I streamed myself making some Mona (persona 5) vs Goose fanart, and it was really fun! Haha thank you so much for making this app and including it in the BRJ bundle. Truly a goose-sperience
crystallotus
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Thanks! Here's another update on my side:
I finished making the maps of the first (both inside and out) and second floor of our tower, which is the setting our protag is in.
The difference is minimal when you first look at them, but a lot of small things are changed between them like the patches on the wall, vines, leaves, and grass tufts. Also, even though the backgrounds look similar, the puzzles in these levels are going to be quite different as well.
Also it looks like we're just going to be using the same characters that I designed for the mockup in my first post, so I went ahead and animated the little ghost character in them. Will be uploading him later and working on the animations for the flowers and other animated background elements. Other things I've finished animating so far are the fountain and "your demise"sign. Both are very simple, but overall give life to the envirnment you're walking around in.
She Snapped!
Two kids snap, but in different ways
No, really! Your neighbor finally snapped and sent you to this weird dimension where things are nice and cute but...not?
But how can you tell? Maybe your trusty camera can help? after all, sometimes you catch the true personality of someone in an image, especially when they're not looking.
survive the tests within this strange place to finally confront the girl who put you here, and hopefully get yourself back home safely.
Programmer: Alexandre Choiniere (@Choinheap)
Designer, Character Artist: Kayla Bonney (@failforwards)
Writer, Background Artist: Kinda Wassouf (@kindawsgames)
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So here is our first day's worth of work:
first, I got a color scheme going as well as the basic look for the levels. We're currently aiming for 4 puzzle levels, each one with the game mechanic of picture taking, and then another final level for the final boss. Here's what I came up with:
Progress Update Feb 21 2017
-Created and added 11 more bust expressions for Naya.
-Changed a bit of the dialogue to make more sense with the story.
-Added a few hidden and interactible items/events in the current maps.
-Created two item images. They show up when you find those respective items to indicate what you found.
I still need to create more of those item images, but I think I'm going to be doing that as I create said items rather then prepare them beforehand.
I'm also super excited to start on some new maps and characters! xD this is gonna be fun!
Late Post: Feb 17 2017
Testing out the room in which you get the item you need to proceed after you complete two puzzles.
Actually, I originally wanted to make a version of this game in Arabic, but for some reason it looks like RPG Maker just wasn't programmed with right-to-left languages with letters that merge together to create words in mind. Kind of sad, honestly. I also tried using the Arabic Message plugin made by Buid436, but I just couldn't get it to work. There must be something I'm doing wrong…
Any info on that would be a huge help :)
Can you guess the hidden meaning behind some of the drawings in this room?
Update Feb 18 2017
Ok! So I FINALLY got the new light item to work (oh God that only took forever).
Here's a little preview:
It can turn on and off. The only annoying thing about it is that it appears to work UNDER the para layer of the Kaus Ultimate Overlay plugin (ugh why me?)
I'll have to get back to that later I suppose. For now, I'm in a desperate need for more facial expressions for Naya, and maybe a few item Images too.
Update Feb 14 2017
So, here's a mini update! I recently finished the falling animation that I needed for one of the puzzles that I was making. Here it is, as well as an improved version of the battler idle animation for Naya:
non animated fall:
old battler idle:
new and final battler idle:
When the time comes for me to start playing around with the actual battle system, I'm going to try and make it so that when you equip a weapon on the map, the battler sprite will change to include that weapon. I'm guessing you do that by setting up a parallel event that checks if a certain weapon is equipped, then have it change the battler sheet accordingly. (feel free to correct me if I'm wrong.)
Update! Feb 8 2017
Ok so I've been meaning to update for days now, but I was trying to wait until I could get something done that I could screenshot and put here. Unfortunately, progress has been kind of slow lately, so here's an update regardless:
Things I've managed to complete since the last time I updated on here:
- Puzzle #1 in the underground area: You need to throw a rock to the target on the other side. Sounds simple, right? Wrong. (or at least I hope its not too simple haha)
-Puzzle #2 in the same area: You need to get to the other side, but how? This one is allllmost complete. I just need to make falling events that initiate a falling animation. (if I told you why, it would spoil the puzzle's answer.)
What comes next after I'm done with that:
*After finally finishing the 2nd puzzle, I'm going to be fixing up the item that you're going to be using to light your way, as I had left that for later.
*Creating the next puzzle. haha gosh dang it, so much for an update, there is so much sensitive info that i just cant tell/show you guys
*Creating the town that you will be entering later on in the game.
*Continuing to create the rest of the battler sprite sheet for Naya (main character) as well as implement the Yanfly's animated battler plugin into my game.
*Create animated enemy battler sprites. (hey, I didn't study animation for nothin'.)Really nice game!
I enjoyed the simplicity of the models and textures very much, and the dialogue was adorably silly.
