obscurevideogames:

gamepreservation:

A patch to play Kyuuyaku Megami Tensei on the Super Famicom in English has just been released by The Romhacking Aerie. This is a 16-bit remake of the first two Megami Tensei games.

(Atlus - 1995)

YEEEEEEEEES YYEEEEEES FINALLY FUCKING FINALLY

obscurevideogames:

gamepreservation:

A patch to play Kyuuyaku Megami Tensei on the Super Famicom in English has just been released by The Romhacking Aerie. This is a 16-bit remake of the first two Megami Tensei games.

(Atlus - 1995)

YEEEEEEEEES YYEEEEEES FINALLY FUCKING FINALLY

????????? youre the SOURCE WHERE DID YOU FIND THE SHIRT I WANT TO BUY IT.

wait no im not the suorce i dont know i’d like one too

WAIT

LET’S TEAM UP

noyemik:

Now it’s in a less rough state!
I can’t say for sure that this will ever see the light of day, but making the isometric tiles is quite fun, I enjoy it. Having to learn a new toolset is pretty compelling.
Collision works fine, you can move diagonally, you aren’t bound to a grid, and there’s automatic z-ordering for Ruho. I have to find out how warps work in this engine, and what’s the best way to do it, and then I can go a bit further.

noyemik:

Now it’s in a less rough state!

I can’t say for sure that this will ever see the light of day, but making the isometric tiles is quite fun, I enjoy it. Having to learn a new toolset is pretty compelling.

Collision works fine, you can move diagonally, you aren’t bound to a grid, and there’s automatic z-ordering for Ruho. I have to find out how warps work in this engine, and what’s the best way to do it, and then I can go a bit further.

timbomaster111:

sokkycakes:

tinycartridge:

3DS Homebrew Channel imminent ⊟
French coder Smealum is preparing to release a 3DS Homebrew Channel hack for 3DSes soon! Here’s why this project is awesome:
It works on the latest 3DS firmware, unlike previous hacks that require outdated versions from a year and a half ago
This will not load commercial or pirated 3DS ROMs, only homebrew applications and games (though it will be able to run emulators like this SNES one for 3DS)
It will support North American, European, and Japanese systems
While Smealum hasn’t implemented region unlocking yet, he says "playing games from other region[s] should almost definitely be possible" — I expect this will be with imported cartridges, not ROMs
Presumably you’ll need a homebrew device to patch your system once Smealum releases the hack (although I’m also hearing that this might be possible to load with just an SD card?). Credit to @gemesisDev for the photo.
BUY Nintendo 2DS & 3DS/XL, upcoming games

HOLY SHIT YOU GUYS IT’S HAPPENING

NICE!!!!!!

timbomaster111:

sokkycakes:

tinycartridge:

3DS Homebrew Channel imminent ⊟

French coder Smealum is preparing to release a 3DS Homebrew Channel hack for 3DSes soon! Here’s why this project is awesome:

  • It works on the latest 3DS firmware, unlike previous hacks that require outdated versions from a year and a half ago
  • This will not load commercial or pirated 3DS ROMs, only homebrew applications and games (though it will be able to run emulators like this SNES one for 3DS)
  • It will support North American, European, and Japanese systems
  • While Smealum hasn’t implemented region unlocking yet, he says "playing games from other region[s] should almost definitely be possible" — I expect this will be with imported cartridges, not ROMs

Presumably you’ll need a homebrew device to patch your system once Smealum releases the hack (although I’m also hearing that this might be possible to load with just an SD card?). Credit to @gemesisDev for the photo.

BUY Nintendo 2DS & 3DS/XL, upcoming games

HOLY SHIT YOU GUYS IT’S HAPPENING

NICE!!!!!!

cheesecakesofficialart:

My yume nikki fangame Coma is out! I betatested it by myself so I suppose it has a loooooooot of bugs!

Play it here.

I hope you enjoy it! 

Bye bye!

cheesecakesofficialart:

My yume nikki fangame Coma is out! I betatested it by myself so I suppose it has a loooooooot of bugs!

Play it here.

I hope you enjoy it! 

Bye bye!

romeojulietrpg:

SUPER ROMEO+JULIET RPG – BETA DEMO, sponsored by DOES IT DIE?!

After quite a lot of work, I am proud to announce the release of the SUPER ROMEO+JULIET RPG beta demo! You’ll play as Romeo, Juliet, and other favourites (or not-so-favourites) from Shakespeare’s classic! Go around solving puzzles, killing things, and dying tragically. Each character has their own unique skillset, and there are plenty of weapons and armour to collect. This is still a game in progress, but the demo is decently sized, featuring the entirety of an early dungeon and a portion of the story in-between.

DOWNLOAD WITH RTP (217 MB, Recommended)

DOWNLOAD WITHOUT RTP (31 MB)

DEVBLOG | FAQ | CREDITS | DOES IT DIE?!

Which download should I use?

