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Mona's stuff

@monaberries / monaberries.tumblr.com

Hi, I'm the writer of Konstandin-rpg and this is my personal blog. I rarely reblog stuff but sometimes I do, so yeah xD
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Hello everyone!  It’s officially the 25th at our side of the world and we’re now:

LIVE ON KICKSTARTER! If you’d like to back this project, then please click HERE 

Even if you can’t back us financially, please spread the word to other people so they can see! Whatever the outcome, we thank you for your continuous support!

Best regards, Team Galanx

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monaberries

Guys please spread the word, every reblog counts! :D

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Hello everybody! It’s time to finally announce the upcoming Kickstarter campaign we’ve been stressing for more than a year!  Yes, you read that right. We’re launching our Kickstarter on the 25th January and if our campaign succeeds, updates will be frequent until the final release of Konstandin which will be the 25th January 2019. BUT this does not mean that we won’t update you before the campaign. Starting today, there will be daily posts up to the 25th. You as our followers have a say in it as well and can tell us what you’d prefer to see in our daily posts. :) We apologize for being out so long and there’s no need to make any excuses because we’re all human and have setbacks in life, the only thing that counts is the present and right now we’re focusing everything on this campaign. It’s because we’ve exhausted all of our personal finances that we’re asking for your help, so we hope each of you who are reading this - be it a long time friend/ follower or casual passer by - can spread the word about Konstandin! Best regards, Team Galanx

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Trip to the past

Hello everybody! Since you all know that we have been working on Konstandin for quite some time now, we thought that it’d be cool to share with you the earliest concepts of our game and the changes they went through over the years. Rinor’s character concept

Originally, Konstandin was supposed to take place in the 70s. At that time we imagined Rinor as a feisty teenager that through a coincidence would end up tangled with the legend of Konstandin. His name wasn’t Rinor Avdiu either. At first he was named Ron Sylmond, but we figured that since everything unfolded in an albanian setting, the characters should have albanian names as well.

A story in the 70s sounded interesting, but it wouldn’t fit too well with the overall concept we had in mind, so we decided to settle for a modern era instead. Although, his outfit and general personality remained similar to what we planned, the Rinor we have now is a more responsible adult. After some tweaking, we thought that he should keep a youthful appearance because of his nature. 

Still, this wasn’t the proper portrayal we had envisioned. There was something missing…he didn’t seem like a reliable character. The situations he’d find himself in would be no joke and his face needed to portray that as well. Rinor needed to be a jester in everyday life, but shift completely when things got serious. After analyzing and improving his character and way of speech, we finally got the image we wanted, resulting into the Rinor you see today:

As you might’ve noticed, the font has changed as well. :)

Environment

Yes, when you first start making a game you think that everything looks beautiful and every tile grows on you, but when some time passes and you return back to your first map, you want to slap your younger self real hard.

We didn’t use much Parallax mapping at first, but when we received enough critique and saw that our maps weren’t anything special, we decided to customize everything.

This is what The cottage area looked like in the first demo:

It was a bit too… happy and bright for a horror/ mystery genre, don’t you agree?

As time passed, we gained more experience and implemented that newfound knowledge into Konstandin.  This is the same map today:

Similarly, our title screen changed as well.

Music

We were overjoyed when our composer Frank agreed to start this journey with us and our joy hit the roof when we got to hear the very first sample of Konstandin’s ost. Would you like to have a listen? :)  Then read our posts the next following days, as we will tell you more about our music!

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monaberries

Please spread the word guys, we are having our Kickstarter campaign on the 25th!!!

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I ship this guy (from this post -Link-, from the game @konstandin-rpg

with this gal here (from @kago-to-torii)

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I headcanon them as being a loving and supporting family.

They also have a son, who has a face like his father’s, and has lots of hands like his mom.

They also have a daughter who is sad and cries tears of blood, who has faces/masks growing from her body. She has low self-esteem. 

GOOD NEWS I GOT THE BLESSINGS FROM ALMA, THE CREATOR/WRITER OF KON. 

