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onamint

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A member registered Jun 22, 2019 · View creator page →

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Had a lovely time taking this in; definitely struck a chord or two ;w;

Good cautionary tale, reminds me of the backlash that kicked up around Humble Bundle's sliders, Wendy's surge pricing, CSP going subscription and the whole Unity thing. We're all familiar with that sinking-gut feeling when we see something take a turn for profit optimization, especially if we see it as formerly "for the people"  so to speak. Hopefully we don't run out of good spaces to speak out on such things ^^;

Very sweet game! Thank you for coming forth and putting it out to sea so it can be experienced :3

A touching piece; thank you for putting it out here

Well-crafted and delightful, plus some fangs where it needs it. Bravo! 

Gave this a once over and I found it has piqued my interest! I have family who very much appreciate warband games; I will try to rope them into a game or two.

Please do keep developing as you see fit. Further updates are always exciting and such! 

Honestly it's pretty impressive. I'm a little behind the curve when it comes to what we can do now with web publishing and mobile play? I was blown outta the water when I figured out I can publish games that can be played in-browser exclusively. I need to do some more tweaking so that stuff works on mobile similarly, I wasn't really building for it and I wasn't aware that MV's default inclusion of two formats for all their audio assets was because one is for mobile (though that all makes more sense now, I guess it's an optimization thing). Just come from an era where RPG Maker made .exes and that's it XD

Reverse engineering from an existing shader is probably the way to go, I'd imagine. Especially if it's getting as janky as you say. I got the impression somewhere that mobile optimization is being prioritized, so it would make sense to me if they dropped the flexibility to use GLSL for more efficiency? Though I don't really know enough to say how much chunkiness you strip out dropping that support, hmm.

Ah, documentation missing the bits ya need is the bane of a lot of good endeavors, huh? I'd lend a hand if I could, but unfortunately it's a bit beyond me. I went poking around one of the other plugin libraries I have on file since I swore I've seen WebGPU compatibility come up somewhere before, but no dice at the moment :\

If I stumble on something that might assist though, I'll definitely pass it on ^^

Absolutely! I really enjoy the idea of like, simulating a very limited technical platform to build games and stuff on. The resulting aesthetic has a lot of charm to it ^^

No worries! I didn't even know these kinds of visual effects could be done in RPG Maker!  Thank you for putting scripts like this out there, and I'm sorry the renderer update is breaking your stuff, I figure that's gotta be frustrating ^^;

Awesome little widget! Probably woulda fussed with it plenty back in the day if it was on my phone XD

I wanted to join the NOKIA Jam, but I wasn't sure how to make the specific requirements for authenticity function in the engine I like to use? Maybe next time, it looked like a lot of fun ^^

Ah gotcha! Sorry for the trouble, not trying to whine or nothing. Was just pecking at various things trying to get a certain visual output. Thank you for the response and such ^^

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Just following up, sorry it took me a bit to get around to poking at this proper. Defender still bounces this file specifically, MYTH_ShatterEffect.zip, though the other plugins I've updated have caused no stir whatsoever (such as the dynamic hue shifter, state window, etc.). I reproduced the result on a different computer, so I'm not sure what about this download specifically it snags on. Might just be remembering the false positive from before and the other device is synced to those settings? The Demo file for this plugin, which includes that same script I imagine, causes no such issues. I unzipped it and scanned it and everything, no reports.

I'm pretty sure it's just my stuff being squirrelly, so I don't think it needs any further attention unless the result is repeatable elsewhere (I'm curious to see if it does or doesn't). Maybe it's something with the file host? I don't expect y'all to be like digital security folks or anything, so sorry to bother if this is like, too much wading into the weeds and all.

EDIT: I did some sniffing around because I thought this output was kind of weird given the inconsistency above, and it turns out the "ml" in the error below is for "machine learning", and apparently that automated detection is a little prone to flagging false positives. Maybe the demo looks more legitimate to the model given the additional structure in it, I dunno.

