</a> to you"</span></b></i></div>
<br />
<a href="https://www.blogger.com/"><span id="goog_2076182045"></span><br />
<span style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="433" data-original-width="690" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiaiV3f4Grw58XyYS-7QEWc6HrFGnuGiObBLCiC5j9D_66qvIUZG0k8wRYPBMQLyKIf-p6W0MSJwsb42zXqzK3upsLtCQBh7QkOY99SBJVhrGOGxQfQqbjOlv1iPJlVFwwMEz_QS9evbLQz/s640/badrpg.jpeg" width="600" /><span id="goog_2076182046"></span></span></a><br />
(from <a href="https://www.eurogamer.net/articles/2018-09-01-are-rpg-maker-games-as-bad-as-people-think">eurogamer.net</a> by <a href="https://www.eurogamer.net/authors/1839">Giada Zavarise</a> - May 24th 2018)<br />
<br />
<i>"We all have our petty personal crusades to fight. Mine is the endless battle in defence of RPG Maker, accused by many of being a bad engine only used by lazy developers. RPG Maker games tend to look the same, so this means that only untalented developers use it, right? I decided to prove people wrong. With science. That's why I took a deep dive in the Steam <a href="https://store.steampowered.com/search/?sort_by=Released_DESC&tags=5577">RPG Maker tag</a>, gathering data about all 559 tagged games released to this day. Behold the results of my foolish research."</i><br />
<b><i><br />
</i></b> Via <a href="https://www.eurogamer.net/articles/2018-09-01-are-rpg-maker-games-as-bad-as-people-think">EUROGAMER</a>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-81956721131688554842019-12-31T06:13:00.000-08:002019-09-30T12:52:42.502-07:00(Spotted) the machine that BREATHES - GMS2<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/SB82DJd9C4I" width="480"></iframe><br />
<br />
<span style="color: red;">(If you like <b>Resident Evil,</b> <b>Shadow of The Colossus</b> or <b>Boris Karloff's Frankenstein</b>, definitely check this out! Very pleased with how this is shaping out - spread the word!)</span><br />
<br />
Via <a href="https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/">Steam</a> <span style="color: red;">(Wishlists adds appreciated!)</span><br />
Via <a href="https://rpgmaker.net/games/11197/">RMN</a><br />
Via <a href="https://shweep.itch.io/the-machine-that-breathes">Itch.io</a><a href="https://shweep.itch.io/the-machine-that-breathes"></a><br />
<a href="https://shweep.itch.io/">choinheap</a>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-85828674284347168302019-08-30T06:21:00.000-07:002019-08-30T06:21:48.439-07:00(Reference) Illustrator Akira “Akiman” Yasuda, (Capcom) [toco toco]<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/RxIXilYv0kM" width="480"></iframe>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-27076123219199289402019-08-21T15:31:00.001-07:002021-03-31T12:37:35.489-07:00Keiichi Tanaka explores the history behind Nintendo's now-legendary “EarthBound” - [denfaminicogamer]<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9w4qu7BAL5VkFdftS2EVbzVFoqkhpsb_cwDNqxHOvx-8a0j4NDgmPiqgicKfTV6c3gXn_3Z13gucm6Vy8pIbEHU0V9nXEFJDwff4SW-sowMAPTH7kurxZff8j2MzYY2qfazyVVTYpIpvF/s1600/Earthbound1.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1137" height="740" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9w4qu7BAL5VkFdftS2EVbzVFoqkhpsb_cwDNqxHOvx-8a0j4NDgmPiqgicKfTV6c3gXn_3Z13gucm6Vy8pIbEHU0V9nXEFJDwff4SW-sowMAPTH7kurxZff8j2MzYY2qfazyVVTYpIpvF/s640/Earthbound1.jpg" width="554" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_gersmZFE0RKVqVRtXSLcqJ-39O2F2zOq66CMYw5nfF6YTTuE6wPn9PewckKlfcgygFVDrknkZQZc2ofSqo3w86sXnGTaDruScO9CRZTS7RWNDescNLaiPEbDsFORVYS21GxSwOYgSjq0/s1600/Earthbound2.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1137" height="740" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_gersmZFE0RKVqVRtXSLcqJ-39O2F2zOq66CMYw5nfF6YTTuE6wPn9PewckKlfcgygFVDrknkZQZc2ofSqo3w86sXnGTaDruScO9CRZTS7RWNDescNLaiPEbDsFORVYS21GxSwOYgSjq0/s640/Earthbound2.jpg" width="554" /></a></div>
