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PostPosted: December 27th, 2008, 8:27 am 
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We all want to tell everyone how awesome our games are. Some of us may even want to compare our games to Final Fantasy. Problem is, we can't. Sure, we think highly of our own games. They're our games. But we can't go out and talk about how our games are the best thing since sliced bread. Nobody'll take us seriously, and it'll open our games to attack, since our games aren't likely to meet such high expectations.

So I create this topic so we can all just let it out, and not worry about any consequences. People still won't take us seriously, but at least it won't hurt our games' popularity as a result. :)

So, I'll start.


Slayers' Reign. It's gonna be sooooo awesome. It's my dream game, so of course it's gonna be awesome. In fact, it's gonna be so awesome, there will be at least one person who will say something to the effect of "I enjoyed this game as much as I do the Final Fantasy series." Over 20 hours? Yup, it's a long one, and the battles will be balanced out well enough that you won't get tired of it before the game's over. Heck, you'll probably play through the game a second time. It'll be worth it 'cause of the great story. And you'll even catch some things you didn't the first time, like the irony of one character's statement because it turns out it contradicts what happens later. Oh, and there will be subquests and secrets also, so you'll definately want to go after those. Maybe even after the super-boss that's requisite in every RPG. And did I mention it'll be as good as Final Fantasy? :P No, really, at times, you'll forget you're playing an RPG Maker game. That's how good it will be. It'll be like you're playing one of the SNES greats! :D


You know what, just for the heck of it, I'll add another "our games" to this post.

Our games. :P

edit by karr: lets make this a permanent promotion thread. one post per pitch, make a new topic to comment on games. edit your game pitch as you need to.

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"What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."


Last edited by ErikaFuzzbottom on December 7th, 2009, 9:09 am, edited 1 time in total.

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PostPosted: December 27th, 2008, 12:45 pm 
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The yet-to-be-titled thing I'm working on for RPG Maker 3 has three field maps that I'm very happy with. I've created many narrow pathways that go up into the mountains, around the side of mountains, meandering all over the place. The game has no less than 9 mountainous sections with pathways that go up, circle around the side of the mountain, turn to the left or right, do a 180 and go further upward... all manner of pathways, even including a few narrow ledges with drop-offs to either side.

I've also successfully created a large cliff-side with forest at the top, and I think I did it in an aesthetically pleasant way. The most complicated mountain range takes up most of the map where it is, with ledges and pathways leading up to a volcano and a high point where you can look out over the entire region.

To me, the fields are a work of art that I'm very happy with. They're several times better than the one in "Raiders".

On the town front, I am equally satisfied. I've meticulously designed three towns that are full of buildings linked together to form larger buildings. Every detail was taken into consideration. If a building as placed partially covered up a second floor window on another, I rearranged them so that their look is seamless. Buildings with wooden paneling are usually used along with like-minded structures, and brick buildings are used with other brick buildings, often forming "strip-mall" like structures (a row of shops). I've used event buildings along with decorative structures, and I used a neat little trick to combine a clock tower with a mansion. Houses are also used along with decorative (doorless) houses to make them look larger or more unique. I've combined windmills with a couple event houses so we have windmills that we can enter. Every building was meticulously placed so that the connections between buildings are as seamless as possible (no gaps between them; they look like they're different sections of the same building).

Events on a field map (mostly dungeon graphics) fit in seamlessly with the surrounding terrain. Dungeons and towns sit on big ugly mounds (or BUMs). I've mastered a neat little trick to get the object's BUM completely submerged beneath my map's terrain; so all you see is the building or structure and its surrounding terrain. No BUM in sight. Not even a small sliver of the BUM is visible.

I designed four unique castles using decorative castle-town graphics and "ruins" type structures as the dungeon's entrance. The objects I chose for each castle fit in well with each other, and it also provides the castle with a visible front door. Currently, the only object that does not have a visible front door (or entrance) is a black tower (still working on that).

Castle interiors are consistent with what the building looks like from the outside. I took the shape and height of the buildings, and towers that are connected to it, and translated that into a dungeon interior that matches up. For example, one castle has a main section that looks like it's roughly six floors high. It has a thinner building connected to it that looks like it's only three floors high. It also has two towers, one of which looks to be five floors high, the other seven floors. The interior shape of the castle is consistent with this.

But castles aren't the only feature that has a consistent interior. Caves are placed logically in front of mountains. Some are at the base of mountains, others up higher in mountains. All caves have a section of mountain behind them (so as to reflect that there's room for tunnels inside). I follow the same rule I do for castle towers, guesstimating how many floors high a cave can be based on its surrounding terrain as seen from the outside. A cave's ceiling height is also taken into consideration (low, medium, or high ceiling). A low ceiling means that more floors can be fit in.

The result is a game world that not only looks good but also has a correlation between exterior and interior.

I did a lot of things with "Raiders" to beef up the presentation and make it as professional as possible. All story scenes fade in from a black screen and fade out when the dialogue is finished. It looks better than a pop-up story scene.

