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FilmGamerJ

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A member registered Jun 10, 2020 · View creator page →

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Thank you as well. I'm always so glad to see responses like this. The game devs discovering this program will only get smaller over time, and the community that has used it already figured out the tricks before I learned them. But before I made this, it was always like some right-of-passage to discover the engine, find the Discord servers or forums and learn the ropes from the people that came before. Devs shouldn't have to jump through hoops like that. So I'm glad my guide can help so many people out.

When you release your next game with RGM, definitely share a link in the comments here as well. I'd love to play more games made with it.

Wow! Simply Wow! This is one of those fabled Total Conversions that you rarely see but treasure once you find them. The difficulty right out of the gate threw me off a bit until I watched a stream of the game. But I think I'm starting to get how to manage myself around the enemies. I also chose Phazar after William wasn't working out so well.

I absolutely love the Mario RPG approach to all the character models and weapons. The extensive use of 3D models in-engine is impressive. And the soundtrack is 100% on point.

I also have to give you mad respect for the sexy scaley and furry characters in the main cast. EVERYBODY is Hot. And there's something comforting about that when you're destroying cartoony enemies.

I can't imagine how long this took to create but I am so glad I found this. Incredible work!

That's part of the limitations of this engine. It's a Wolfenstein 3D styled game creation program, so walls can't be made taller and can't have beveled edges.

That reminds me a bit of my concept that would've been another example in my guide, where I think I wanted to have the protagonist say insults to the enemies and they would be stopped in their tracks. Just like a, non-violent form of combat. Kinda like T-Shirt Man.

Very impressed with your approach so far. Will be excited to play it once it's complete.

If you need any advice that the guide somehow misses or isn't as clear about, feel free to drop a question below.

Well you are most welcome, seacreek.
You are exactly the type of person I made this guide for, because knowing the limits of a small engine like this is vital to getting the most out of it.

The limits that I think I dislike the most are that there's no key system, there's no secret system, and you can't have more than one type of door in a given level. Treasure chests and other activatable sprites aren't a thing either.

So, I suspect if you want to make an adventure story, you'd have to do more heavy lifting with story text in between levels to explain what the protagonist did once they found something or did something in the previous level.

NO WAY!!
This is the literal goldmine of retro 90s CG imagery. I've been hoping to find stuff like this to put into my Vaporwave backdrops for my Let's Play youtube channel. I could not have imagined this was available all this time.

The Vaporwave community needs to know about this.

Bought this back in the Bundle for Racial Justice, and I had a lovely bit of fun playing through one of the 16 endings.

I try to do my best at voice acting for any unvoiced Visual Novels I play, so getting to goof around as Jam was a great time. I was especially impressed by the "Ye Olde English" bits of reading in the story, and the fact that I didn't trip over the words much. LOL

Will definitely go back to see what other endings I can get.

From what I got from the Demo so far, this was an extremely well crafted and choreographed experience. It can't have been easy to develop the house navigation let alone navigation for the rest of the game with a screen resolution this small, but the puzzles and the clues that direct you around the game were very clear. I was shocked at how quickly I picked up on the path I was meant to follow.

I'll have to try the full game soon, but I think my only gripe is that the story doesn't start out with a more interesting cutscene, like how The Incredibles opens, before we get to the mundane life at home.

Definitely an inspiration for how to craft a compelling experience with compact art and minimal animation.


This game was an absolute delight. It sets a great mood. The pixel art is big but retains a surprising amount of detail. The lighting is really pretty with the indigo cast. I really enjoyed the sense of humor. And, unlike more classic point-and-click games, I actually followed along with the logic and didn't stumble too much.

Thank you for such a whimsical experience.

I had a really interesting time with this game. I think it hits all the right marks to make it feel aged, retro, and just the right amount of strange.

I struggled a bit with the combat mechanic of shooting the little purple zones on the germs and stains. But I think my only real criticism was the lack of visual response from the final boss. I kept shooting at the different zones and eventually noticed the tentacles coming to get me, but it never changed color or gave me an indication that I was wearing it down. Even with that said, I think I get what was supposed to happen.

Your game is actually the first full game I've attempted to play using my new PNG-Tuber model, in the video above. And it's already picking up views faster than I expected. 

Thanks again for the memorable experience. Super Spray is the newest addition to my Favorites Collection.

Oooooh! Awesome. Is this another RGM game? I'm gonna play this tonight.

Thanks very much. =)
I have taken a peak at Easy FPS Editor and I love the improvements it's made on what RGM was trying to do. But, the reason I'm using RGM is because I created a comprehensive guide on how to use RGM and how to work around all of its quirks and odd glitches (on my Itch page). Back when I started the guide, I don't think EFPSE had been released yet, and I only heard it released after my tutorial guide was completed. lol

So because of that, I've committed myself to making my first game in RGM simply because I now know the program backwards and forwards and can try to push its limits.