<span style="font-style: italic;"><br /></span>(from <a href="https://news.denfaminicogamer.jp/english/180109">Denfaminicogamer</a> by <a href="https://twitter.com/keiichisennsei">Keiichi Tanaka</a> - January 9th, 2018)<br />
<br />
It was 1987. On the train back to Kyoto, Shigesato Itoi was weeping. <span style="font-style: italic;">"It wasn't because I felt sad It was because I felt powerless. Granted, I felt that way several more times later on in life. But I never felt quite as depressed as I did then… It was two years before 'MOTHER" (Earthbound Beginnings) was born.'</span><br />
<span style="font-style: italic;"><br /></span>
Via <a href="https://news.denfaminicogamer.jp/english/180109">Denfaminicogamer</a>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-61334186453813324802019-08-20T07:48:00.000-07:002019-07-16T07:49:30.674-07:00(KickStarter) Kingdoms of the Dump - Godot<iframe allowfullscreen="" frameborder="0" height="344" src="https://www.youtube.com/embed/swcFuuwHKFE" width="459"></iframe><br />
<br />
<span id="fullpost">Via <a href="https://www.kickstarter.com/projects/kingdomsofthedump/kingdoms-of-the-dump">KickStarter</a><br /><a href="https://www.rpgmakerarchive.net/search/label/Dookie">Dookie</a><br />
<br />
<br />
</span>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-6161034382615613332019-07-10T07:47:00.000-07:002019-07-09T08:01:43.117-07:00(Spotted) Psycho Platone - RM2k3<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/N42FH4PM4Kg?start=1226" width="480"></iframe><br />
<br />
<span id="fullpost">Via <a href="http://hentaifilm.sitemix.jp/">http://hentaifilm.sitemix.jp/</a><br />Via <a href="https://www.youtube.com/watch?v=N42FH4PM4Kg">umineko 2019</a> Youtube<br />
</span>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-62803089729294263662019-07-09T08:00:00.001-07:002019-07-09T09:26:20.287-07:00(Spotted) Doraemon's FINAL FANTASY - RM2k3?<iframe allowfullscreen="" frameborder="0" height="344" src="https://www.youtube.com/embed/bJMnyjKYds8?start=449" width="459"></iframe><br />
<br />
ドラえもん のび太のFINAL FANTASY<br />
Via <a href="https://www.youtube.com/watch?v=bJMnyjKYds8">Toma tomato</a> YoutubeRPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-28463272000225096212019-03-30T07:40:00.000-07:002019-04-07T14:06:47.582-07:00Fatal Limits - [RMHistoria]<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlWZ8JY7pSNbtCRScSKuJeAfmS7thLyi7oLSk7-XuZU5frxm6AIrLi95p0-qTCQP5UH7eqtEaAH_MNtwev-qSM7yH2eHiv0uZE0Xbp3jtXUl_K742ILieVPD1hgnEVzqb_SC43ltU8yov0/s1600/animated2-3.gif" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="240" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlWZ8JY7pSNbtCRScSKuJeAfmS7thLyi7oLSk7-XuZU5frxm6AIrLi95p0-qTCQP5UH7eqtEaAH_MNtwev-qSM7yH2eHiv0uZE0Xbp3jtXUl_K742ILieVPD1hgnEVzqb_SC43ltU8yov0/s1600/animated2-3.gif" /></a><i>"They say imitation is the sincerest form of flattery. Most RPG Maker games tend to have very traceable influences and they vary based on the choices an author would make. To say Fatal Limits is a recreation of Final Fantasy 7 isn’t quite accurate. It starts off at roughly the story beat in FF7 where Cloud and crew decides to rescue Aeris from Shinra as opposed to a bombing mission equivalent. Only, you aren’t terrorists, you simply want to escape the city and travel the world. There are tiny little details that are divergent from FF7, and it’s interesting to see how even the style of the cutscenes and phrasing mimic the source material and then don’t. I think it proves that unless you are actually lifting exact moment to moment aspects of the source material directly, there are still ways in which a game can define itself...."</i><br />
