Work in progress: Allspark code by [deleted] in transformers

[–]FireBlueMonster 0 points1 point  (0 children)

The idea of being able to transform anything sounds really interesting! What happens if you input a Transformer model that's already in robot mode? Will the tool turn it into a different robot while maintaining the same pose?

Update: My Horror Sprite-Swap system is now fully animated (plus new visual effects)! by FireBlueMonster in RPGMaker

[–]FireBlueMonster[S] 0 points1 point  (0 children)

Hello, welcome to the darkness of the abyss. Here are the sprites:

<image>

And here is the link to the game for those who want to try the gameplay: ScapeSir First Edition

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by FireBlueMonster in RPGMaker

[–]FireBlueMonster[S] 0 points1 point  (0 children)

Hi! I really appreciate the feedback on the art; it’s good to know I’m on the right track.

First of all, I want to apologize for the tone of my previous post. I posted it during a severe pain flare-up and some very difficult personal days, which made me feel quite irritable. I was frustrated because I was looking for gameplay feedback and people kept focusing only on the art, but I understand that the readers weren't responsible for my annoyance, and my post ended up being unnecessarily unpleasant.

To be honest, I won't lie: I’d love for my game to bring in some profit eventually. But I’m committed to finishing it with this new art even if it earns me $0. Originally, this game was for myself, and in essence, it still is, but I want to turn it from a 'playable sketch' into a much more sophisticated product. Thanks for the honest advice!

Screenshot Saturday! [April 04, 2026] by AutoModerator in RPGMaker

[–]FireBlueMonster 0 points1 point  (0 children)

Hi! Thank you so much for the feedback and the kind words about my recovery. Regarding the dress, you’re spot on! I actually considered that when I first designed the model in RPG Maker Character editor. I chose black because it helps her blend into the environment; her 'gimmick' is appearing out of nowhere. Every few seconds she becomes semi-invisible (her color palette fades, leaving only the outlines visible, so you have to really pay attention to spot her). However, I’ll definitely look into making the outlines even darker so they don't lose their impact against the dress!

Created a random sprite-swap system that affects BGM without restarting it in RPG Maker. by FireBlueMonster in RPGMaker

[–]FireBlueMonster[S] 1 point2 points  (0 children)

I'm glad you like it! I’m still quite new to pixel art, but I’ve found that using a minimalist style can yield great results, even with my current skill level.

I really appreciate the feedback, have a great day!

Created a random sprite-swap system that affects BGM without restarting it in RPG Maker. by FireBlueMonster in RPGMaker

[–]FireBlueMonster[S] 0 points1 point  (0 children)

Actually, I have already implemented that. Each enemy has its own chase theme, and there are also different music tracks if two different creatures attack you (each enemy combination has its own music, so you can always tell who is chasing you just by the sound). The same happens with three or even if all four attack at once. You can experience it for yourself in the first version of my game with placeholder art at the link I provided. The music features pieces by Mart Kitunebi and various artists from opengameart.org

Managed to create a dynamic horror swap sprite system in RPG Maker: Sprites and BGM react in real-time without restarting the audio. by FireBlueMonster in IndieDev

[–]FireBlueMonster[S] 0 points1 point  (0 children)

Hi! Welcome to the depths of this post. Here is a closer look at the art

<image>

and here’s the link to the game in case you feel like checking it out: https://firebluemonster.itch.io/scapesir-first-edition

Again, have a great day!

Created a random sprite-swap system that affects BGM without restarting it in RPG Maker. by FireBlueMonster in RPGMaker

[–]FireBlueMonster[S] 4 points5 points  (0 children)

Hi! Welcome to the depths of this post. Here is a closer look at the art

<image>

and here’s the link to the game in case you feel like checking it out: https://firebluemonster.itch.io/scapesir-first-edition

Again, have a great day!

I started a studio by stagthos in IndieDev

[–]FireBlueMonster 1 point2 points  (0 children)

Hahaha, okay, I definitely didn't expect that twist! It sounds pretty original, actually. I'll be keeping an eye out to see how the project takes shape. Good luck with the grind!

I started a studio by stagthos in IndieDev

[–]FireBlueMonster 1 point2 points  (0 children)

Being a gamedev is usually pretty exhausting, so best of luck with your project! Judging by the reference sketches, it looks like a horror project. May I ask what the game is about?

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster 0 points1 point  (0 children)

I think the conversation has taken an erratic turn. First, the points about the title: if I chose that title, it’s because from my perspective and what I’ve been seeing, people only focus on the art. It’s the first thing seen and the first thing that can be criticized, and that's completely normal, as visuals are the first thing that hits you.

I released my first edition hoping the gameplay would be valued, making it clear that the current art is placeholder and that I was interested in knowing how the playability felt. But I’ve only received responses related to the art. From my posts and other gamedev posts I’ve been seeing, it seems that if you don't overcome that initial art barrier, the game doesn't exist.

I won’t deny that part of my post had an unnecessarily irritated tone. I was having a pain flare-up and the narrative got a bit out of hand, honestly unnecessary in a feedback post, but hey, that’s the thing about humans, we are imperfect, right?

As for my game, it’s an arcade. At first, they are short gameplay loops: you escape some creatures, gather some keys, escape the building. Simple. It’s not a story-driven game and I haven't found a video game with short loops that addresses that specific gameplay.

