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Me too…
But, I feel like I’ve learned a lot since then, or nothing, so I decided to go with a semi slow introduction to introduce the game very simply. I felt it was more of an entertaining direction. The character who introduces the story is based off a ~Valley girl~ because if you’ve ever met one they’re just the most looney tunes human you can exchange words with. Usually people go with some ancient being/mage/sage to introduce their story, so you know, do something bold, new, etc. The introduction is short, and not too long, this thing took me a really long time to finish. I got it done a few days ago. The reason is I don’t have much free time, and everything is custom, so I poke at the game graphics for maybe 10 minutes every two or three days, or finish one “piece” of pixel. Like I said earlier, if I don’t get things done in a certain timeframe, oh man, it’ll take a while. This is a prime example.
Please click vidcon for better quality
Believe it or not, the thing that really slowed progress was designing the girl who talks. Like I kept re-designing and re-coloring and if it does not work on the first try it is just an exhausting experience. It took me like a week to get that infant drawing complete. Coloring is just, I cannot stand it. The intro is still incomplete because as corny as it is, I would like to get a real babe to voice this in a Valley Girl way. It would be funny and really entertaining.
-bird bird bird bird bird bird bird bird-
Figuring out your game. Finally
My game is Rainbow Nightmare: Libra. And it is basically a short story I wrote a long time ago in this make believe continent of Sarahelm. I can finally classify my game, I always thought about it but I could never come up with a connection until recently and when I play through and test it, it wants to be Contra soo bad. It’s Contra with a story. Everything about Contra is incredible, fast, entertaining and just a cool rush of random stuff. That game has stuck with me for so long, and I still pick up and play the SNES and the SEGA games and they just blow you away.

Perpixeling…
I had set the foundation for the train dungeon a long time ago. As posted below I revamped it, and I feel like it turned out great so far. This is the standard that I originally wanted. I wasn’t good at pixels back then so I hand drew it. I want the dungeons to be really important and not just a randomly generated filler area which is trendy in a lot of games. I also want bosses to play an important role while you’re navigating through these areas.
Please click vidcon for better quality
Like, you know in the RM scene people always say use placeholder graphics but nobody does it? Why would you not want to make progress and then improve on content designed later? For example, I have a boss encounter during the cargo train dungeon and all it did was flip around in the background and appear overhead and then you fight it. I mean it was alright, but it was just the spur of the moment thing. And again, adding that before I could improve on later. So I have this concept idea that I really want to do, but I’m going to have to wait to transfer to a more capable engine, is the boss floats above while you’re navigating the train and randomly he will throw out his arms and pick up a car and you either have to slide under or jump on top and it will be very face paced. It would give me an excuse to put in snake arms. I’m in love with snake arms, I’ve always been. Whenever you see a boss on any old console that had the snake arms code, you know it was going to be bad ass.

W.woah gamezplayz
I feel like adding elements like these are more interesting for a casual gamer and someone who wants to get casually into RPGS. It’s not puzzle heavy because it’s been done, and other games are doing it.
I lose a lot of time I could be devoted to working on this game. It never gets old to me, and it’s always something new. I have never been through the “burnt” game phase because when you can create absolutely anything with a few clicks of photoshop and a pencil it’s just, endless possibilities.