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I ALSO GOT IT FROM DRAX, pal of kago to tririririririririr.

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this game shall be called: kagotostandin. 

it’s just about an ordinary loving monster family. and the power of promises and friendship.

Now onto the kids. (Used the Mom and Dad as references!)

THE SON:

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he squats

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HE EXTENDS 

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HE WAVES HELLO

(he can make hands and other stuff from his goopy body) 

THE DAUGHTER:

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she so sad pls help her

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she also says hello!!!!!!!!!!

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her “friends” also say “hello”!!!!!!!!!!!!

file names:

The daughter is the bae. So smol, must be protected!

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monaberries

The son is that one annoying sibling who drinks the milk straight from its package and leaves his dirty socks on the floor.

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itchio

Improved buyer emailing & Kickstarter integration

Hey all, it’s been a while since we announced any updates but we’ve still been hard at work. Today we’re launching two new features:

Kickstarter integration

If you’ve run a Kickstarter campaign and are looking for a way to distribute your digital rewards then you’re in luck! We’re introducing a really simple way to import all of your backers, assign them access through download URLS, and contact them via email. In addition to sending out your game’s files, you can also distribute external keys (eg. Steam keys).

We’ve written a new page in our documentation describing in detail how it works: https://itch.io/docs/creators/kickstarter

Here’s a quick overview:

If you’re looking to import your backers, divide them up by pledge amount, and send them their files, then you can use the self-service CSV import. Just download your CSV export from Kickstarter, and upload it to itch.io. The tool lets you create groups of backers by pledge amount, and preview what files they’ll get:

Your import will show up as a download key group on itch.io. You can export the keys along with what email addresses they belong to just like any other group.

If the CSV import is not enough, we’ve worked with Kickstarter to get access to a special API that will allow us to download your backers directly from them. In order to use this feature you’ll need to add itch.io’s Kickstarter account as a contributor. This will allow for more complex reward assignment, like using the questions you provided to your backers.

Configurable recipients when sending emails

A great way to engage with your buyers, whether you’ve released a new version, added Steam keys, or released a new game, is to use itch.io’s Email feature. We’ve enhanced the email editor to let you have finer control over who you contact. This update works great in conjunction with itch.io refinery and the Kickstarter import mentioned above.

You can now choose what groups of people to contact:

  • All buyers
  • Anyone who has claimed access with a download key
  • Individual reward groups
  • Individual download key groups

For example, if you’ve run an early-access style program with itch.io’s refinery, you might want to send a special message to your first set of backers. You can now select them specifically when drafting the email!

As always, you can find the email tool on the Interact tab of your game’s edit page.

Enjoy!

Really nice to see the Kickstarter integration. Good job @itchio!!!

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Card Backs

Working on card backs for OotS: TBG.  What do you guys think?  Also should all backs be the same color scheme or vary like the examples shown below.

Same

Different

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What is GLITCHED? KICKSTARTER | DEMO DOWNLOAD 

GLITCHED is an existential RPG where the hero encounters a strange glitch in his world and becomes aware of you, the player. Alongside you, Gus, sets out on a journey to tackle the questions of existence, life meaning, self-awareness, and what it means to be alive.

Throughout the game you and Gus will have back and forth conversations about these topics. You’ll get to understand his inner turmoil as he slowly begins to realize his reality. Interacting with the world and people is the main mechanic of GLITCHED and this is all done through the ESSENCE SYSTEM. This system allows you to earn points into six different ESSENCE alignments, each with their own morals, personality traits, and ways of doing things. 

You’ll meet characters with each of the six ESSENCES and you’ll slowly learn what kind of people fall under each- perhaps even finding your own. This system aims to look at reasoning and personality instead of strictly good and evil. The conflicts you’ll face with be grey areas where the ESSENCES clash. As you make choices and actions, the ESSENCE Gus aligns with will change and his dialogue, actions, and personality will change along with it causing the story to change and shift.