<br />
(from <a href="https://rpgmakerhistoria.home.blog/2019/03/17/fatal-limits/">RMHistoria</a> - March 17, 2019)<br />
<a href="https://rpgmakerhistoria.home.blog/">Please check out RMHistoria</a>!RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-51504442674051634722018-12-01T17:46:00.000-08:002018-12-02T07:44:05.084-08:00 Confessions of a teenage asset ripper ----- A better class of art thief: [rockpapershotgun.com](from <a href="https://www.rockpapershotgun.com/2018/05/24/confessions-of-a-teenage-asset-ripper/">rockpapershotgun.com</a> by <a href="https://www.rockpapershotgun.com/author/giada-zavarise/">Giada Zavarise</a> - May 24th 2018)<br />
<i><br />"...I never played <a href="https://en.wikipedia.org/wiki/Seiken_Densetsu_3">Secret of Mana 2</a> on the Super Nintendo, but I could recognize its trees in a blink. I saw them in countless other games, their lush branches decorating the corners of fantasy worlds filled with magic, dragons, and bugs. Oh, so many bugs. I’ve never played the first <a href="https://en.wikipedia.org/wiki/Star_Ocean">Star Ocean</a>, the <a href="https://en.wikipedia.org/wiki/Suikoden">Suikoden</a> series, <a href="https://en.wikipedia.org/wiki/Terranigma">Terranigma</a>, or <a href="https://www.rockpapershotgun.com/tag/chrono-trigger/">Chrono Trigger</a>. But I know them. They are games I’ve always appreciated in a disjointed state, their plants and furniture dissected and laid out on sprite sheets like tiny organs on an autopsy table. I saw all this because, when I was a teenager, I illegally ripped art assets from commercial games..."</i><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgytHvzjW4coDaUYfET7U2z-JgB6-cZBbDZR_GPglhYrO-JU9EYPCJs3DPoEV_k8MmoHWiIS7NfCyPXCPW7tYKPdKvgxbYj523Wyi01KPO2ZveNy7j6k2enLbSF7A9y_n8_WvVSVy28mV8I/s1600/asset-ripping-2-620x465.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="465" data-original-width="620" height="440" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgytHvzjW4coDaUYfET7U2z-JgB6-cZBbDZR_GPglhYrO-JU9EYPCJs3DPoEV_k8MmoHWiIS7NfCyPXCPW7tYKPdKvgxbYj523Wyi01KPO2ZveNy7j6k2enLbSF7A9y_n8_WvVSVy28mV8I/s640/asset-ripping-2-620x465.jpg" width="600" /></a></div>
<br />
<br />
<i>"...Before 2005, the amateur game-making tool <a href="https://www.rockpapershotgun.com/tag/rpg-maker/">RPG Maker</a> didn’t have an official publisher. The community thrived in the shadows, a bunch of teenagers armed with cracked, unofficially-translated copies of the engine, and one shared dream: making games as cool as <a href="https://www.rockpapershotgun.com/tag/final-fantasy/">Final Fantasy</a>. Teens with no preparation, no guidance, and no bloody idea of what they were doing.<br />
<br />
