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FilmGamerJ

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

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I wasn't sure if using the TNG theme was a troll or not, but then you literally Rick-rolled me. So I'm certain now. XD

Hey BLINXERIZER, so sorry you had that experience.
Basically, although I say you can use Version 5 and likely get some of the same things to work, Version 5 was unfinished and is missing multiple features that Version 4 has. So for my guide to be the most reliable to you, Version 4 is what you should be using.

That said, I also can't guarantee that every operating system will allow the software to function correctly. So far, it runs fine on my WIndows 10 computer, but that may not be true for everyone. And unfortunately, I don't think anyone truly knows how RGM was built, so trouble-shooting its issues on a hardware and OS level may be impossible for the time being.

Results will vary.

I believe Scumhead used RGM version 5, which uses Textures at 128 x 128 instead of 64 x 64. The Resolution of the game is also doubled as well, compared to RGM version 4. Most games are made in version 4 because that version actually has more features. The developer of RGM didn't finish adding back all the functionality into version 5 before they stopped working on it.

As for Fullscreen mode, I believe you can make any RGM game open in fullscreen if you do the following:

  1. Go inside the game's folder, where the Executable file is, and add a Text document into that folder. It should have a file suffix that says .txt
  2. In that text document, type "hellwomb.exe fullscreen"
  3. Save the text file
  4. Then, right click on the text file, Rename it to "Open in Fullscreen" and change the suffix from .txt to .bat

Now, whenever you want to start the game in fullscreen, you double-click on this .bat file instead of the game's Executable.

If any of that was confusing, just let me know.

Thanks for the confirmation, Indie Machine.

In that case, I wish you the best of luck with the remake, and I would love to play it once it's released.

Since you say you are a coder, not an artist, are you rebuilding the game by duplicating the original assets? Or are you remaking each asset to look higher-resolution, and higher detail, and then remaking the game with new functionality?

Well sure. I understand the limitations extremely well. And making a game like this in a better engine would be preferable. The reason I'm making my game is to help keep this engine alive and show what it is still capable of for new developers who want to try something with it.

The reason I ask why you're making a remake of "Hellwomb" is because Hellwomb is someone else's game. Plenty of games get fan-games, especially FNAF. But since Scumhead is a much smaller developer, I would just recommend that you ask Scumhead if he'd be comfortable with you making a remake before doing so. Unless you already have.

Hi Indie Machine.

I'm a bit confused. Why would you be making a remake of "Hellwomb?"

Hey MrPr!
It's been a while, but I finally had a chance to try out "Dancin' Divas". . . and I FREAKING LOVE IT! I tried out the demo as part of a selection of 4 Beat'em up games that I tried for my newest Let's Play episode. So you can give it a watch if ya like. I also took a moment to mention the artwork I previously drew for you.

Out of all the indie games trying to be Kings Field, your demo truly succeeds at recapturing all of the key elements. It has the right look, it has the right feeling, it has the right technical execution, and it carries the right atmosphere. For a full release game, the similarities may be too on the nose, but, I sincerely hope you consider making a full project some day.

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.