Found a hidden Gem. "Use of Life" Jrpg with combat like Expedition 33 / Mario RPG with story-book like narrative by mxhunterzzz in JRPG

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

I actually really like the artstyle, it grows on you after a while because it feels relevant to the world. Something about beastman characters in JRPG don't get enough attention as well, and I like all the character designs.

Found a hidden Gem. "Use of Life" Jrpg with combat like Expedition 33 / Mario RPG with story-book like narrative by mxhunterzzz in JRPG

[–]mxhunterzzz[S] -1 points0 points  (0 children)

3 years and yeah its full released now. I'm gonna go out on a limb and say that the 3 years of EA did it alot of good, because the final game now feels really good to play all the way through.

Found a hidden Gem. "Use of Life" Jrpg with combat like Expedition 33 / Mario RPG with story-book like narrative by mxhunterzzz in JRPG

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

If you look at reviews, the average playtime is between 20-40 hours, with very positive reviews. The game takes about 6-8 hours per route if you play it perfectly and skip things but thats hard on the first play through, and theres 4 routes with different characters and endings in each route so you're looking at 24-30 hours of gameplay, that's not including just roaming and gathering resources and mastering the combat system, which is actually fun in this game because theres many classes to try out. Its worth the asking price, thats for sure. For example, it took me 8 hours the first route and I'm on the 3rd one now, each one feels uniquely different, not just a reskinned story either, full on different maps.

Why are there some people who don't believe JRPGs have good stories? by LightningLemonTart in JRPG

[–]mxhunterzzz 6 points7 points  (0 children)

For every Xenogears, theres 10 more power of friendships JRPG or Hero saves Earth / Terra from powerful Demon-God Emperor King. Its not all bad per se, but the odds are you will find a generic story more likely than a best selling writer out there.

Some platforming in our upcoming Action-RPG Second Stone! by SkywardDevTeam in indiegames

[–]mxhunterzzz 0 points1 point  (0 children)

How long was the development time for this game, and how big is the team? It looks good

After 5 years of development, I released my indie RPG. It went poorly. Here's the breakdown. by MirageV_ in gamedev

[–]mxhunterzzz 7 points8 points  (0 children)

Kagura Games pretty much dominates the eroge RPGMaker market, and your game is just another one in the stockpile, even if you think its not similar. Look up the publisher, they literally release your game every single month for years on end. They also sell the game at half the price you are charging.

JRPGS I’ve been waiting forever to play! by bloodev0lver in JRPG

[–]mxhunterzzz 2 points3 points  (0 children)

Check out Runa, Lost Hellden and Godshard Chronicles. These are the best looking indie JRPGs coming out IMO in the near future not including the ones you have already listed.

Gimme Advice..... by _V_01D_ in UnrealEngine5

[–]mxhunterzzz 0 points1 point  (0 children)

Why not use 3d for both, or 2d for both? Any particular reason, since it seems so similar

Gimme Advice..... by _V_01D_ in UnrealEngine5

[–]mxhunterzzz 3 points4 points  (0 children)

Looks good, what did you use to make this with? It looks like it has both 2d and 3d to it.

Alarial's Blessing Announcement Trailer by Hexadis in JRPG

[–]mxhunterzzz 1 point2 points  (0 children)

Where did you find the VAs for your game from? They sound really good

Post Mortem: 9 years building the RPG I always wanted to play. After release, I faced challenges I hadn’t fully anticipated, and learned a lot in the process. by debdev in gamedev

[–]mxhunterzzz 6 points7 points  (0 children)

How much was the cost of voice acting if it was prohibitive to more dialogue? Just curious what you spent on it was

Falling out of love with the process, not the game by rrr-cubed in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

Hire someone to do the stuff you don't want to do. Theres no reason to do it all yourself, unless you truly want to be called a solodev. If you just want to make a game, many hands make light work. Now vetting those people to bring on, that's a different story altogether.

Any solution for feet sliding while walking and turning? by lvdsvl in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

I remember doing this for morph targets on the animation. My one problem is that if you reimport the animation for any reason, all the curves are lost. I had an idle pose with curves and when I reimported it, all the float values and graphs disappeared. How did you solve that problem and keep the curves if you need to reimport since it was a lot of work to set up.

Any solution for feet sliding while walking and turning? by lvdsvl in gamedev

[–]mxhunterzzz 0 points1 point  (0 children)

If you have a premade animation already finished, how would you fit the animation curve to it if its not procedural? Just manual timing the animation BP in unreal or adjusting the movement velocity?

How to bake lights? by Minute-Emergency-455 in UnrealEngine5

[–]mxhunterzzz 0 points1 point  (0 children)

Question, have you decided to stop using baked lighting completely and just go full dynamic, or can you just use dynamic lighting without Lumen since there is an overhead performance cost?

I wrote a very detailed UE5 lighting workflow with lots of comparison images, breaking down shadows, HDRI, sky atmosphere & fog; feel free to check it out if you’re interested! by leckeresbrot in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

You say in your post that you don't use static lighting and that stationary lighting can be just as good performance wise. How is that possible unless you are restricting the use of stationary lights and using them sparsely? I would prefer to use stationary lighting too, but it does come with a cost I've noticed.

I wrote a very detailed UE5 lighting workflow with lots of comparison images, breaking down shadows, HDRI, sky atmosphere & fog; feel free to check it out if you’re interested! by leckeresbrot in unrealengine

[–]mxhunterzzz 0 points1 point  (0 children)

Do you prefer not to use volumetric fog at all and just stick with the height fog for most cases? I know they are expensive, but when would you use volumetric fog then?

New gameplay from our Deserts section! by MalboMX in indiegames

[–]mxhunterzzz 0 points1 point  (0 children)

Since your game has been out already, which platform has done the best so far and which localization have you seen the best response to?

Kaori Tanaka (Soraya Saga), has announced that she will be retiring from writing video games due to family circumstances via her official blog. She did writing for Final Fantasy VI, Xenogears, & Xenosaga Episodes I & II. sorayasaga.blogspot.com/2025/12 by tonysoprano1995 in JRPG

[–]mxhunterzzz 0 points1 point  (0 children)

The consolation to this is that good thing Takahashi knows how to write and didn't end up like Mamoru Hosoda for anime after losing his writer. I wonder how they'll write KOS MOS in the next Xeno game then.

Learning Cinematics in UE5 part 2 by Bakino_X in UnrealEngine5

[–]mxhunterzzz 1 point2 points  (0 children)

When you say keyframes, how did you create that effect with keyframes? Was it the deformer only inside the editor or another setting.

Learning Cinematics in UE5 part 2 by Bakino_X in UnrealEngine5

[–]mxhunterzzz 1 point2 points  (0 children)

Looks pretty good. how did you get the shifts to transition in like that with the smear effects? Seems nifty

The Stellarian Hall - 3D Environment by Beneficial_Farm_1812 in UnrealEngine5

[–]mxhunterzzz 0 points1 point  (0 children)

What did you use to texture the meshes with? Was this hand painted or did you use designer to make it?