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    Nathaniel3W
  Tue Dec 10, 2019 9:53 am
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coyotecraft wrote:
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https://thehardtimes.net/harddrive/step ... d-giggles/

Did you ever see that discussion between Stephen King and George R. R. Martin? King, when he's in writing mode, just sits down and types and cranks out some number of thousands of words per day. And Martin is just dumbfounded.

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    coyotecraft
  Sat Dec 14, 2019 4:21 pm
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It's very difficult to give characters motivations in a dream setting. And I needed something that would create a willingness to sacrifices himself, in Sven.
I spent the afternoon reading Lacan's psychology concepts of desire. And now I finally synthesized something I can work into a character arc for Sven.
I wish I could finish it all before the end of the year. But I highly doubt I can make time between holiday travel and family visits.


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    Nathaniel3W
  Sat Dec 14, 2019 8:18 pm
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Finished some portraits and sprites for the Japanese-themed area. The kimonos (also with male sprite sheets) only have walking frames, so for now this outfit is for non-combatant NPCs only.

Image

Image

Huh. The geisha portrait doesn't seem to be working. If it doesn't show up, check it out here: http://himekosutori.com/wp-content/uplo ... rtrait.jpg

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    coyotecraft
  Mon Dec 16, 2019 4:45 am
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I played with rpg maker with my niece and nephew. And we made a little game. You play as a girl. May. And you fight a bird. And get a ice crystal. So you can cross lava. Fight a dragon. And make it to school on time! ~yay~
Featuring a werewolf named Wolph. Who lives in an igloo because rpg maker mv is missing a lot of assets and doesn't have a wolf sprite. And nobody wants to see me flex my art skills. *sigh* that's fine.
According to the psychology stuff I was reading the other day, you can't desire something unless there was previously a demand for it. Demand meaning something that is in supply.
Of course it was trying to explain s&m stuff. I can see it explaining a lot of other stuff too. Like how socialism always fails. And why artists are always out of a job.


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    Nathaniel3W
  Mon Dec 16, 2019 12:10 pm
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coyotecraft wrote:
According to the psychology stuff I was reading the other day, you can't desire something unless there was previously a demand for it. Demand meaning something that is in supply.
Of course it was trying to explain s&m stuff. I can see it explaining a lot of other stuff too. Like how socialism always fails. And why artists are always out of a job.


I don't follow. There always has to be someone who is the first person to want something. I'm sure demand precedes the creation of supply all the time. And people demand stuff that isn't in supply all the time too, like new video game consoles on release day, or food during a famine.

When you say "s&m" do you mean the same s&m that I'm thinking of? Is that a common topic for microeconomics to try to explain? I don't see the connection.

I know why socialism always fails. Everyone knows it, except socialists apparently, which is the underlying joke behind memes such as

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And artists are always unemployed because there's no demand for what they supply... But then there's that guy who taped a banana to a wall and sold it for $120,000, so maybe you just have to be a certain kind of crazy to know what art-consumers will pay for.

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    coyotecraft
  Mon Dec 16, 2019 9:01 pm
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Yeah I figured people would think I'm babbling. Sadistic & masochist. "Demand", the way they were using it, is something that supply is meeting. In foreplay there's gratitude then withdrawal. So they desire what they had. It's not demand as in supply and demand, its demand as something being continually supplied.

So yeah, artists cannot fill a hole that never existed. In society. They have to do their own thing, outside it, which requires a freedom to create where there is nothing - which is different from where there was something.
The Borg collective doesn't allow, or rather, requires a consensus. It's like kids who are used to constant supervision it's always "who allowed this".

I dunno. The rpg maker community is a paradox. Theres so much practical stuff missing. I can support myself.
But even when I offer my services for free, people are content to do without.
So I'm rationalizing, based on what I read, that it's because they never lost anything.
That's how I should word it. Something missing vs something lost.


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    coyotecraft
  Mon Dec 16, 2019 9:18 pm
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I'm probably oversimplifying it. The theories go deeper than that. Life and death drives. An illusion of something lost that was always there from the beginning.
That's got nothing to do with what I wanted to say.
Did I really want to say anything at all? Existential crisis intensifies.

Your Japanese sprites are nice, Nath. What's next?