RPG Maker is an intuitive tool, and people were quick to master it even without official support. But all games need art assets to shine, and most of those teens had never used graphics software more complicated than MS Paint. That’s why they – we – turned to stealing art from other games. Ripping assets was not a new concept to the pre-pubescent indie scene. <a href="https://www.rockpapershotgun.com/tag/gamemaker-studio/">GameMaker</a> users were ripping as well, and some famous GameMaker games from that era, like <a href="http://gamemakergames.com/archive/ark-22">Ark 22</a>, feature a number of ripped and edited graphics. Ripping from commercial titles soon became an integral part of the early RPG Maker days..."<br /><br />"...People often feel OK about downloading those old, forgotten games from clandestine websites, but using old assets from forgotten games in your own non-commercial endeavour is still a taboo. Wouldn’t it be nice, though, to salvage whatever we can from our past? To celebrate it in a new form?..."</i><br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrYP_3EHXQ-5oeiCfAHaiODubkV7JICS2ev5NFv3up-yvNrtVwEuPbciBnCzE6amO2yXjhODor9NibheyiiZbqzKLR0AtPJlFXBRcvoSWAq6PoFheqF5CQxCm4kuBY3mQw4FVKcsvs-An-/s1600/asset-ripping-9-620x290.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="290" data-original-width="620" height="254" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrYP_3EHXQ-5oeiCfAHaiODubkV7JICS2ev5NFv3up-yvNrtVwEuPbciBnCzE6amO2yXjhODor9NibheyiiZbqzKLR0AtPJlFXBRcvoSWAq6PoFheqF5CQxCm4kuBY3mQw4FVKcsvs-An-/s640/asset-ripping-9-620x290.jpg" width="600" /></a><i><br />
<br />"...When a work enters the public domain, everyone becomes free to change it, redistribute it, and use parts of it for their own creations. In the world of literature, this freedom gave birth to literary mashups, like <a href="https://en.wikipedia.org/wiki/Pride_and_Prejudice_and_Zombies">Pride and Prejudice and Zombies</a>, and to new novels featuring borrowed characters, like <a href="https://en.wikipedia.org/wiki/Wide_Sargasso_Sea">The Wide Sargasso Sea</a>. It’s a form of fan-fiction, in a sense (another kind of homage that is getting difficult for videogame authors, with more and more projects taken down by cease and desist letters).</i><i><br />
<br />
Pop art got Andy Warhol and endless replicas of Marilyn Monroe’s face. Songs have covers and remixes. Novels have fan-fiction. Moms have decoupage. Will games ever be allowed to have the same freedom? We’re used to seeing old games being remastered and rebooted. I hope one day we will be allowed to remix them."</i><br />
<br />
Via <a href="https://www.rockpapershotgun.com/2018/05/24/confessions-of-a-teenage-asset-ripper/">RockPaperShotgun</a><br />
<br />RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-82584296096903685932018-11-01T18:03:00.000-07:002018-11-05T08:24:53.606-08:00Stop Hating on 'RPG Maker,' the Easy-Bake Game Development Tool - [MOTHERBOARD](from <a href="https://motherboard.vice.com/en_us/article/z43vme/stop-hating-on-rpg-maker-the-easy-bake-game-development-tool">MOTHERBOARD</a> by <a href="https://motherboard.vice.com/en_us/contributor/david-jagneaux">David Jagneaux</a> - May 24th 2018)<br />
<div>
<br /></div>
<i><br /></i>
<i>"...If you browse the <a href="http://forums.rpgmakerweb.com/">RPG Maker forums</a> or the various digital indie game storefronts like <a href="http://itch.io/">itch.io</a> or <a href="https://steamcommunity.com/greenlight/">Steam Greenlight</a>, you can see why. They're filled with shoddy efforts that appear to have been created in an afternoon using nothing but stock art assets that come with the program. Broken english, bad level design, poorly written stories, boilerplate interaction, and inconsistent pacing are just some of the problems that often plague these games.</i><br />
<div>
<i><br />