Looks like it was the two last screenshots for Fuzomite that I forgot to retitle. I did use Templar and Cornflakestein a lot, so I ended up copy/pasting their titles around as I added new screenshots to then rename them in the next draft.

Anyways, really glad you liked my tips and tricks section, I tried to put some serious thought into unique ideas.

Oh dang. Thank you for catching that. I swore I caught all of those as I was proof-reading the credits.

Oooooh! That's fantastic! I had heard some rumblings about EFPSE late last year, but I had no idea it got released. Looking at its features, I'm impressed by how it builds upon RGM and makes many things more intuitive. That being said, I'm still glad I made this guide, as it still felt like something that needed to exist for those who want to give it a try.

Ohhhh. I figured that's how you did it but I wasn't sure. Thanks.

Thank you so much. Templar was a great find and really helped highlight several developer tricks that can be done in RGM. 

I actually wanted to ask, what did you do to create your enemy artwork? Especially the big armored hulk with the claymore?

My pleasure. Cornflakestein I actually think is the most visually rich RGM game I've found. You packed it full of visual detail, clever theming, and made it quite a challenge. So it's a great example of what you can really get out of the software.

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This is a fully free resource I've developed for the community. So you are welcome to share the link anywhere and everywhere you like. I'll be looking for other places to upload it as well so it gets the widest coverage.

Hello again, GuyWithTeaCup,

I posted a comment about a year ago, asking if I could use RoboOni as an example in a tutorial guide I was making for the Raycasting Game Maker. I'm happy to say the guide is finally finished and is now available on my Itch page. RoboOni made several key appearances in screenshots and video examples, so I wanted to be sure you knew about it.

Thank you again.

Here is a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hello again, Captain,

Just dropping by to let you know that the tutorial guide I was building for the Raycasting Game Maker is finally complete. I wasn't sure for a while whether I would finish it or not, but I'm very happy to say it's all together now. Ancient Metal ended up making a few appearances in screenshots and video examples throughout the guide, so I wanted to thank you again for letting me include it.

Here is a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hi Sean,

So I commented about a year ago, asking if I could include your game as an example in a tutorial guide I was creating for the Raycasting Game Maker. Work on the tutorial was on an off over the past year, but I'm very happy to say it is finally complete. 

Something in the Water was featured several times in screenshot and video examples for several features and engine tricks, so I wanted to thank you again for allowing its inclusion.

Here is a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hi Schmidt,

So I originally commented on Catacombs about a year ago to ask if I could use it as an example in a tutorial guide I was creating for the Raycasting Game Maker. It didn't end up becoming a video series as originally intended, but it is now a 118 page PDF guide book and includes every last detail and trick I could think of.

Catacombs of the Necromancer makes several key appearances as examples of different features and tricks, so I wanted to thank you again for allowing its inclusion.

Here is a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hello again, LordMcBN,

Just dropping by to let you know that the tutorial guide I was creating for the Raycasting Game Maker is finally complete. I wasn't sure if I was going to finish it for a while, and it never became the video series like I originally intended. But it is now a fully fledged guide book with every last detail I could think to include and I'm very proud of the results. 

The Last Harvest makes several appearances in screenshots and a few video examples that were bundled with the PDF book, so I made sure to credit you and the other 11 developers in several key places.

Thank you again.

Here is a link to the finished guide, as promised: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hi P1NKAC1D,

I originally commented on Bombenalarm about a year ago, asking if I could use the game as an example in a tutorial guide I was creating for the Raycasting Game Maker. The tutorial never became a video series like I originally planned, but today I just completed a guidebook version and posted it to my Itch page. Your game was featured in several screenshots and video examples that were bundled with the PDF guide, so I wanted to make sure you knew.

Bombenalarm was by far the most unique game I've seen made with RGM. Thank you again for letting me include it.

Here's a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hello again Dedreek,

Well, I wasn't sure if I would complete my tutorial guide on RGM or not, but today I finally finished it. It never became a video tutorial series like I originally intended. But, it is now a 118 page downloadable book with several video examples included. The RGM version of Fuzomite was featured in some screenshots throughout the guide, so I wanted to make sure you knew.

Thank you again.

Here is a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hi Mr. Yabsley,

I commented on Templar about a year ago, asking if I could use your game as an example in a tutorial guide I was creating for the Raycasting Game Maker. The tutorial never became a video series like I intended, but it is now a fully fledged PDF guide book which I just posted to my Itch page. Templar was one of my favorite games made with RGM and I ended up using it for several examples of different aspects of the software.