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    Nathaniel3W
  Tue Dec 17, 2019 7:17 am
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I don't know much about psychology, but I can confirm some things about microeconomic behavior. (Although I guess there's a lot of overlap in this case.) People are loss-averse. Not losing $10 is more important than finding $10. Tests with monkeys show the same thing: Researches teach the monkeys two games. In one game the monkey starts off with two grapes, and has a 50% chance of losing one. And in the other game, the monkey starts off with one grape, and has a 50% chance of getting one more. The monkeys prefer playing the second game.

And once again, I can't speak about what your psychology book was getting at but in economics, artists (or inventors, or anyone else making something new and unique) most certainly can "fill a hole that never existed." You just have to create something new and then convince people that they want it. It's like that quote usually attributed to Henry Ford, "If I asked people what they wanted, they would have said faster horses."

Existential crisis, you say?
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And thanks! I like how the sprites turned out too. What's next? I've been fixing stupid stuff for about a week, and I still have more stupid stuff to fix. One example of a stupid thing I fixed yesterday: Next/previous button in the equipment menu didn't update the character sheet's character order, so browsing your army from different menus would screw up the order. And I'm discovering lots of other things that work correctly in one context, but not in another.

So if I can ever get past fixing this stupid stuff, what I really want to do is actually finish the game. I think I can honestly claim 20+ hours of play time without undue grinding/repetition, and I think I'm more than half done. If I can ever just concentrate on fleshing out quests, scripting cutscenes, and making end-game content, I'll be able to finish the game.

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    Nathaniel3W
  Sat Dec 21, 2019 4:16 am
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Someone over at the Epic Forums asked about how you would make a hand-drawn post-process effect. I thought it would be fun to try. I tried something like this years ago. I can tell that I've learned a lot since then. I put this together in less than an hour, building on a few things I had already done.

Image

It's a little disconcerting to see it moving. Because the paper and brush effect are fixed in screen space, but the 3D world isn't, it's jarring to see parts of the image move, but not others. I think to make it more pleasing to the eyes while the camera is moving, I would have to randomly change the offset of the brush texture, maybe a couple times per second.

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    Nathaniel3W
  Sat Dec 21, 2019 10:54 am
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Once in a while I need to go and do something different just so I don't bore myself to death. I figured my armor break ability could use a new sprite sheet.
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    coyotecraft
  Tue Dec 24, 2019 5:20 am
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I should do something else for a change. But this year has been all about writing. And I got a billion things I want to encode and I have to work out the problem of expressing it.
Like I want need to explain that this subconscious domain only contains unresolved thoughts. So you won't see Pep, Sped, or anyone else in Sven's family because they're, duh, familiar to him. The point of this pet project was for me to explore character aspects. But it's not very literary to just flat out explain the world mechanics like that. So, I've decided Kara will make an appearance. It's not the real Kara. Just a nebulous impression of her that he hasn't worked out yet. Because she joined the Perseverance Union by battling Pep to prove herself. So she is manifest in this domain because Sven has suppressed the idea that she has bigger balls than him. Figuratively speaking of course. But it's a topsy-turvy world. *cough* Kara? No, she goes by Caramel here. And my bat character will be there like "It's pronounced Kara(male)" and Sven is like, "potayto. potahto."
"No. You're not getting it. But you'll see. You'll seeeee..."
And then Sensor steps in to censor things "NOPE!" and blindfolds Sven, and bat is like "Come on! He has to see!"
So then Sven is talking out his feelings with Kara like. "I suspected you might be a spy, or some kind of trap..."
and Bat is rolling on the floor laughing. And manages to blurt out "I c- hahah..." while being smothered by the Sensor "...balls"
Which Sven hears as "Eye Balls" which summons new doubts. "Doubts" (name pending) are to "the dread" what the "Unversed" are to Heartless or Nobodies in Kingdom Hearts Birth By Sleep. They recontextualize things. These new doubts are realized because he's wearing a blindfold and thinks this Kara has something to do with this dad. Like she's in with Esperia who plucked out his dad's eyes. [Insert Close Encounter battle] The "Doubts" have pulled out his eye balls or become his eye balls. So it's a unique First-Person Battle Split screen. Where there's 2 spinning fields of view. Top and bottom. Or left and right. And the player has to stop them like a slot machine by aligning them to Kara. If they align to Sven he takes damage. Idk, Maybe Bat and my Censor character are holding the eye balls. So if field stops on them, they drop the balls and the reels get shuffled or spin of a different axis. Bat and Sensor they're blaming each other like "this is your fault" "You gave him the blindfold!" "YOU said Eye Balls" "No, I said I-Ayiyiyi..."