</i></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_SfUb_9XhVVs5P1yd4jNHnIKCVFdcP3I-Ra63MSM-sQfbZ7irLTRZAtx05RL3VFlBZJcI8V7t8pPCq0X8EXY3nHqTTiUiAcwZUMghPGMmoRzjJs-U3GiaX4My9CePi2Wv9apU0cpZdgd6/s1600/144987004355813.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><i><img border="0" data-original-height="900" data-original-width="1600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_SfUb_9XhVVs5P1yd4jNHnIKCVFdcP3I-Ra63MSM-sQfbZ7irLTRZAtx05RL3VFlBZJcI8V7t8pPCq0X8EXY3nHqTTiUiAcwZUMghPGMmoRzjJs-U3GiaX4My9CePi2Wv9apU0cpZdgd6/s640/144987004355813.jpg" width="600" /></i></a></td></tr>
<tr><td class="tr-caption"><i>To the Moon’s promotional art work. Image: Freebird Games.</i></td></tr>
</tbody></table>
<i>...The most important thing a developer can do to protect the vision of their game is creating unique content that goes beyond this base level of production," said Justin Amirkhani, creative director at <a href="http://www.vagabonddog.com/">Vagabond Dog</a>. "With the proper application of fresh art and uniquely developed mechanics, it can be difficult to discern if a game was even made using RPG Maker. Developers who take the time and effort to make their product their own need not fear any stigma, regardless of what engine they create with."</i><br />
<div>
<i><br /></i></div>
<div>
Via <a href="https://motherboard.vice.com/en_us/article/z43vme/stop-hating-on-rpg-maker-the-easy-bake-game-development-tool">MOTHERBOARD</a></div>
RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-49456630670265216882018-10-31T20:36:00.000-07:002018-10-21T18:03:59.804-07:00(Archive) Corpse Party - Dante98 (Japanese)<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFhprOFELd3mWN6NfWH_Q_IHcqfJm93-GKtGA5VFR22cAy_-XPcU7TzCcqpOKXEFI8qZRzel0gSTN51jiFdjCNQB1AVPxQNSKUMz9bSy8HB5LC_2iVsKhQwGStlq6UNsCDCavWv9skopXj/s1600/corpsedante98.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="221" data-original-width="600" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFhprOFELd3mWN6NfWH_Q_IHcqfJm93-GKtGA5VFR22cAy_-XPcU7TzCcqpOKXEFI8qZRzel0gSTN51jiFdjCNQB1AVPxQNSKUMz9bSy8HB5LC_2iVsKhQwGStlq6UNsCDCavWv9skopXj/s1600/corpsedante98.gif" /></a></div>
<i style="color: red;"><br /></i><i style="color: red;">(I made a vow not to upload Corpse Party until I could find the original Japanese PC-98 version copy of Corpse-Party PC-98, I have.)</i><br />
<span style="color: red;"><br />
</span><span style="color: red;">The Original PC-98 version of corpse party is available through <a href="https://web.archive.org/web/20010809121135/www.enterbrain.co.jp/gamecon/a_con2.html">webarchive on enterbrain's site</a>.</span><br />
<span style="color: red;"><a href="https://web.archive.org/web/20061212175757/www.enterbrain.co.jp/digifami/conpark/dantewin.html">The emulator to play it</a> is also available through enterbrain as well. (Use D2 by Mr.Nakao instead!) </span><span style="color: red;">I've include the emulator and the game as a download:</span><br />
<span style="color: red;"><br /></span><span style="color: red;"><i>---(Warning, Full Screen only)----</i></span><br />
<span style="color: red;"><i><strike>---How to play Japanese RPGMaker Games</strike> (Google it)---</i></span><br />
<span style="color: red;"><a href="http://www.mediafire.com/file/hrl51sj6d2s61sv/Corpse+Party+%28Makoto%29%28Dante98%29.rar">PC Download </a>(Japanese)</span><br />
<span style="color: red;"><a href="http://www.mediafire.com/file/lxfbc4rzvdgnhsc/Corpse+Party+%28Makoto%29%28Dante98%29+MAC.zip">Mac Download</a> (Japanese)<i>(Mouse only)</i></span><br />
<span style="color: red;"><i>(you'll need to quit by selecting the last option from the save menu)</i></span><br />
<span style="color: red;"><br />
</span><span style="color: red;">Enjoy.</span><br />