The specific error code looks like this, if it better the understanding any:

Detected: Trojan:Script/Wacatac.B!ml

webfile: C:\[the download location] MYTH_ShatterEffect.zip|itchio-mirror.cb031a832f44726753d6267436f3b414.r2.cloudflarestorage.com/upload2/game/2169029/9948026?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=3edfcce40115d057d0b5606758e7e9ee%2F20240325%2Fauto%2Fs3%2Faws4_request&X-Amz-Date=20240325T143205Z&X-Amz-Expires=60&X-Amz-SignedHeaders=host&X-Amz-Signature=225a85f238482440d148413a4f9634e96b4fdb32ee0e3af72247cf11dbeb21a8|pid:13356,ProcessStart:133558507269125477

I had a feeling it was something like that; typically my browser throws a bit of a fuss over JS files which I was used to from downloading plugins, but Defender never bounced any previously. Was pretty sure it was a false alarm though, I've used y'all's plugins with no previous trouble and such.

Defender was marking them as some kind of Wacatac trojan variant, I can get the specifics when I'm back on my computer. I know it didn't bounce the ZIP I was downloading at the same time from the Shatter plugin I believe, so I think it's just the JS  download that it's sensitive to.

Don't mean to be causing ya any trouble, love your plugins and such, very much appreciate y'all took a look at it ^^

Hi! Sorry to bother, but I've been looking to update my plugin library since I saw y'all updated a lot of your uploads, but my Defender is pinging the script files as trojans for whatever reason? It might just be the thing being a little over-sensitive, but I thought it would be prudent to reach out and let ya know in case something weird is happening.

Sorry for necroing this up, but I've been sniffing around in the code since I was fussing with this plugin today (I'm interested in the gameboy color mode algorithm maybe being tidier in the Max version, closer to the isolated gameboy color output plugin). My code literacy is very minimal, but as far as I can tell the shader parameters are in line 15, but Plus doesn't call for that variable anywhere so it's not just a matter of copying that line. My next idea was to copy most of the body over, but like you I don't see anything happening when Max is on (even with no other plugins), so like I'm not sure what to translate over to make parts of Max work without making Plus not work.

Not to ramble on, I guess most of that is unimportant. Did you ever get further direction on how to get Max to function by copying segments to Plus?

Not making a big deal out of it or nothin', but I get a similar output as to the below: the Max plugin doesn't seem to do anything, Plus functions as intended as far as I can tell. I did notice that the Max version has some extension code at the start of it, does it have some kind of dependency that's not in the distribution maybe? Not sure, it's a little beyond my coding literacy.

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Oh my! How exciting! Honestly I'm quite surprised, but also quite elated! :D

Feel free to reach out to me at my email and we can discuss this further and all!

Ah! Well thank you for giving it a go! If I reckoned anyone would make footage of it I woulda polished it up more, but c'est la vie, I suppose. Not that I mind XD

Again, appreciate ya taking a shot at it and all ^^

I remember downloading this off and on throughout the years in various places, but never actually finding the time to really sit down with it? I beat it just a second ago; was pretty nice just to enjoy a small piece of RM2K's history!

Thanks for putting this display together! I always find stuff like this super fascinating. I was too young at the time, when hacking communities like these sorta built their histories (like, pre-social media era, I guess), but as a sprouting RPG Maker user I was dimly aware of communities like these. Like, building both significant and/or irreverent/subversive things out of largely tweaked, hacked, and pirated assets on a largely-pirated piece of software? All while different communities and forums rose, played out their dramas, and splintered apart or fell into nothingness. I love reading about that kind of history whenever I can, and this display adds a whole piece of the picture, so thanks again for putting it out there ^^

The tanagram puzzle was probably my favorite. It looks totally abstract at first but it has just enough cluing to start playing with it? Got that little "a-ha!" moment

Thank you for giving it a go! I wanted to make resource management kind of the tension point, there's other RPGs I've liked that have that kind of pressure, so I'm happy that comes through as intended ^^

I thought the puzzles in here were pretty clever! There was a good mix of like, expected and unexpected interactions, so it conveys the surrealist inspiration well, I think :D

Thank you for giving it a go! The ambiance was probably the thing I was most inspired and concerned about, so I'm happy that worked!