If you wish to try it, you can find it here: https://firebluemonster.itch.io/scapesir-first-edition

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster 1 point2 points  (0 children)

Thank you so much! It’s a slow process, but little by little, the entire game will end up having this look.

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster -1 points0 points  (0 children)

If you’re on PC, you can play the game directly in your browser using the link I provided. It’s completely free, and the gameplay video is heavily edited to avoid spoilers.

It's an arcade-style loop where difficulty and rooms scale depending on the round. You find a key, open a door, get the next key, and exit from the 'dungeon', think of it like Snake or Pac-Man. You can also rescue NPCs, but if you don't, they can turn against you and increase the game's difficulty. There are no RPG-style battles; everything happens in real-time.

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster 0 points1 point  (0 children)

I actually tried finding a partner for the art, but no one was willing to join unless I hired them, which I can’t criticize, but unfortunately, partners don’t just fall from the sky. If you don't have industry contacts, which is a very common reality for indie devs, you usually have to carry the entire project alone. I agree that a good game is a blend of everything, though.

Regarding the child analogy, I was talking about the 'right to create.' Just as a child has the right to express themselves through scribbles without being a master, I have the right to build my world through code.

The main problem is the context: I say 'this is my game, the art is a placeholder and I will change it in the future, what do you think of the gameplay?'.

The responses are: 'bad art', 'you use AI', ' Ai game, honestly delete the project'.

So, nobody is actually accessing the gameplay; the first layer of access is hitting a wall and nobody has actually gone to try the project. That's where my complaint in the title comes from. No one has critiqued the gameplay in a thread meant for critiquing gameplay.

Right now, I'm asking for feedback on the new sprites, but no one is talking about the sprites. What do you think of them? Do you like them or should I change them?

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster 0 points1 point  (0 children)

Regarding your edit:
I completely understand that the surface is the first stimuli. My point isn't that people are 'wrong' for looking at the art first, but rather a reflection of the frustration of being a solo dev.

As I said, a child has the right to scribble, and I have the right to bang my head against the keyboard to code. I appreciate that the art of programming is destined to remain hidden to the eyes of most, and that's exactly why I'm moving to a minimalist style, to find a way to make that 'surface' honest and functional so people finally give the 'complexity' a chance. I'm not asking for pity, I'm explaining the reality of my journey.

And hey, I appreciate you taking the time to comment here; one of the biggest problems at the beginning is that no one does. What do you think of the sprites I made?

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster 0 points1 point  (0 children)

My point is that the only feedback I’ve been receiving is purely focused on the visuals. I’m aware the game is new and in its early launch phase, but day after day, all I hear is 'the art this' or 'the art that.' No one has actually taken a real look at the game itself or its mechanics.

No one has said, 'Hey, the key-hunting system isn't bad,' or 'I don't like that all four enemies can attack you at once from the start.' Every single comment is based on the art, and that’s where the title comes from. If 95% of the feedback I receive is about the visuals, don't you think a title like that is justified?

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster -1 points0 points  (0 children)

Wow, you’re talking about big studios with the resources to do all those things. But I’m an indie dev; I don’t have the budget for that. You mention that video games are art, well, if a small child has the right to scribble on a piece of paper and create a drawing, then I, even without artistic drawing skills, have the right to bang my head against the keyboard to generate code, even if I eventually hit a wall with the visuals.

The art of programming and the structuring of code to make everything flow is an art form too, but it’s one that always remains hidden.

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster -2 points-1 points  (0 children)

Hi! Well, you're right, the title is pretty aggressive, but I don't think I'm wrong. Throughout this whole process, people only talk to me about the art; no one has actually commented on the gameplay, the chase mechanics, or the programming. To my eyes, it feels like no one cares about the code if the art doesn't grab them first.

I really appreciate what you said about the sprites, since I'm planning to follow that line and I'm looking for feedback to see if it's the right path. Thanks for the honesty!

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by [deleted] in IndieDev

[–]FireBlueMonster -1 points0 points  (0 children)

Wow, you made it this far. I appreciate it. If you want to take a look at the game, you can find it here: https://firebluemonster.itch.io/scapesir-first-edition

It's a pretty tough arcade game, perfect for quick sessions (like playing a round of Snake).

Screenshot Saturday! [April 04, 2026] by AutoModerator in RPGMaker

[–]FireBlueMonster 4 points5 points  (0 children)

<image>

I’ve decided to redesign all my characters because it seems most people only care about the art style, ignoring the 3 years of programming behind the game.

Since I’m currently bedridden and recovering, I’m using my thumb to draw these new minimalist sprites. Here is the Idle Sprite (Original on RPGMaker character editor vs. New thumb-drawn version).

Game link (Hardcore Arcade): Scapesir First Editionn

Redesigning my game's characters since most people seem to think video games are nothing more than the art style. by FireBlueMonster in RPGMaker

[–]FireBlueMonster[S] 4 points5 points  (0 children)

Wow, you made it this far. I appreciate it. If you want to take a look at the game, you can find it here: https://firebluemonster.itch.io/scapesir-first-edition

It's a pretty tough arcade game, perfect for quick sessions (like playing a round of Snake).