I was caught completely off guard because of final boss, but that was obviously because you ran out of time to finish it. The only thing that I would suggest working on would be the character's aim, because having to move a little bit towards the enemies so that your arrows would hit them proved to be a little tedious (especially if they somehow snuck up on you and were really close by the time you saw them).
All in all, with the little time you had, this a pretty awesome game! :D
Woah! Update on the same day, man!
I'm currently working on the side-view battler sprite-sheet for Naya. Here's a WIP of her idle pose:
I'm going to be chipping away at that little by little as I work on the levels of the game. Haha the side-view battle system seems a bit complicated to get into, but I'm sure I'll be able to figure it out as I go along.
The Golden Letters (title may change in the future)
The Golden Letters is a puzzle RPG game made in RPG Maker MV that features all original artwork, tilemaps, and sprite sheets.
The game will mostly be story-based, with a female protagonist that wakes up in a forest. She is unable to remember where she came from, or how she got there. All she can remember is her name: Naya.
As you play the game, Naya will come accross some golden envalopes that contain letters written on equally golden paper. They appear to be from someone who knows her, however she has no way to contact them back, and with every letter you recieve, they seem to be getting more and more frightened and desperate.
It' your job to help Naya find these golden letters and follow their directions on where to go and what to do next in order to get whoever sent them out of their mysterious situation.
Screenshots:
This game is still in the very early stages of development, and there is no set date for completion. I plan on having the demo out within a month or two, currently. This may change depending on the circumstances.
Thanks for reading, folks!
Day 15: Saturday Jan 21 2017
Woah! Finally finished the game with less than one hour to spare!! The parallax mapping isn't all that great, but unfortunately, that's because I pretty much made the res a lot higher than it needed to be because I wanted to try to make the game in 1920 x 1080 res from the start. Note to self: Don't do that...
Because the res is so high, the characters had to be 3x the size that rpg maker mv usually requires, which means that the characters' sprites are gonna be tall and end up going under the "par" layer when using either Orange Overlay or Kaus Ultimate Overlay plugin. I other words, I'll either have to live with the way the game looks now, or remove the para layer completely. Maybe a middle ground would be to remove some of the para in some places and leave it in others. I'll still look weird though. It's a good thing that I made my other game (the one I was working on before this one, The Golden Letters) 1280 x 720 instead. much easier to control.
Things I completed today before submitting:
-Created the title screen image
-Added an item in the inventory that shows you how to play the game when used.
-Fixed a game-breaking bug I discovered that prevented the player from moving at the very end of the game.
-Finished the ending images and evented them in.
-Did a few last minute play tests to make sure everything was working.
-Finally submitted the game!!
Yey!! Be sure to take a look at it! Thanks for following my progress on this game, and I hope to enter again next time!
Until next time,
-Kinda W.
Hello there!
I absolutely love the parallax maps that you made for this game, and the character is adorable! I'm pretty impressed with all your visuals, actually.
However, I don't know if there's a bug that I found, or I just did something wrong: In the part where you run away from the villagers and into a tiny house, I find the key, but I can't use it on any of the doors, and I can't go outside either. I tried finding the menu button to access the items, but it doesn't look like you have one?
Day 13: Thursday Jan 19th 2017
Alrighty! looks like I've finally finished the gameplay aspect of my game! all 4 levels are complete now, and all that's left is prettying it all up. :D
Things I've done today:
-Completed level 4 (gameplay wise)
- Playtested a few times to make sure the last 2 levels were hooked up correctly. found a few bugs that I had missed/ things I forgot to event in, and fixed them.
-Finished the last 3 images in the intro and evented it so that it would play at the beginning of the game.
What's left to be done:
-The ending images/cutscene.
-Parallax mapping and fixing the random transparency issue in the maps using the Orange Overlay (or if I run into problems, the Kaus Ultimate Overlay) plugin.
Hopefully, I'll make it with a complete game by the deadline after all! I'm not out of danger just yet, but I shall try my darnedest!
Day 12: Wednesday Jan 18 2017
Well, It looks like today was wasted a bit because the gameplay I had in mind for the final level (4) isn't going to work, so I'm going for something else. It's a bit harder than the other levels since in this one (so far) there will be 3 dogs chasing you, as well as the Boss to deal with. I'm keeping the other gameplay that I'm trying to implement a secret for now. I've finished half of the eventing for the final level so far, but hopefully tomorrow I'll be able to finish it completely and start with the finishing touches of my game.
Those are:
-finishing the intro of the game (both drawing the images and eventing it)
-starting and finishing the ending
-using the Orange Overlay plugin to make the hiding spots able to actually cover the character while hiding behind things like boxes and tables and the like.
-Make and add the credits to the end of the game.
It seems like a short/easy list, but the amount of things that I need to get done is actually a lot more than it looks. Here's hoping I can finish it all. I already cut the part where you were supposed to rush all the way back up the building to the window that Putty came in from in the beginning after you save Goob.
Haha but I don't regret going it alone for this game jam. The whole reason I did was to test myself on how much I could possibly complete by myself. xD