I intend to foreshadow, or cast doubt, on my bat character. Like, did he know this what going to happen? Does he know more than he's letting on? Seems like he wants people to doubt him because maybe he's nope, can't tell you that

I just remembered I wanted to do a thing where Sensor censors text. But my bat character is like, "I can still tell what they're saying." and Sensor is like "Prove it" so Bat's like ""Prove it""
and Sensor is like "How?!" and bat's like "Echolocation."
The actual effect would be messing with the font color an text box.
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    coyotecraft
  Tue Dec 24, 2019 3:58 pm
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I hate building up all this momentum only to come to a screeching halt because of travel and family visits. It wouldn't be so bad if it was just a day or two. Or even if my family would let me slink away for a few hours, but I'd probably use it to sleep.

I'm not really good about typing on the road. But maybe I can make a little more progress.


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    coyotecraft
  Tue Dec 31, 2019 2:02 pm
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I've rewritten my beginning scene introducing Sven for like the 6th time now.
It's been challenging for a lot of reasons. There's things I needed to establish, the sooner the better. It was important to have a battle a.s.a.p. but something had to instigate it. And I needed the characters to converge in someway.
I've been mindful to avoid certain thigns. Like I don't want Sven to just open his eyes like "Huh where am I? How did I get here?"
That's kinda cliche. But I've also started to realize I have bad habits from playing too many RPGs i guess. For example, introducing/recruiting characters 1 at a time. That would be the normal course for a regular game, but in a dream/mental realm it would be drawing attention to the fact that everything just popped into exists, and there was no -before-
But I think I got something.


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    BizarreMonkey
  Wed Jan 01, 2020 8:42 pm
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Lol I'm glad to know someone who takes writing as seriously as I do.

You should see how many times I rewrite or even entirely remaster my intros.

So! Sorry to be absent so long, had a lot of stuff going on and while I've been on break there's still been a multitude of dramas, from my mum planning to divorce her dipshit husband to my best friend xiie having a major surgery and various other trials and tribulations! But at last, i have progress to report!

Demo 2 is complete, the only reason it isn't out yet is because Pj hasn't gotten me all the files just yet. So chances are I'll be trying to get it released by 02/20/20 (day/month/year).

As of the new year (and decade) I've decided to start working on demo 3 and back up the mainframe for demo 2 so that I can easily release and compile it, and then fix any errors encountered when it comes time.

Welp, with all that said, here's what I've done and gotten ready for Demo 2!
The official Anime Opening-esque cinematic, now with an actual singer to sing the lines!


Pjcr
He has gotten me the vast majority of the files, only two poses for Esperia, some stray poses for some characters like Kloe, Kyon and kira, a cloak overlay for Wi Hellrider and Tristy's angelic outfit remain. I've already started construction of work orders for disk 2 for him.

The Exile Lyza
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Lady Tiramisa and Splode
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Nola Worthington
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Xiie
Completely finished her spritework, and so she's taking it easy after a major surgery. I've just started making a list of work orders for disk 2 in regards to her trade.

Jake
Gotten another track done, and more are on the way.

Motherfucker is ahead of me progress wise.

Biz
As I've said previously, I've already gotten a vast majority of the writing for Demo 3 done, it'll likely change as I see more valid ways to put things and more decent reasoning. But suffice it to say I know the arc well. As for Demo 2, I've implemented some things!

Taunt System


A new pretty secret optional event.


Pretty large rewrite on this scene:


Updating Portrait facesets to have borders and a background.
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Aaand updates to some of the Pamphlets, notably those of IA and IM.
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Wew!

I think... I think that's the majority of the large notices! Therefore it is!


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    Jason
  Thu Jan 02, 2020 4:18 pm
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I reckon this could be the year that I actually start and finish making a game... not sure where it's come from, but over the last week or so I've had a massive urge to make something... let's see how long it lasts, lol.

Also yes, I'm still alive unfortunately.

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    Ellie
  Sat Jan 04, 2020 5:12 pm
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Grats.json keep it up


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    Ellie
  Sat Jan 04, 2020 5:12 pm
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So, like, possibly:

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    Ellie
  Sun Jan 05, 2020 2:57 pm
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Being held back by this stupid chat system again.