Thank you again for allowing the contribution.

Here is a link to the completed guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hello Skinner Space.

I commented on this game about a year ago asking for some advice on the Raycasting Game Maker, and asked if I could use Cornflakestein as an example in a tutorial guide I was creating. The tutorial never became a video series as originally intended, but it is now a fully fledged PDF guide which I just posted to my Itch page. Your game is one of 12 RGM titles that is featured throughout.

Thank you again.

Here is a link to the finished guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hi Scumhead.

I had commented on this game about a year ago asking if I could use Hellwomb as an example in a tutorial guide I was making for the Raycasting Game Maker. The tutorial never became a video series as intended, but it is now a downloadable PDF guide with some video examples included. Hellwomb is one of the 12 indie games that is featured. 

Thank you again.

Here's a link to a completed guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

Hello again, Glass Brick.
Just dropping by to let you know that the tutorial guide I talked about in my last comment was finally completed, and your game did make the final draft.

Here's a link to completed RGM guide: https://filmgamerj.itch.io/guide-to-raycasting-game-maker

This was a magnificent experience!
I loved the Vaporwave and 90s Jungle influences. I loved the absurd cat face that talks to you and the quirky sound effects. And I was glad I eventually understood why this game was part of a horror gamejam.

My only caveat is that I honestly wish there was a whole game about collecting stuff underwater with the Vaporwave aesthetic. 

Thank you for making such a unique game.

For some reason, I've been sitting on giving this game a try for a little bit. But I finally downloaded the demo and made it to Level 8. 

First, I think the art design with the larger pixel size is phenomenal. You've done an amazing job putting so much detail and character into a small pixel density. The aesthetic is beautiful and the scrolling background sets a great stage.

Second, the color scheme sets a great tone by being just a bit cool and dark, so it gives everything a calm moody vibe. Loop Hero is very grimdark with its gray and brown color scheme, whereas I think Slice & Dice has a slightly more inviting vibe by using the wider spectrum. Makes for a great experience to play in the dark.

Third, I really enjoy the game loop. It's a simple and clear concept that honestly makes me like the turn-based battle mechanic more than I ever have in classic JRPGs. I usually hate turn-based battle planning, but the dice and re-rolls gives it an angle that keeps me engaged and checking for the best strat.

I think I'll give the demo another go and will very likely be picking up a full copy in the near future.

Looking forward to what else you've got in development as well.

So you're saying I could treat it like a downloadable product rather than a post?

Does Itch let you provide Downloads without any payment barrier? Or is "Name Your Price" the lowest option you can pick?

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Hi everyone,

I'm currently writing a massive Tutorial for a lesser known game engine that's about 21,000 words long and will be very comprehensive, with screenshots and animated gif examples of various features.

I've been trying to find an ideal place or two that I can post this tutorial and I wanted to know if there was a place I could post it on Itch.io? 

By the looks of it, Itch doesn't have a dedicated Tutorials section in the community forum, only Devlogs. And while many devs will post tutorials as devlogs related to their work, that doesn't necessarily seem like the right way to post a large, multi-part tutorial like this.

If there isn't a good place on Itch, I wanted to know if anyone had suggestions for other Sites my tutorial could find a home? I'd like it to be accessible to anyone and everyone as easily as possible.

Thanks so much!

This is very similar to what I thought I should try sometime with my strangest dreams. I had a lot of bleak, musty, dilapidated homes and buildings, or fluorescent bulb hallways that felt like the backrooms. This may not have had any goals or collectibles, but the execution of the dream-like experience and the randomness that dreams can have was very familiar and I'd even say accurate.

I was especially impressed with your level of detail for each scene. It felt like there was the right amount of polish. The one aspect I didn't care for was the heavy gray dithering pattern. Just a bit too intense for me.

"Made for the Gothic Novel Jam." That makes so much sense. 

I honestly have no idea how this idea was borne, but it is endlessly fascinating and has so much more room to grow. We've got holy wars, angels, faceless people who are tapping into other worldly powers that are consuming them, a ghostly house, we're hundreds if not thousands of years into the future, and that's not even mentioning the gravity stones and floating land masses yet.

Are we above Earth and people build on floating platforms now, or are we in an interdimensional plane where normal physics don't really exist?

There may not be much you're expected to do as far as the game goes, but in terms of Lore, this is incredible!

While not the scariest haunted house game or piece of media I've seen, I loved the atmosphere and the style of point & click interactivity. You don't see enough 3D games like that, except maybe for "The Room" series on mobile and iPAD. The colors and level of detail here also reminded me of late 90s pre-rendered 3D games, so it had that nostalgic warmth. 

Really really excellent work!

I loooove him! It's like I'm playing as Sprig.