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onamint

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

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I am really enjoying the effect of like, because the maps are the same between the projects, it implies some kind of connection between them? It's fun XD

You are right about the goblins, they are even super chill about being evicted to avoid trouble with the villagers? I should have more faith in them 👍

If anything the world needs more goblin games? moar moar moar >:{}

The goblin design in RM2K is awesome and always been one of my favorites, I always wanted to do a game with one as the star. So thank you for making multiple goblin games XD 

Seeing how the King's management style seems to be letting his holdings waste away for short term profit (his council is very excited about how this makes the Q1 numbers look better than last year's Q4), he might -need- to tax the goblins sooner or later XDD

Maybe they will eat him or something?? I dunno, I'll stop writing RM2K micro rpg fanfiction

Hrmm, I see. I'll have to like, put that in my notebook. I toy with tricky implementations sometimes (right now I'm fussing with something like one of those stop/start golf gauges in RM2K), so it's informative to see other advanced techniques like this distribution loop :3

It would also be really easy to make themselves difficult to joke about? Like they have all of the power in the world, more than 99.999 percent of people, to basically immortalize themselves as heroes to everyone, and yet they are more like the King than they are not XD

I think the coding capability on engines after the 2Ks is definitely a step up? I haven't gotten around learning to make plugins and such for the more modern engines, but I've collected a lot of them and the flexibility and additional functionality is crazy good. I can make simple changes and tweaks, but I gotta get around to learning the language proper one of these days...

I have a lot of nostalgia for the 2K RTP assets, but I've made my own and lots of people prefer to change it? I remember back in the day people would skewer you on forums if your game was using default RTP graphics even XD

14 games is a lot, and I hope your new projects go well too ^^

It has its constraints, but I have a lot of love for the engine. You should give it a go if ya get the chance ^^

You know it really is like, pretty amazing how just a little bit of the right ambience and a hint of context can come together to make something like, a whole thing? Even with its constraints you start to get into like, the scenario? I'm sleepy and not articulating ideas well XD

Also, felt kind of like a Castlevania stage, I dunno :3

Also, of the two I've always been partial to the "priest" sprite more, I think just because of the hat. It's a pretty cool hat? The nun sprite is awesome too though ^^

Every single damn person in the dungeon when you randomly encounter them:

"Knife to meet you >:] "

Very sweet game! Valentines vibes <3

I enjoyed how Golem is backing up like "Uh, I...should probably go" and then Peni is like "I don't care who you fuck" and he's like "oh okay I'm still here then" XD 

Peni and Mage 4ever :3

The king does nothing about the goblin incursion because honestly he can't tell them apart from his serfs. He probably thinks the country is flourishing XDD

Really cool little micro rpg, I am happy the goblins mosey on without a fuss ^^

Pac-man uses his power to eat fruit for points; we see here why ghosts should never be permitted to have his power D:

Very cool game, appreciate the frantic spooky apocalypse vibe, it really feels like the end of a world, the moment the summoned creature breaks free and casts everything down :O

Aww, this was really sweet! The emotional tone really comes across, gosh ;w;

I enjoyed the tower sequence a lot, since I like having questions to chew on, but I thought the whole thing was great! Good job! ^^

This is a really really smart idea to do with the engine? I've never seen someone make a minesweeper goblin gold getter type puzzle in it before :O

And it's dynamic too? Or at least has a handful of prebuilt arrangements? I'm mentally chewing on how it works, it's really awesome ^^

The King being level one with no experience despite being insanely wealthy is a commentary on the billionaire class

It was really funny, I liked this a lot XD

I can just imagine a beleaguered translator somewhere in an empty office at 3 in the morning looking at the sprite, side-eying a well-thumbed dictionary, sighing, and just penciling in "Cave Bird" on the sheet.

I need to go check out number 4, Bog Champ is amazing! Bog Champ is popping off! XD

The forest is quiet and peaceful again once more after sending the pixies packing (I assume the minotaur is here to address a noise complaint; fairy parties get out of control easy I think).

Final score of 16, I almost got some groups of them but they scattered >:(

I wouldn't of thought to make the map loopable to turn it into like, one big board? That was smart :3 

Very good enemy names too, Ressurectoid is great for zombie-likes! Assessing the board at the start I guessed they might be the weaker of the two common enemies and had to recover from there ^^

"Cave Bird" brought me back to like, contextless or botched enemy translations in old RPGs, has a bit of "Y Burn" energy XD

Thanks! I've been wanting to do a moody skeleton game for the last while or so, and it feels good to serve it up for folks all over to try it out ^^

Appreciate ya trying it! It was nice to finally release something using the tools I first learned game making on and was loosely inspired by aspects of old RM games I've been playing lately ^^

Me not realizing it was called 2003 because it was released in 2003 :V

Map duplication woulda worked just as well, the only real benefit I can think of to doing it this way other than like organizational stuff is that like, the browser loader has a limit of 1000 files I think? So using one map like this could help cut down on files, in theory. That use is pretty beyond the scope of this sorta jam though and most 2K projects probably struggle to reach that amount anyway, ah reckon :3

If it's any consolation, my experience playing was emotionally similar to the good points you describe but without the frustration of weighing what could or couldn't be in done in the time limit? The reroute was actually a novel surprise to me since not a lot of RPGs actually make the "get out" a thing, let alone something that hinges with how you play in the "get in". So the gotcha ended up being pretty tense, and with a few unlucky Paralysis misses during the game I just barely managed to get out with no items left and 18ish hit points (and not enough MP to do anything with). Had to leave the chest in the NE behind the minotaur alone since if I went for it I wouldn't have enough HP to reach the stairs.