<a href="http://www.memoriesoffear.com/games_corpsepartyrebuilt/index.html"><br /></a><b><a href="http://www.memoriesoffear.com/games_corpsepartyrebuilt/index.html">--For the playable English PC freeware remake---</a>, </b>please check out:<br />
<b>CorpseParty-Rebuilt- </b>over on, <a href="http://www.memoriesoffear.com/">http://www.memoriesoffear.com/</a> these guys are a really cool fan translation group that are translating <a href="http://www.memoriesoffear.com/games.html">a whole bunch of really cool japanese rpgmaker games.</a><br />
<br />
(from <a href="http://corpseparty.wikia.com/wiki/CORPSE-PARTY_(PC-98)">corpseparty.wikia.com</a> : <a href="http://corpseparty.wikia.com/wiki/CORPSE-PARTY_(PC-98)">CORPSE-PARTY (PC-98)</a>)<br />
<div>
<br />
<i>CORPSE-PARTY (コープスパーティー Kōpusu Pātī<a href="http://corpseparty.wikia.com/wiki/Help:Installing_Japanese_character_sets">?</a>) is the original survival horror adventure game in the Corpse Party series created by KENIX SOFT. It was made using the RPG Tkool Dante 98 program for the NEC PC-9801 home system, and it was released in Japan on April 22, 1996. It is usually known under the abbreviation Dante 98 (Dante98版 Dante98 Han<a href="http://corpseparty.wikia.com/wiki/Help:Installing_Japanese_character_sets">?</a>) in Japan and occasionally as CP98 overseas.</i><br />
<i><br /></i>
<i>On December 17th, 1992, a Japanese group called ASCII released a program titled RPG Tkool Dante 98 for the Japanese exclusive home system known as NEC PC-9801 which allowed people to develop their own role-playing games. They further promoted their tool by publishing a monthly magazine titled LOGIN Sofcom where amateur developers could submit their creations. On April 22nd, 1996, an adventure game called CORPSE-PARTY was published in the Spring 1996 edition of LOGIN Sofcom No.6. It was made by a 22-year-old college student by the name of Makoto Kedouin. On February 26th, 1997, Kedouin won second place in the Second Annual ASCII ENTERTAINMENT competition, netting him 5 million yen [$61,675.00 USD].</i><br />
<i><br /></i>
<i>This game was remade nine years later for the mobile under the title Corpse Party: NewChapter. This new version would later be ported to the PC as <a href="http://corpseparty.wikia.com/wiki/Corpse_Party_(PC)">Corpse Party BloodCovered</a> and once again to the PSP as <a href="http://corpseparty.wikia.com/wiki/Corpse_Party_(PSP/iOS)">Corpse Party: BloodCovered ...Repeated Fear</a>.</i><br />
<div>
<i><br /></i>
<i>On September 1, 2011 Corpse Party saw a sequel, titled <a href="http://corpseparty.wikia.com/wiki/Corpse_Party:_Book_of_Shadows">Corpse Party: Book of Shadows</a> for PSP and iOS which further tells the story about the Kisaragi students. Since then, Corpse Party had many spin-offs, manga adaptations, an OVA and a live-action movie.</i><br />
<i>Three years after the release of Book of Shadows, the final part to Heavenly Host saga was released, called <a href="http://corpseparty.wikia.com/wiki/Corpse_Party:_Blood_Drive">Corpse Party: Blood Drive</a> for PSVita.</i><br />
<i><br /></i>
<i>About a year before Corpse Party: BLOOD DRIVE was released, the first chapter of a new project titled <a href="http://corpseparty.wikia.com/wiki/Corpse_Party_2:_Dead_Patient">Corpse Party 2: DEAD PATIENT</a> was released. Taking place five years after the conclusion of Heavenly Host Elementary School saga, it serves as the latest installment of the series.</i></div>
</div>
RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-726097844173824742018-08-21T10:31:00.000-07:002018-12-23T07:56:00.261-08:00(Archive) Kindred Saga - RM2k - GamingGroundZero<span style="color: red;"><i>Update: Reposting, because people kept visiting the old blog page,</i></span><br />