I looked at every text block in the game and made sure that the fourth-line text doesn't run into the "press button to continue" icon that appears at the lower right corner (it's possible to run your text into the icon, and your text gets covered up by the icon).

The game has no run-on text blocks (where you get four lines of text at a time, and the narrative is interrupted mid-sentence by the "press button to continue" icon, then you press the button and the text scrolls, continuing the interrupted narrative). Every piece of narrative and dialogue is uninterrupted, presented up to four lines at a time. When a piece of narrative is longer than four lines, I presented a text block with four lines of text (with a period at the end of the last sentence), then you press button to continue, and the narrative continues in a new text block, making for a seamless presentation that at no point gets interrupted by the display's limitations.

Every item and spell in the game has a description. No empty description boxes when you look at them.

The game has an opening titles sequence like a movie, with character names presented as if they were actors in a movie, then it moves on to stuff like "Map Design", "Sound Design", "Casting", "Executive Producer", stuff like that, and ends with "Director". During this presentation, the "press button to continue" icon always appears in the same place (lower right corner of the scene). It's all in the details.

I used decorations very liberally in "Raiders" to make caves and rooms look like someone's been living there. Tables, boxes, barrels, jars... I don't care if it's the same barrels and boxes from room to room... I want it to look like monsters are living there. Sprinkled amongst this rich deco are events where you find useful items in boxes, barrels, and jars; and events where you find nothing useful (these were used as augmentive deco to get beyond the 10-deco-per-floor limitation). There's a lot of deco that's just there to see, but it makes the place look lived in (as opposed to an empty room with just a treasure chest). Almost every group of decorative boxes, barrels, and jars has an interactive event amongst them, even if it's one that says you found nothing special.

Most of the townspeople have something new to say each time the story is advanced a notch. These are people you can keep coming back to, and they'll be doing their own thing or reacting to new things that develop in the story. There's a side story that came about because I was doing this with my townsfolk.

The game's battle system is streamlined from beginning to end with event battles that don't repeat. There's no level-grinding going on here. You're always as tough as you need to be. Each battle is a unique encounter. For example, in the first battle we meet Goblin, Orc, and Big Bat. That's the only time during the entire game that we see these three guys together. We meet more of each later on, in different combinations and in combination with different characters. But these three only appear together once.

There are probably more details that I'm not remembering at the moment.

My games aren't stellar material (in the sense of mind-blowing storyline or compelling gameplay), but what matters to me is detail and top-quality presentation.

Edit: I see nothing wrong with pointing out stuff like this. If it is true that it's "gloating" or "boasting", then every DVD commentary track is the director and/or actors boasting about their work; and I don't believe that's true, as directors often just talk about what they did to get the movie made and details they put into their presentation to bring it to life onscreen. I've heard some directors very humbly just point out interesting stuff they did. It doesn't have to be self aggrandizement. Also, don't take me seriously. I beg you, stop taking me seriously. I'm happy with the fruits of my labor, and that's what matters to me.


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PostPosted: December 27th, 2008, 2:22 pm 
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Evil Fantasy, perhaps the best RPGM 3 game ever made. I say that having played MANY RPGM3 games. The maps are of the highest quality. Visually it stands above other games. The detail in each town, each room is insane. The puzzles push RPGM 3 to it's limits. They range in veriety and difficulty. There are several very inivative puzzles that will leave people with there jaw at the floor. The last two namely. The "Custom" battle system keeps things a LOT more interesting then the normal. It's up to the player to determine how they want to buy/upgrade the main character. The stories twist at the end is nothing short of a mind f*ck. NOBODY will see it coming.

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PostPosted: December 27th, 2008, 2:28 pm 
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All I want from my games is to use the software as a palette for my thoughts. The games present my ideas on philosophy and the mind, and I attempt to balance them musically (i.e. spiritually), so in many ways they are for me first and foremost. That is why I don't survey what people want to see in my games because I don't care. They can make their own games with what they want to see.

However, I take the gamer in mind when I'm making them because I say to myself, "would someone else find this fun or interesting" and if not I usually modify it. I don't want anyone to sit through bullspit so I don't create ridiculous difficulty or excessive text or storytellers.

What I would gloat most about my games is that I am actually working on things that I have never seen in games before. It certainly doesn't mean that they have never been done or that others haven't thought of them first without me knowing about it (i.e. independent invention). I don't care about that. I care about the fact that I can use the software when I say, "what haven't I seen in games before and what would I want to see" and then transcribe them from the mind to the game. In other words I am gloating about the fact that I am actually doing something to express myself as I want to without worrying whether or not others think it is the best game ever.

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PostPosted: December 28th, 2008, 11:39 pm 
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Well, so far, my post seems to be the gloatiest. :P

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PostPosted: December 31st, 2008, 7:33 am 
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Hmm, I must suck at boasting.

More likely, I'd say that I'm the only one in the universe who cares about the type of stuff I was boasting about.

Still, it was a nice opportunity to point out stuff that...