So just from the outside I found it tight and tense with appropriate resource balance, so was good! And the tension of throwing attacks out and praying the stun doesn't wear off is a clockable feeling, yes XD

Curious to play the other ones and stay tuned for others. Making something in just an hour sounds really hard ^^;

Completed in one swing, but jussssst barely. Honestly a very clever little game I could ramble about for a good while, but I don't want to spoil anything for other players, hehe :3

"Sketch RPGs" sound like a really cool idea honestly, I am kind of inspired ^^

Will have to check out the other one, good job :D

Thanks for giving it a go! I'm happy ya found it neat and all :3

Thankya kindly! I've sorta been wanting to use the like, using-an-incrementing-variable-to-change-event-set-dressing-to-make-different-"rooms"-out-of-one-map trick for a long time, so it worked well for this kinda use case I think ^^

I think skeleton is sleeping well, they seem pretty happy anyway? but I guess skulls kinda just look like that too ~w~

Thanks, that means a lot! :O

(next time budget allows I need to pick up some of your tracks, they're pretty awesome from what I've heard ^^)

Thanks for checking it out! The writing was mostly just riffed out while I was sitting in the dark listening to dungeon synth, but I tried to give it like a feeling of progression still? And a little bit of "geography" by changing some of the set dressing, even if the actual tilemap doesn't change for the floors ^^

I'm happy the mood of it seems to have landed so solidly, appreciate ya taking it in ^^

I'm happy you enjoyed it! Making window graphics is kind of my favorite thing and I was half remembering the like circle vignette technique from tutorials I used to read way way back when? I never released anything with the 2K back then, so it was nice to finally do so :3

Thanks to you too! I've been really in the dumps lately, so it was good to make a stew out of it and contribute something to the community. Cheers to the rest of the jam! ^^

Neat! Very cool! Do forgive my lack of real-world touchstones, I am sort of terminally online XD

You do great fonts so I'm always on the lookout for 'em, keep it up ^^

I love how this looks! Was it inspired at all by the Mother 3 translation's font? It reminds me a lot of that, though it could just be the page's color choices XD

Went and picked it up! Very excited to get into it tonight! ^^

Annotated artbooks are my most favorite thing in my library and I'm super jazzed to pore over this one! Should make for a good way to get through the tail end of the week ^^

Thank you very much for taking a chance on it! I've been pretty positively surprised with the reception Polar Seven has gotten and it's really nice to hear that you enjoyed the demo! I've been in the weeds on some other stuff for the last while, but when things lighten up for me I'm very much thinking about getting polar seven into a fuller-fledged state? So here's hoping! ^^

Very hype to see this come out! :D

I marathoned(?) this yesterday and it was hella rad, extremely good experience <3

This is a really good plugin in general! It adds a lot of style (and saves me time on drawing walkarounds, hehe)

I found a small bug in the MV version, at least. I tried it with all the other plugins turned off, but it wasn't a totally sanitized project so it's possible it may have just been on my end.

Bug behavior was, if you just started a new game and the flag for flipping on Y movement is off, moving left and right has no flipping effect until a vertical direction is pressed, at which point the flipping works from that point onward.

After rummaging around in the code I thiiiink (I know almost nothing about code, so sorry if this is inaccurate) this is due to the prevVerticalDirection variable throwing off a calculation when it is in an uninitialized or unpopulated state; I'm not sure what the default behavior of that is like in MV. If I had to make a shot in the dark, I thiiiink it might be line 170 not digesting properly, but am not able to determine that.

I resolved the issue by adding the following as line 81:

"this._prevVerticalDirection = 2;"

Which initializes prevVerticalDirection with usable input, and with that in place the horizontal sprite flipping functions as expected right off the bat. I tried it equal to 1 first and the problem persisted, which is why I think its uninitialized state is throwing off a calculation somewhere, but again, pure fancy on my end.

If no one else encounters this problem, I guess it's just me, but if anyone else does, that might patch it up. Oh, and the script version I am using is V 1.0 (initial release).

Anyway anyway, thank you for making this plugin and for all the others too! I've been buying all the ones I can and I'm super wowed by the functionality, will be keeping an eye on stuff as it comes out! ^^

This is hella rad and the horrible creatures are a delight, hell yeah XD

This was hella rad and I really sunk into the vibe of it, very good evening drinking it in