While GLITCHED does retain the core RPG elements, a lot has been stripped away and reworked. Leveling up & grinding have completely been removed. Instead of vertical progression where items and older skills become irrelevant, advancing in GLITCHED simply puts more tools in your tool box. Every battle has implications on the story and since your choices determine who and when you fight - no random encounters. Sometimes fighting can be avoided entirely. Your decisions will influence those moments where fighting is the only option.

There are many paths available and acting a certain way will change how NPCs and potential party members act towards you. Just by being who you are, you will attract and push away different people who drastically affect the story. GLITCHED has had a very, very long development time. Almost seven years ago, I was sitting in a computer science course and created a small program where a tiny pixel character would talk and swear at you for pressing certain keys. This idea eventually morphed into the fourth-wall breaking character of Gus. After learning to program, developing ideas for the game, bringing together some friends to work on the game, a failed Kickstarter, learning how to make cohesive and workable pixel art, overhauling things, hitting the drafts boards again, a name change, and now finally bringing these concepts to social media- the game has ended up here.

Last time around I posted something like this I said, “There is a bright future for GLITCHED.” Well today we are launching a Kickstarter and releasing a two hour demo. If you have been following us through early development, thank you so much. Now, the best way you can support GLITCHED is to check us out on Kickstarter, re-blog this, and vote for us on Steam Greenlight. It’s a big step for us, but if we want to create the kind of game we have always imagined then this is our best path forward.

Thank you from the bottom of my heart for supporting GLITCHED. I have no idea what will happen in the next 30 days, but I am glad to have gotten the support from those who have helped me up until this point.  See you next post, and stay creamy. Nikko @enhousestudios

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2 DAYS UNTIL GLITCHED KICKSTARTER & DEMO!

Before we launch GLITCHED, I took a look back to the first few party members our team made over two years ago. I decided to pixel them out today. You won’t meet most of them in the demo, but hopefully you’ll run into them one day. There are tons more party members in the works (40+) so here is just a little taste of what to expect. Getting hyped for the Kickstarter (but mostly nervous).

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Calling all upcoming RPG maker game devs!

hi there! i just started this blog, and i’m hoping eventually it’ll stack up with resources that will help out people making games. (this blog will be very similar to pinkuboa or yumeresource) collecting tutorials and resources is the main purpose of the blog, but i’d also like to be able to promote upcoming RPG maker games by reblogging posts and adding them to my upcoming games list!

so, if you have an upcoming game please reblog this post with your game title, genre, and your dev name. i’ll add whoever reblogs this to the list and pretty much whoever else i can find that’s making something in RPG maker.

i look forward to seeing your games!

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Indie Water Cooler

Website in the works but we’ve agreed on a name :)

About The Indie Water Cooler

We’re a group of independent creators.  We live to create and share our work with the world.  Sometimes it can be hard to have your voice heard in the sea of other creators out there.  That’s why we came together and started The Indie Water Cooler.  A place where fellow devs and friends can gather together talk about our work and share our progress with each other and you, our fans.  Throughout the week  we show our work through devlogs of sorts and on weekends we hang out and have a bit of fun, playing games, telling stories, and all in all just having a good time at the Indie Water Cooler.

Launching later this Summer

Launch day should be August 1st. Gives us the month of July to plan post, build the website, and get our lifely stuff out of the way before launch day.  Also the teams who will be with us at launch are Meraki Games, Team Galanx, Dragon Lens Studios, and of course Living Dream Entertainment (that’s us!).  We hope to one day bring on more creators but we wanted to launch small and get in a routine first before going big.

Even with just four teams though that’s nearly 50 team members amongst all of us so expect plenty of content and good times to be had!  If you’re interested be sure to follow each of the teams and we’ll let you know when Indie Watercooler goes live :D

PS: We decided Watercooler should be one word and changed our phrase a bit haha

We’ll keep you guys updated, since we got a whole month to prepare. Please look forward to nice times with the devs! :)

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