It does absolutely everything I want it to. But I didn't make it, it's an extension. And at some point in the past few years I edited it to suit my needs. But now I have two different people's code all over the place. And because it's an extenson there are bits of css everywhere and I can't work out what does what. So simply theming it how I need it is taking forever and I'm lost in dodgy code.

Grrrrr.


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    BizarreMonkey
  Sun Jan 05, 2020 9:08 pm
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Big oof. Main reason I haven't switched over to GMS is it's dialogue systems are a bitch if you aren't fluent in GML.

Pixel Game Maker MV is likely what we'll use for Crowfeast and other games with a platformy or actiony nature in the future.

Oh yeah Jake finished another piece for the Fantasia OST


And a couple days ago I had this crazy idea that I'll reserve for a game in a month challenge or something.
I called it Junked.
I've gotta fix the intro to make more sense, but otherwise I'm happy with it.


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    Xilef
  Tue Jan 07, 2020 10:37 am
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Minecraft


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    coyotecraft
  Tue Jan 07, 2020 12:53 pm
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:cheers:


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    Xilef
  Wed Jan 08, 2020 10:01 pm
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Already fixed some bugs. One of which was annoying me for a decade now - and no-one had reported it as a bug in the public tracker


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    ZenVirZan
  Thu Jan 09, 2020 8:07 am
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Xilef wrote:
Already fixed some bugs. One of which was annoying me for a decade now - and no-one had reported it as a bug in the public tracker

which one? you cant leave me hangin like this

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    Xilef
  Thu Jan 09, 2020 8:11 am
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ZenVirZan wrote:
which one? you cant leave me hangin like this
A minor graphical error, I figured it would have made a good first fix as it was visual and very simple and I imagined it would have been a good first contact point with the code. It wasn't really a bug, rather it was shadows being floated off the ground somewhat (and thus cut into the feet of entities) - it was done like this many years ago as a quick way to solve Z fighting, but the proper solution is to make it a decal with polygon offset so that's what I did (and I also optimised them very, very slightly).

It annoyed me for a decade as it was very obvious when a mob was standing on the edge of a block and you look at the shadow, you'd see the illuminated top face of the block peaking out from under the shadow.


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    BizarreMonkey
  Thu Jan 09, 2020 1:47 pm
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So while waiting for Pj as usual, I decided to begin basic PH work on Junked.

12 Hours later and I've got heaps done.

A couple notes:
-Sprites may very well be final.
-Facesets will be replaced with hand-drawn animated portraits made by me later in development.
-The skills and battle status is incredibly much a big testing ground. The abilities are all place holders ripped from Terra: New Moon, I've yet to more properly personalize and theme the abilities. Iconset will also be very different and more color-coded upon a proper make, it's simply using the default iconset as it stands.
-Battle sprites for the party are likely also finalized, mostly because it will be a big energy and time savor, granted, this does not include Junkheap, he's very much unlike how I imagined and he will be redrawn completely.
-Tilesets are already done for the first four stages, and the battle backs for those stages are also done. Most of the tilesets are FSM (First Seed material) sets with color edits to appear more sickly.
-Windowskin is complete, I'm very happy with it.
-Fonts are final unless something absurd happens.
-Music is all a PH, all of the PH OST is pulled from the Terraria calamity mod.
-Noticed after watching through the video that Mexigone is spelled Maxigone, which will be fixed.
-The writing is in it's early stages, and will become more brief and beautifully presented later in as I get more of a feel for the characters.

So, here in spoilers are the battle backs, most of which are forged from default or SF base_resource inclusion for rpgmaker MV. The exceptions being the view over Otherworld from the top of the Tower of Decadence (where you fight Junko for the first time) and the finale battle arena (where you fight junko and her three forms in the final battle.) which are slight edits / croppings of the sci-fi battlebacks DLC pack by Michael Galefire.
Content Hidden


As for Fantasia, I've not done much, however Jake has gotten another music track done, the character theme of Akra Olna.


Also added a small vocal portion to kara's hero theme, not sure if this version of the song will ever be used for anything, but it was a fun experiment and teaching exercise, regardless.


Also I may start doing dev vlogs, starting this coming saturday, and do them either weekly, biweekly or monthly dependent on level of productivity and ability to incorporate their production during.