<span style="color: red;">(Decided to update this to RTP-free, <a href="https://www.rpgmakerarchive.net/2016/05/archive-kindred-saga-rm2k3.html" style="text-decoration: line-through;">the old entry can be found here</a> download below)</span><br />
<span style="color: red;">(The rest of the GamingGroundZero Games, can be found </span><a href="http://www.rpgmakerarchive.net/2016/10/reference-gaminggroundzero-games.html">here</a><span style="color: red;">)</span><br />
"Sparked a new era of rm2k games." - gamingw.net Aug 2003<br />
"The first real custom system(s) game to wow the community." - rpgmaker.net June 2012<br />
"Literally taught me how to program as a kid." - anonymous Oct 2017<br />
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguH7RWMqkH9yUwAxIIXLcaIYFUQz5MMIio9fjlSIVmShJz-zKR-AhE6CVfqSZ-SPyOHKsg9HJXlvH84TkLoS_qro_tskxeWRZnrBM6xYUsPkJk9tFm3_h69mFreOVg4FtpTGSqlbrBmWiU/s1600/KStitle.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguH7RWMqkH9yUwAxIIXLcaIYFUQz5MMIio9fjlSIVmShJz-zKR-AhE6CVfqSZ-SPyOHKsg9HJXlvH84TkLoS_qro_tskxeWRZnrBM6xYUsPkJk9tFm3_h69mFreOVg4FtpTGSqlbrBmWiU/s400/KStitle.PNG" width="400" /></a></div>
<span style="color: red;"><br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZrgR8sNXkhWFQ2H-GA7nHnq6Fk_ihytdPrJUsGr9-Jupp4bA9CLTDFv755ETJhM8lkjY9Bzj8T_4jf6M9P_9DM45u2zEawOVCGllMvma-AtGnJV5dt1GJ7AQFMWRIH5Ewqp-75KW1LOnV/s1600/RMAKS.PNG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="480" data-original-width="640" height="440" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZrgR8sNXkhWFQ2H-GA7nHnq6Fk_ihytdPrJUsGr9-Jupp4bA9CLTDFv755ETJhM8lkjY9Bzj8T_4jf6M9P_9DM45u2zEawOVCGllMvma-AtGnJV5dt1GJ7AQFMWRIH5Ewqp-75KW1LOnV/s640/RMAKS.PNG" width="600" /></a></span><br />
<i>"It is only a matter of time…before I consume you” These are the words that plague Slain's dreams, as he awakens in Terrason, a now dead city, segregated by class, into a chain of districts, each separated by an impenetrable wall. He along with Jagan and Lance, live in District 5 of the Dayga Block, an impoverished area where inhabitants struggle to get by, crowding in wherever there is space.<br />
<br />
With plans of stealing the Genesis Rune from Bendale Manor, an invaluable gem worth millions, Jagan and the others, hope of finally leaving the city in search of a better life. But on the night of their biggest heist, Slaine is haunted by a recurring dream of a dark magician, a kindred spirit who threatens to consume his soul...</i><br />
<br />
Released in 2001, Kindred Saga is a game created by Qheretic (<a href="https://www.rpgmakerarchive.net/2016/10/reference-gaminggroundzero-games.html">of GamingGroundZero</a>) which utilizes a custom side-battle-view system in rpgmaker2000<br />
(1 year before rpgmaker2003 was released!) <br />
<br />
Kindred Saga combines: <br />
- the co-op tech abilities of <b>Chrono Trigger, </b><br />
- the character field puzzles of <b>Breath of Fire</b>, <br />
- the dark and dreary setting of <b>Final Fantasy 7</b>'s midgar, <br />
as well as many other influences found in jrpgs from the mid to late 90s. <br />
<br />
While unfinished, Kindred Saga served as a major influence for many aspiring rpgmakers during the early 2000s that still contribute to rpgmaker to this day. We've decided to upload the game here for reference sake, as part of the rpgmaker classic archive initiative, in order to give future makers the opportunity to examine how it utilizes various game mechanics from numerous jrpgs in order to create something new - so that these games are not forgotten.<br />