The recommended download is the DOWNLOAD WITH RTP, which includes all of the files necessary to play the game. It’s a little large, but such are the limitations of RPG Maker.

If, however, you know for a fact that you have installed the RPG Maker VX Ace RTP (this means that you either own RPG Maker VX Ace, or installed the RTP for another game), you can use the DOWNLOAD WITHOUT RTP instead. It is much smaller, but it will ONLY work if you have the RPG Maker VX Ace RTP installed.

Downloading and running the game:

This game should work on any Windows computer, and even weak systems shouldn’t have too much trouble with it. Unfortunately, I have been told that RPG Maker games do not work on Mac – I wish I could change that, but it’s outside my control.

For those with a compatible computer, the game is easy enough to install:

  1. Run the included .exe file, which will extract and install the contents of the game to the location of your choice.
  2. Open up the game folder and run ‘game.exe’ to play the game!

Please, keep in mind that this is a beta.

While the game has undergone extensive testing from my end, and there don’t seem to be any major errors, I’m only one guy and there may be problems encountered by other computer set-ups, or errors I missed. There’s a small chance of the game crashing outright, so be prepared. (It does autosave into Slot 24 on a regular basis, just in case.)

And you can help make it better!

If you’d like to help development, please feel free to message me regarding any errors you find. If the game crashes, sending me the text from the error message and telling me where you encountered it would also help a lot.

You can also fill out the Google Docs survey telling me what you thought of the game, what I can do to improve it, and more!

And please, reblog this post, tell your friends about it, start a liveblog of the game… Basically, spread the word however you like!

That being said, I hope you do enjoy the game! And if you want to learn more, you can keep an eye on the devblog here, where you’ll find additional info, FAQs, and credits.

the-ayano-happiness-project:

My new project!

Corpse Party: Rebuilt ~Rebirth~

It’s a full remake of Corpse Party: Rebuilt using the RPG Maker VXAce game engine.

Progress will use the tag #CP RB

hHHHHHHHHHH

oh hey im still getting notes on a post i made like over a year and a half or something ago wow

 - 8-Bit White Waking
735 plays

sqrlyjack:

KattyWampus is getting back in action, so hopefully we can get to finishing things up enough to get a pre-release demo out there of the first two sections of the game (where most of the work is). Until then, here’s this thing.

zacharieshusband:

my experience with rpg maker vx ace

horrorrpgartmastersupplier:

The RPG maker/horror legacy!

For my 1000 follows and the games to remind us how big the fandom is!

(and you’re probably wondering where Dreaming Mary is, the game will be in a…. different compilation, heh)

CHALLENGE APPROACHING!

True RPG maker fan Challenge: Name EVERY SINGLE ONE of them!

Answers

electricproblem:

Notes for level design for the Bosch project. Going through some changes. 

electricproblem:

So I am working on a project, the concept of which is to turn Hieronymus Bosch’s iconic painting, the so-called Garden of Earthly Delights,into a video game. This project is being developed by a large team of R.I.T. faculty and students for the Jheronimus Bosch 500 celebration commemorating the 500th anniversary of the death of the artist.

I am working on the level design of the overall world at the moment. These are a few early concept designs for the terrain and environment of the 3rd Panel; the Hellscape. Some of the challenges I’m encountering are:

1. How to translate the flat landscape of the front of the panel into a landscape that is interesting to navigate and facilitates/reinforces the quests that are being prototyped. 

2. How to create an open world, where the player will be able to see great swaths of the content of the painting, but will not be able to go to it yet, because the content in terms of gameplay, narrative and 3D models/assets has not yet been developed.

3. How to craft a world that is aesthetically true to the painting, yet reflects the narrative that is being prototyped.

4. How to organically connect the two pieces of this panel for which gameplay is being prototyped, namely the game players in the front (Eve, the Rabbit, the man with the pierced hand) and the Horse Skull and the Key over on the frozen lake.  

So far I have included a forest that will be situated below the foreground of the panel, through which the player enters the game. This is to fit the narrative as it stands right now, and also because the name Bosch means ‘forest’ in Dutch and Catalan, which is a nice little tidbit. I suppose it must be related to Bosque in Spanish. It also serves to link the Right and Middle panels landscape-wise for later in development when the player travels to the Middle Panel. I have raised the Demon on the Toilet and the Instruments onto a higher part of the landscape, to be accessed by the player later because we do not yet have content for them. I also placed the Horse and Skull group in its own little area to stop the player from advancing to other groups on the ice for this first iteration. I think this works also because in later versions of the game this “Key” area could become a node to be unlocked and from which the player accesses multiple other groups/quests.

More generally I am using mountains as natural boundaries for the overall world, taking that cue from the mountains in the back of the panel. I would also like the world to gently slope downwards from the front of the panel where the player begins to the back of the panel where the dark mountains are, creating a literal descent into hell à la Dante’s Inferno. Lastly, if I continue to work on the world going forward, I would like to include pathways between the Right and Middle Panels. I think it would be interesting if the player could travel between the panels at multiple points as part of quests.