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    Nathaniel3W
  Sun Jan 12, 2020 7:45 pm
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I've been having these very small, but very frequent and very annoying performance hiccups for the last couple of months. It's because the size of my damage popup indicators greatly increased when I started localization.

The way Flash works, all text has a font, and everything that can show dynamic text has to have the font embedded. That means that every menu, every separate piece of the UI that shows text, has to have its own copy of the font. That's OK for small Roman-letter fonts. But then I started localization, and Asian language fonts can be several megabytes each. And my svelte little damage popups swelled to a whopping 7 MB each, and you can have up to 10 of them at a time for an AoE attack, plus more if it applies status effects, or if the attacker has some bonuses or something. So on every attack, the game would hang for a couple milliseconds while 70+ MB of fonts got loaded into a bunch of little popups.

There's a technique where one Flash movie can serve as a shared font library, and all other Flash UI elements can just grab the font from there. And because I'm working in not just one, but two dead languages, I haven't had anyone to help me when I couldn't get it to work. So for months I've just put up with my obese UI elements.

A couple days ago I finally made a breakthrough, discovering a few problems with UE3 and Flash that will never, ever be fixed, plus an important step that can completely break the procedure that no one had ever bothered to document. But now I finally have shared fonts working. And my 7 MB damage popups are now down to 30 kB and the combat proceeds as smooth as butter. I'm going to switch all of my other menus and UI elements to use shared fonts and that should make them all open a lot faster too.

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    Xhukari
  Sun Jan 12, 2020 10:48 pm
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Oh man, hearing Flash sends me back, haha. As someone who's mediocre at graphics and programming, Flash was like a dream to me! Vector graphics, programming, timelines, etc. Loved it!

I've decided time flies too quick -- and how have I never finished a project? I'm only a couple years off 30 and all I've released is a free, crappy game on Newgrounds for a Ludum Dare Game Jam. So I've reeled in my ambitions, my scope; I'll just try to make mobile game in Construct. I've taken inspiration from classic Resident Evil, so I guess we'll see how it goes. You can tap doors to go to different rooms (which is camera movement and zooms). Had to redo the code once as I took the lazier route and used a plugin I downloaded to handle the movement.

But then I remembered lerp exists, so I've gone with that and it's fixed some timing issues to boot... yay! No images worth posting yet, just some boring placeholder art, haha.


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    BizarreMonkey
  Thu Jan 16, 2020 9:02 am
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Alrighty! So some good news, i did the devlog as I predestined, took longer than I expected but because of the wait i was able to make a truly excellent vid.


In dev news, my two artists are currently fighting for their lives in the land of ash and calamities so while I wait and pray they stay alive I have been working on Junked, the characters have been drawn, and now have all their faces and animations.

First things first, the title screen.

Then yeah, I'ma let you preview the faces!
ImageImage
ImageImage
And here's some examples of the busts in action.
Content Hidden

Once I make the dialogue less clunky, refactor the battle system, make an iconset for the game, regenerate the sprites and refactor skills I'll have another preview video.

But for now that's yer lot.


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    coyotecraft
  Sat Jan 18, 2020 3:11 am
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I took a mental vacation for a week. And then spent another week trying to pull myself together after letting myself go. Haven't done anything tangible except write notes to myself for context.
Currently I'm working on my "denouement". It's a little anticlimactic. hrm, more like there wasn't any raising action. I'm trying to fix that, but it's kind of the nature of a short story "gaiden" piece to be inconsequential. I think there should be some emotional satisfaction at the end. But I'm not sure what it is I'm affirming.

I'm going back to my typical sources of inspiration. Ar Tonelico's cosmospheres and Kingdom Hearts. The thing that I really love about them is how the smaller episodic narratives echo the larger story. For example, in the Wonderland Level of KH:CoM, The Queen loses her memory and Alice tricks her into remembering something that didn't happen, which is exactly what The Organization is doing to Sora. That parallel structure is so delicious.

I was about to say that my story is too convoluted and "out there" to compress into any recognizable form. But I just thought of an angle that might work. So I have something to chew on again.

Ever since I saw this video, I've been entertaining the idea of using the Blood Maidens in some capacity.


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    Ellie
  Sat Jan 18, 2020 4:49 pm
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How dis

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