<br />
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="344" src="https://www.youtube.com/embed/98Yop310gG4" width="459"></iframe><br />
<br />
<div style="text-align: left;">
<a href="http://www.mediafire.com/file/3bzw4jdwj2l85p6/Kindred+Saga+%28Qheretic%29%28RM2k%29.rar">Kindred Saga PC Download (RTP free)</a></div>
<div style="text-align: left;">
<div style="text-align: left;">
<a href="http://www.mediafire.com/file/3skp88bar7nsk82/Kindred+Saga+%28Qheretic%29%28RM2k%29%28Mac%29.zip">Kindred Saga Mac Download</a></div>
<div style="text-align: left;">
<b>Mac (Beta)</b></div>
<div style="text-align: left;">
-lag during battles/picture use</div>
<div style="text-align: left;">
-Issues with Midi playback on Mac Operating System:</div>
<div style="text-align: left;">
- OS X 10.6, 10.7, (midi is too quiet/certain songs will lead other songs to not play right - if this happens, save, quit/close, then reload the game)</div>
<div style="text-align: left;">
-lag and sound issues aside, otherwise 100% playable</div>
<div style="text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgciYn05CYZ6BYFyyi4lqPsdAbKYAcTP9z8aUeY9_x_yWGkGcFw81lQWdLHHgFv8dqZDrv64_xFEg5uzuEOV1ZaLXySElw153u45N-_odOvl6E_xe4kP6xQFzTUR0w_T4bIEZtBfwRjMM9C/s1600/KSCredits.png">Credits (Included in PC download)</a></div>
<div style="text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMNUGXl1WPBMfD2g97sqGdt5JU5oKUk2I2yDegeUf-ihqd1wikdnl65M0fFFypIdT-d5ycqjjg_eN54gh0XDcJWaJ-FfQ2FQjvRD8DB32gVfUUHMZgbxs3bvCmqo54sZ6gNhH3VHPEWaNq/s1600/KSwalkthrough.png">Walkthrough (Included in PC download)</a></div>
</div>
</div>
RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0tag:blogger.com,1999:blog-2285973518373170796.post-80906010173112923752018-08-04T09:50:00.003-07:002018-08-29T07:33:33.393-07:00(Reference) - RPGMAKER 101: An Intro to Development and Community<iframe allowfullscreen="" frameborder="0" height="270" src="https://www.youtube.com/embed/TICmz-vnU7g" width="480"></iframe><br />
<br />
<span style="color: red;"><i>(<a href="http://pakilusin.tumblr.com/">Rindre</a>, <a href="http://lonestargame.tumblr.com/">Hogwash</a> and <a href="http://living-playground.tumblr.com/">Meake</a> did <a href="http://living-playground.tumblr.com/post/174648502878/pakilusin-catch-living-playground-meaka">a really cool panel at AnimeNEXT June 2018</a>)</i></span><br />
<br />
<i>"Love when your favorite Youtuber played The Witch’s House? Ever wanted to make a game, but programming complex code seems terrifying? Join our lovely dev guides Meaka, Hogwash, and Rindre as we walk you through all things RPGMaker. The past, the present… and maybe you, the future!<br /><br />Part of our discussion of RPG Maker and its history will include “landmark” games made in the engines, such as Yume Nikki, OFF, and Ib, among others.<br /><br />This discussion will include how these games shaped the community that grew from it and how they continue to inspire new developers to this day. A particular emphasis will be placed on community and the “fandom,” as it were, since they are the lifeblood of RPG Maker and indie game dev in general.<br /><br />The approachability of the idea that anyone can make a game is a particularly strong draw, and people of varying skill sets can come together for game jams, create fanworks, or even just be able to chat with fellow fans and devs, bounce ideas off each other, and bring new projects to life without even realizing it."</i>RPGMAKER2003 ARCHIVEhttp://www.blogger.com/profile/10812295003993380654noreply@blogger.com0