The person behind it is looking for assistance though. If you know something about programming, or just art in general, they could really use your help!
If you are interested in lending a helping...hoof, you can email him here!
You can find the video showcasing progress so far below the break!
31 comments:
Yup.. That's RPG Maker alright.
ReplyDeleteHow very meta. Pretty cool way of doing a trailer. Also, Big Shot actually works very well as RPG music.
ReplyDeleteAfraid I can't actually help with this outside of moral support, though.
I noticed you spelled "mane six" as "main six" other than that it looks pretty great.
ReplyDeleteI like the music.
ReplyDeleteIt's official, I'm now 100% sure Jesus loves ponies!
ReplyDeleteSeth, you silly pony. You forgot the break.
ReplyDelete@Anonymous He's just being Pinkie Pie...
ReplyDelete<---
ReplyDeletewow! soon there will be 12345678 pageviews! we need a new banner NOW!
as much as I dislike rpg maker games, its a good way of using it to make a video. And Ill probably still play it just because its poni.
ReplyDeleteAt first I thought this was going to be like a human in the pony world type of game.
ReplyDeleteI'm so glad that's not what it is. The game itself looks pretty fun too. Kind of like an old fashioned SNES RPG.
I would like to help, but I am mostly useless outside of moral support.
ReplyDeleteI hope they fix the ground
ReplyDeleteObligatory ALL MY MONEY.
ReplyDeleteI've sent an email offering my help! I've had lots of experience with RPG Maker so I should be able to ensure that the quality is top notch!
ReplyDeleteLately, I can't help but think about what a fanmade MLP:FiM RPG would like. I have some ideas of my own but I would love to see someone else's as well! My only concern is that I hope that all the official characters in this game stay in character (Meaning none of that Trollestia bullcrap.) and if the settings can somewhat match the show's settings. Aside from that, I would love to play this game if it ever came out.
ReplyDeleteThis looks great so far, keep up the good work.
ReplyDeleteI don't have enough experience myself to send in a resume, but I will say this for the game.
ReplyDeleteI would have to recommend the creator shrink their pony sprites. If they are that tall next to XP characters, then you have a problem. Especially with the chipets. The ponies have to fit inside those houses after all!
(I myself tried spriting with a pony base and I was able to get it to fit in a 32x32 block, excusing the mane and tail.)
That is unless of course you can get an artist to render tiles that fit the ponies and the look of the show. In which case... Lucky!
I'd also recommend turning off movement while standing... unless of course you are going for that Dragon Quest look.
Otherwise, good luck with the game and making an original story. Please try to keep your original characters in the spirit of the show. (If there is only one female party member, and she is the cleric/healer, then you are doing something wrong!)
(Sorry for all the critiques. I'm really serious when it comes to RPGs.)
Hmm, a while ago I was beginning a fanfic which was basically a "what if MLP was a JRPG?". After some feedback on the intro I decided to hold off on releasing it and simply write the entire thing up as a script instead, and even was considering buying RPG Maker to test out the gameplay.
ReplyDeleteAnd then I read this. After writing up spell lists and boss battle information and.. uhm, hmm. I'm not done with what I've begun, but now I'm not sure what I want to do if there's another project doing basically the same thing!
I'm doing an MLP RPG as well but I'm not ready to submit anything to EQ yet.
ReplyDeleteI hope there is battles
ReplyDeleteAhh... I remember creating an RPG about 7 years ago with RPG Maker 2003... Never did finish making it. I was never a good pixel artist, but the story was sensational. Wish ya guys the best! Looking forward to this.
ReplyDeleteAre they ever gonna finish AT LEAST ONE GOD DAMN Game? all work on ONE, not two billion, silly frigging ponies...and for gods sake send more info next time on the combat, and general gameplay of a game
ReplyDeleteI would recommend adding more clutter to the map in general. It's time consuming to add countless little flowers, buckets, vines, and mailboxes all over the place, but right now the game looks a little barren. Trees help, of course. Also, shadowing effects to represent moving clouds and etc have a way of livening up the world, so you ought to throw those in there too.
ReplyDeleteRemember that, especially with Ponyville, you may want to make things look as organic as possible. Unless, that is, you are designing a Ponyville under the watchful eye of control freak Celestia and there's a justifiable reason for having the streets picked totally clean.
Incomparable. If only I wasn't moving house...
ReplyDelete@Mr. Critic
ReplyDeleteThat's not how programming works. Adding in lots of developers after a project is started usually slows the whole process down, not speed it up. All of those developers have to learn the code structure and be brought up to speed about what the end goal is supposed to be, a time consuming process.
@aramaru
ReplyDeleteI'd say, go for it anyway. Your experiences building your game, and mine could come in handy for other projects the fandom may come up. (This is the producer of the game here)
And if someone else is reading this, THANK YOU SO MUCH FOR ALL THE RESPONSES. I'm still reviewing them. Long live the fandom!
@Clutter Trot
ReplyDeleteI am also working on one, a sort of my version of World of Ponycraft except mixed with my game in progress Light And Dark, i actually do have a pretty robust combat engines for LAD and a few others elements so by merging in MLP i more or less half done save for maps, some additional skills, and pony sprites.
And my battle engin can support up to a party of 30 so pairing the Mane Cast and the LaD cast in one party is easy.
@Anonymous
ReplyDeleteDepends on how it's managed.
For example if i can get some help on mine basicly i'd send a base file to the staff then they work on their areas. Artists just need to make the sprites, they don'y need the current build just a working one to test animation, once they are done they send the PNGs to me and i roll it into the next build.
Map makers would be the same working on the maps independently then sending a game file where i could then copy the .map file into the main build.
Scripters just need the script base, they send the new scripts, they get rolled in the once all that is done QA tests the games, see what broke and the scripters/eventers get the near final build with QA notes to perfect.
With the 3 divisions work independently i move forward scripting the story in successive iterations, rolling in their code, trouble shooting any problems that come up, and once i reach completion it's back to the scripters who are really the only people who will get 2 builds in the entire production cycle (one for initial set up and one for final bug quashing) while mapers, spriters, and the like do all their work off a workable earlier build since their content cant be imported with little damamnge to the main engine.
@Hoshi
ReplyDeleteA good idea for the tile sets might be not to do them and instead use Paralax mapping to create the environs, set invisible events for walls and interaction acras but do the actual maps paralax allowing far more control over the visual style. Though that presents it's own challenges.
@ NekoLLX
ReplyDeleteThe only problem with parallax mapping is that it is incredibly hard to do without loads of practice. I have been attempting parallax mapping for at least two years and I still use the in-software editor simply because it is faster and I can get to an acceptable quality with it.
Just my two bits ^^
@OMiY
ReplyDeleteWell yes it' tricky if you want to use a tile set but it would work wonders if you used say a background illustration like the show. then you just need events that match the style for the doors