Never really could get into FTL, but this take on the concept has me hooked. One thing, though, is that it won't install via the Itch app. Perhaps setting the platform for the download might fix this issue?
arm413
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Man, I understand your struggles perfectly. I myself am torn between several projects and don't know which one to move forward with, out of fear that I'll pick the "wrong" one and end up wasting my time.
I think you should do Angelgaze first. That's the one I like more, because I have an affinity for those old EGA point and click adventures.
Started playing the demo this morning and am loving it so far. I really hope you are able to finish the game one day. I'd love the ability to completely turn off the filters and view the pixels in their raw glory. I'm probably in the minority here, but I actually like how old EGA graphics look on modern LCDs without shader magic.
The next one is called Mermaid Mask. There's a page for it up on Steam here: https://store.steampowered.com/app/1696770/The_Mermaid_Mask/
Just bought the course after watching some of your videos on YouTube. You do good stuff. With regard to providing video content, I guess the best method would be to use YouTube's ability to have unlisted videos and playlists. That way you can host the videos on YouTube and just share a link via a file included with the course.
Looking forward to digging into the course. If you're taking suggestions for future sections, I'd love to see an FPS tutorial.
That works! Unfortunately some of the elements, like the checkbox, are too small to see, which isn't your fault, but mine since I tried to use a pixel-art theme with a 720p game. I might end up using your SimpleBox theme instead, with some modifications. If you ever decide to do a larger/HD version of this ornate theme, though, I can guarantee you one sale! :)
Hey Justin,
I think I've been spoiled by your frequent updates, so now that I haven't seen any new announcement posts in a couple weeks I'm like, "I wonder if everything's ok?"
As I continue to work on my game prototype, a question about stats has occurred to me. In my game, I've decided not to use a combat system, instead the game centers around stat tests like what some RPGs have during their dialogue. You know, where you can try to intimidate a person and it'll do a random roll against your strength stat to see if the attempt succeeds. Currently I'm using RPG maker to prototype (sorry for using your competitor for that! :3 ), and I'm using variables for the different stats, along with a custom made information window to display them. I was wondering if creating a similar custom window will be possible with RiaB? What I'm currently doing is a simple list with labels on the left and the variable display of the stat as a set of star icons on the right of the label, where the number of stars displayed is the value of the variable (ranging from 1 to 5). Just curious if the ability to do something like that will exist in RiaB?
Hey there! Been a while, but I got derailed for a bit and now I'm back and working on my game. Well, really just playing around with RiaB and learning how to use it and improving my art skills with the voxel editor, since I get the impression with 0.5 that a lot will change under the hood.
Anyway, I had a suggestion, which I didn't see on the Trello board, which is to have item durability. Weapons get worn down with use and armors get worn down when the player is hit in combat, with the developer controlling rate of decay, and what happens when the item reaches 0 durability. We'd be able to choose if the item is destroyed, becomes unusable but remains in the inventory, or has a stat decrease.
Relatedly, ammo counts for ranged weapons would be nice as well, but you've probably already got that planned :)
Unrelatedly, and sorry for having a bunch of different thoughts in one post, I saw on the Trello that you're planning to have 2D sprites for characters. I'm curious how this would work in terms of development. Would you implement a sprite editor within RiaB? If that's so, does that mean one day, in the future, we could potentially get a 2D version of RiaB? XD
Yeah, I get the idea that the limits are there for that "nostalgia" reason, but another big appeal of these fantasy consoles is that all the tools to make a game are built into a single program. You can code, make art, design sounds, compose music, all at once. A fantasy console without hard limits on sprites, code, and so forth would be a fantastic product. Maybe I should make my own....
Very cool. Do you have a timeline estimate for when you think line dance battles will be implemented? My current game was originally designed for RPG Maker, and was built around those kinds of battles. Not that I need them anytime soon or anything, I can keep myself busy for a while yet making the maps and events and everything else. I was just curious what sort of personal timeline you're working on.
You know, I was thinking the other night that it would be cool if the RPG in a Box "sequel" went the low-poly 3D route and included it's own simple modeller for making art, but thought that would be too complex to animate. But, if you do eventually support creating skeletal animations in RiaB in the future, maybe that dream might become a reality one day! XD
I wasn't planning to dive too deeply into RPG in a Box for a while, but I'm really liking the fact that I can make all my game art right in the application without having to go into a external editor. That convenience makes all the difference in the world for me, and you even have a sound generator included with music generation as a long-term goal? Super cool. I'm thinking I might switch development of my game away from RPG Maker and into RiaB instead. Hopefully your sales are going/will go well enough that you can keep working on this wonderful software long-term. Once it hits 1.0, it'll be the best RPG making software on the market!