A. No one's ever gonna notice, or
B. No one's impressed by, or
C. No one cares about even after it's pointed out, or
D. All of the above

:lol


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PostPosted: December 31st, 2008, 7:56 am 
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The

Quest

Will

Be

Epic

There ya go


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PostPosted: December 31st, 2008, 10:20 am 
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I suck at boasting too. I deleted what I was going to sat in this topic like 5 times already. :(

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PostPosted: December 31st, 2008, 1:30 pm 
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Remember back in the good ol' days when you'd beg Mom or Dad for a quarter to play that sweet arcade game like Super Street Fighter or Donkey Kong? It's time to relive those days with Arcadia Mania, you're one stop shop for a true arcade experience. Brought to you by Quixotic Productions, this game brings the arcade home (real original idea, huh?). Games like Donkey Kong, Pac-man, and Fatal Furlong will all be there, including silly games like Find the Needle in the Haystack. And what happens when you've played every game and get bored? Load up an expansion pack and continue the arcade fun. This is easily one of the most expansive and best titles to come out yet for RPGM1! Don't miss it!

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My studio is Quixotic Productions! Check it!


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PostPosted: January 20th, 2009, 8:32 pm 
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As I'm apparently an egoist who thinks quite highly of his games, I might as well contribute to this thread. :p

In reality, though, I'm not sure what I can contribute, because I really have no "Okay, THIS is the one" project in the works. Instead, I have at least 6-8 unfinished projects on various memory cards (well, now they are all on my PS3's virtual memory cards).

My two most current projects/ideas are a castle defense game (which almost seems redundant after having read Obright's newest game idea) and something called "The Game of (Modern) Life," which will probably be the one I spend time on this year, assuming the motivation level is high enough. I was thinking about holding off on this until Action Game Maker came out, but I'm not holding my breath for that. So this'll probably be a precursor to a "real" version.


In way of "gloating," let me just say that to some people, this may seem VERY close to a garbage game. Others may pick up on the intent behind it, which is to subvert the player's ideas of what video games are and what they are meant to accomplish, and at the same time to hold up a mirror to the player to make him examine his life or lack thereof.

This idea was inspired by viewing Fight Club again recently, which I'd not seen in at least 4-5 years. Not surprisingly, most of my game ideas are sparked from very vague ideas and concepts in film, and then twisted and shaped into video game form.

That's assuming, of course, that any of them are ever finished. :|


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PostPosted: February 14th, 2009, 11:21 pm 
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I'm making a RPG with dating sim aspects. it will be for VX. Hopefully, expect a demo soon.


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PostPosted: February 16th, 2009, 11:25 am 
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I've made another video update... making three. Go check them out in my studio.

http://www.rpgmmag.com/forums/viewtopic ... &start=220

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Last edited by Lantis on February 17th, 2009, 11:45 am, edited 1 time in total.

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PostPosted: February 16th, 2009, 11:54 pm 
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Considering some people are lacking in the "gloating" department in this topic and are going by the (not my edit) topic title saying "game advertising", I want to point out that I do not actually believe my game will be comparable to the Final Fantasy series. No, I'm not really that full of myself. My game's already over-hyped as it is, I don't need bad publicity like that. :P

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"What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."


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PostPosted: February 17th, 2009, 1:42 am 
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Arcadia Mania has finished it's first full game, a rpgm remake of Donkey Kong! It's ten times better than crack!

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I'm 1ce (previously Gitaroo). Nice to meet you.

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PostPosted: March 21st, 2009, 9:30 pm 
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Daniel's Quest III is available to play!

It has been playtested thoroughly by three different people. It has never-before-seen tribute teasers for Series 1: Destiny Beckons and Whispers in the Woods. It features a special warp system, puzzles, bonuses, in-game descriptions of every item, treasure item, and power up. A unique use of M.A.G.I.C. Fun, glitch-free gameplay.

Enjoy playing it! I'd love to hear any comments. :)

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PostPosted: April 28th, 2009, 8:25 pm 
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Find the Needle in the Haystack!

The newest garbage game for RPGM1!

Release: May 5th

Made by Quixotic Productions

Check the Arcadia Mania page on the Quixotic Productions forum for more info.

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I'm 1ce (previously Gitaroo). Nice to meet you.

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My studio is Quixotic Productions! Check it!


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PostPosted: August 12th, 2009, 1:36 pm 
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Might as well see to it this topic gets used.

The Time System Tech Demo
by Quixotic Productions
for RPGM1

Learn how to do one of the most complicated custom scripts the RPGMaker 1 can pull off.

Available on August 30th, 2009.

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I'm 1ce (previously Gitaroo). Nice to meet you.

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PostPosted: May 26th, 2010, 11:05 am 
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Cifer: The Awakening...
A man on death row...
A boy in captivity...
And the greatest game to be for RPG Maker 3...
-Uses a modified battle system made by Ivan Rosenguard, but faster paced and more developed.
-There will be low random battles, but you can use an item to lower encounters.
-Plenty of violence and language :evil.
-Elemental System made from unique status conditions and damage types.
-A story about the hidden evils of society, in both finance and government.


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PostPosted: November 15th, 2010, 12:26 am 
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nice

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PostPosted: November 15th, 2010, 8:28 am 
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Very productive post there, valdaus. :sigh

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