Thanks! All of the final assets were composed with rendering software (I use CSP), but most of the penciling work was done in my sketchbook. The sketches were then phone camera'd and I did the linework and coloring on top of them ^^ 

I dunno if I'll tinker on this more for awhile yet; my inspiration for it kind of came and went (my head kind of sprints between fascinations) so I'd have to find the mojo to pick it back up. I am planning on tinkering with other things though!

Adorably sludgy and low-fi. Very good vibe playing it ^^

Honestly the writing needed a lot more time in the oven. I had really wanted to give the scenes some heft to better convey the themes I wanted to include, but I didn't have time to develop the characters super well in my head, or like, script out the scenes properly, so most of the vibe is suggested instead of concrete. The La Croix of themes XD

I also sorta figured out too that like, at the pace the game moves at, trying to jam like these long wistful chewy dialog scenes between pretty quick fights and stuff would probably kill the pacing? Like when I was testing it the scenes felt like about as long as they could reasonably be, and I didn't really touch on much at all? So maybe it's best for what is there that we just get some small snippets of the characters' anxiety and light haunting, and leave it at that.

Mentally Perry had the most background work put in (he even gets TWO portraits! Wowie zowie!), and Duncan the least (though I like his portrait best. Willie's never looked quite right to me even with 2 takes). There's scenes I wanted for all of them that would give them depth, but just didn't materialize it. C'est la vie!

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Yeah, the like drawing and coloring part. Doodling characters and stuff is kind of the thing I enjoy most, so all the monster sprites and character portraits are mine, plus I drew like the intro background. I collect like free paper textures and patterns and stuff people post, which helped give all that the like, newsprinty quality I wanted and I modified those for the river's motion animation. I drew and animated the boat too, but it's just 3 frames anyway.

The like UI icons come from another creator (Caz, I think, they should be in the game credit page) though I modified the palette on them, and the few attack animations are stock to the engine, though I did bitcrush them for extra grit.

Pretty much the first thing I do in all my projects is make the like window boxes and pick a font, since it helps me keep in the right state of mind while I'm testing, so that's also like, my doodling plus some textures. The little finger cursor too was a very early thing I wanted to add and I thought it was a good addition.

Not that you needed the whole breakdown, necessarily, sorry for long answer! I wanted to do more expressions and stuff, but couldn't find the time. There was plans at least for some small panels for some of the scenes and stuff so the narrated bits could be supported by graphics instead of just the text too...

Oh, and the battle background is a heavily modified photograph from the library of congress, I should probably make sure that's properly attributed if I do a V2, but I don't think it's a super big deal in this case as a public asset :V

This whole experience is crazy cool. Loved just the whole feel of the thing! Nonna is great and will hopefully forgive me for generating the darkest timeline and failing all of Italy at 0-3 ;w;

Oh thank you! I'm happy to hear that, and also that it functions on mobile and stuff! I know it's kinda small potatoes, but I appreciate ya giving it a go :D

Oh, that sounds like a really good idea. I'll have to go do that :O

RM95??? I'm surprised this old thing can still dance on modern Windows. Honestly loving the feel of it ^^

Short n' Sweet. Very good vibes :3

I really enjoyed this comic! I haven't really thought much about keeping bugs, though I do find them kind of fascinating? It was fun to see such an appreciation for 'em come out through the art and stuff ^^ 

Extremely amazing! Couldn't put it down, it's powerful stuff! ^^

Just wanted to say I purchased the Spooktober Sale Bundle and all of this spritework is AMAZING! The style has a really pleasant character to it; kind of reminds me of my old Rm2K days in all the best ways. Thank you for putting your work out there! ^^

A work of power

I played through the demo and this game is so damn adorable QAQ