astrzm
Hey all! I’m moving all game dev stuff onto one place, since it’s a little silly to scatter all projects onto different blogs. Oh, and Maleficium updates will be soon, too. :>
Hey all! I’m moving all game dev stuff onto one place, since it’s a little silly to scatter all projects onto different blogs. Oh, and Maleficium updates will be soon, too. :>

Yunomi
An very short adventure game where you play as a young kid helping a ghost boy remember how he died by going through his memories. A game I created to teach myself how to use RPG Maker.
Story by shunao and laryssachan.
Eventing by shunao.
Art & Design by shunao.
Music by laryssachan.
Special Thanks to Yanfly, Archeia_Nessiah, Brandon Rad, and radiostarkiller.Genre: Adventure
Controls:
Arrow keys to move, SHIFT key to dash, Z to interact, X for Menu Screen.
Download: here. (Windows only)
hi check out this really short game i made o{-<
it’s not much but i hope you guys enjoy
check out what lyn made!!!
(via imoutosama)

So let’s be real. I suck at finishing up projects that I start! But I really want to prove myself otherwise this year. After being put off on how I did things for Maleficium as well as looking back at what I did for Kin, I’m making Zelos my main solo project. Maleficium will take a lot more time to develop and I’m still waiting on Lyn to get more free time to work on it with me.
Anyway, I’ll be…
Starting from the bottom up again! Pretty much most of the eventing for the demo is completed, now it’s just a matter of churning out the assets. I’m opting for more of a view that’s closer to RPGMaker VX Ace’s topdown view, since I was I didn’t want to bother with adjusting pixel movement. Not only that, I feel like there isn’t exactly any problem with topdown view, especially after seeing some…

So, after some talking with Boonie, I realize it’ll probably be unrealistic to push ourselves to get a demo by December. Honestly haven’t touched RM in awhile and I feel like I have to re-learn a few things again, haha.
Anyway, we’re officially back at square one again. I’ve been doing a lot of story adjustments, since some of it wasn’t exactly solid, and right now, our focus is just to get the meat and potatoes of the gameplay and events together. With that, however, we’ll be holding off on visual asset creation until we have the game solidified. Shouldn’t take too long on that part. <:
Aside from that, I’ve been drafting some rough stuff for prototype purposes, this sketched title screen being one of them. I guess the way I’ve planned this has been all over the place and backwards, but learning is part of the process. Hopefully others can learn from my mistake as well. Maleficium’s been going through several permutations, but I hope you enjoy the transformation into the finished game! We’ll have more progress soon.
-Sai
So, I’m back at the point where I want to revise a lot of things again, mostly maps and the entirety of the UI. Probably won’t revise much of the character art and sprites, however. I think the process we have for those works well.
Why so many revisions, though? I think I’ve touched upon the High-Res RPG Maker Project briefly in some of my posts, and essentially, I want to make use of that as much as I can. Not only that, but even as polished as the maps look, there’s a lot of inconsistencies in proportion and in relation to each other. Environments are incredibly important to me, so it’s something that I would much rather polish further. So, to improve these inconsistencies, we have another teammate! Boonie will not only help with maps, but will also be in charge of UI.
Revising isn’t necessarily a bad thing. It’s tedious, but I’m all for results that looks great and match to what I have in mind. I’m really seeing that revising is just all a part of the process, and a lot of learning happens because of it. I think that once we’ve solidified a nicer mapping process, it’s just one step closer to what we want for this project, and we’ll stick with that process until the end. At latest, expect Maleficium’s release at the end of 2015/early 2016. After a lot of planning for this and after revisions are made, I think I’m ready to set that release date in stone!
Anyway, I do apologize for no visual updates at this time, but you can expect them in December. <:
We’re just in school is all, haha. Still planning to have some form of demo available to try out by the end of this year/beginning of next year, and we should have plenty of time to work on that during winter break.
In the meantime, I’ve been working on freelance work, from something as simple as character commissions upwards to long-term project commissions. If you’re interested in commissioning me, please feel free to shoot me an e-mail at radiostarkiller@gmail.com. Feel free to ask me what I offer! While I don’t have an official commissions post, I’m up to discuss what you would like.
Anyway, that’s the update for now, but most likely when we get breaks from school, we can crank out more stuff for Maleficium. <:
-Sai


The GORGE Kickstarter is out!
GORGE is the story of a girl named Etoile, who is trapped in a dark version of her town where everyone is obsessed with food. She must overcome countless deadly obstacles by solving puzzles, escaping enemies, and avoiding deadly situations in order to learn the truth of the cursed GORGE and find her way home.
Follow this tumblr for more content and updates!
Experience the story of the cursed gorge for yourself - just $10 gets you a copy of the game when it comes out! Please consider pledging!
(Source: badchalk)