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Review: Aveyond: Gates of Night

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Senior Editor
Posts: 2262
Joined: 9 Jan 2007

Review: Aveyond: Gates of Night

Gates of Night may be RPG Lite, but that doesn't mean it's not worth your while.

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Paperboy
Posts: 35
Joined: 31 Jul 2009

Fantastic review, I'm probably not the only one to notice that the characters were named "Edward" and "Stella" -- that got a giggle out of me. I actually prefer a blueberry muffin as I've got a mild allergy to chocolate.

Gone Gonzo
Posts: 1839
Joined: 27 Dec 2008

Yeah, Edward and Stella? That's a tad close to some other names in another vampire series...

But I'm currently playing this game, and it's pretty fun.

Gone Gonzo
Posts: 1386
Joined: 3 Nov 2008

I played the demo... I think I'd prefer the Muffin. A cappucino, though. Latte's suck.

Gone Gonzo
Posts: 2440
Joined: 11 Oct 2008

WOW!

Sorry, I should put it more this way:

WOW!

Out of all the games I would have expected you guys to review, I would have never, ever expected to see you review a game made with RPG Maker! It's shocking to me, and brings back some good memories!

I won't check it out, because after several attempts at making a good game with it, I grew to hate the feel of vanilla RPG Maker, and although these people did a downright amazing job with scripting new menus, maps, the journal, and whatnot, the music and sound effects are all right out of the RTP, if that video is to be believed.

Still, what a shot of nostalgia here, damn. I'm in a good mood now :D

EDIT: Also, Susan, what version of RPG maker is this? XP or VX?

Infamous Scribbler
Posts: 515
Joined: 6 May 2009

ZeroMachine:
WOW!

Sorry, I should put it more this way:

WOW!

Out of all the games I would have expected you guys to review, I would have never, ever expected to see you review a game made with RPG Maker! It's shocking to me, and brings back some good memories!

I won't check it out, because after several attempts at making a good game with it, I grew to hate the feel of vanilla RPG Maker, and although these people did a downright amazing job with scripting new menus, maps, the journal, and whatnot, the music and sound effects are all right out of the RTP, if that video is to be believed.

Still, what a shot of nostalgia here, damn. I'm in a good mood now :D

EDIT: Also, Susan, what version of RPG maker is this? XP or VX?

The icons and the chibi sprites show it to be VX. He used Mack sprites and a whole lot of different scripts to change the interface, but it's definitely an RMVX creation.

That being said, it shouldn't have cost ANYTHING. RMVX games shouldn't ever go commercial.

Copy Clerk
Posts: 59
Joined: 7 Feb 2009

ZeroMachine:

EDIT: Also, Susan, what version of RPG maker is this? XP or VX?

This looks very much like XP and not at all like VX.

Anonymous Source
Posts: 10
Joined: 14 Sep 2008

well I'm glad to see an RPG being made for people to get started out.

at least when the new to RPG fans come out they won't have to spend 20 plus hours just for an optional dungeon that if you grab one too many treasures around the world the best weapon in the game isn't even in there.

Gone Gonzo
Posts: 2320
Joined: 14 Jan 2008

Cute, its kind of like an old Final Fantasy game from the 8-bit era.

Gone Gonzo
Posts: 2440
Joined: 11 Oct 2008

TikiShades:

ZeroMachine:
WOW!

Sorry, I should put it more this way:

WOW!

Out of all the games I would have expected you guys to review, I would have never, ever expected to see you review a game made with RPG Maker! It's shocking to me, and brings back some good memories!

I won't check it out, because after several attempts at making a good game with it, I grew to hate the feel of vanilla RPG Maker, and although these people did a downright amazing job with scripting new menus, maps, the journal, and whatnot, the music and sound effects are all right out of the RTP, if that video is to be believed.

Still, what a shot of nostalgia here, damn. I'm in a good mood now :D

EDIT: Also, Susan, what version of RPG maker is this? XP or VX?

The icons and the chibi sprites show it to be VX. He used Mack sprites and a whole lot of different scripts to change the interface, but it's definitely an RMVX creation.

That being said, it shouldn't have cost ANYTHING. RMVX games shouldn't ever go commercial.

Visually, there wasn't a big difference from XP to VX, so I have no clue what you're talking about there. I've worked for hours on both, and the only differences were slight asthetic changes, different trigger/action options, and the combat felt a little more fluid in VX.

I agree with your second point, though. Maybe they can be used to get attention or to show to game companies in some sort of portfolio, but other than that, you shouldn't be able to charge money for that stuff...

Crystalgate:

ZeroMachine:

EDIT: Also, Susan, what version of RPG maker is this? XP or VX?

This looks very much like XP and not at all like VX.

Again, unless you know both programs in and out, there's no real way to tell at a glance like we got there. Those types of menus and sprites can be created in both XP and VX.

Infamous Scribbler
Posts: 515
Joined: 6 May 2009

Crystalgate:

ZeroMachine:

EDIT: Also, Susan, what version of RPG maker is this? XP or VX?

This looks very much like XP and not at all like VX.

Like I said, Mack sprites and tiles.

Lord_Ascendant:
Cute, its kind of like an old Final Fantasy game from the 8-bit era.

32-bit actually. Like a GBA game.

Gone Gonzo
Posts: 1809
Joined: 8 Apr 2008

The genre could certainly use more beginner titles. I probably never would have gotten into RPGs were it not for FF Mystic Quest.

Also, I am disappointed in your value assessment of muffins. Nothing beats a muffin, they are the panacea of baked goods.

Muckraker
Posts: 253
Joined: 15 Apr 2009

Susan Arendt:
Review: Aveyond: Gates of Night

Gates of Night may be RPG Lite, but that doesn't mean it's not worth your while.

Read Full Article

Wow, I never knew this site existed! can anyone recommend any other adventure games here, and can you buy from the UK?

Copy Clerk
Posts: 68
Joined: 27 Apr 2009

A game with evil Vampires? very retro.

Gone Gonzo
Posts: 2100
Joined: 2 Aug 2006

If JRPG-like gameplay is what I'm looking for, I think I'll stick with something like Chrono Cross or Persona 3. RPGMaker games are really more for realizing strange backdrops, not innovative gameplay.

For example...

Muckraker
Posts: 315
Joined: 27 Sep 2007

There is no mention of anything inovative in the review... So does this mean Aveyond: Gates of Night is this type of "basic RPG" video game that offers nothing new?

Infamous Scribbler
Posts: 650
Joined: 18 Mar 2009

We've gone off adventuring for less, indeed. I'm just glad the main character isn't suffering from... um... uh... that thing where you forget things... starts with an 'A'... or is it a 'Q'...?

Muckraker
Posts: 312
Joined: 14 Jan 2009

geldonyetich:
If JRPG-like gameplay is what I'm looking for, I think I'll stick with something like Chrono Cross or Persona 3. RPGMaker games are really more for realizing strange backdrops, not innovative gameplay.

For example...

wtf was that? RPG maker was my first step on programming games and mine wasn't that bad at all. It was like Final Fantasy tactics actually. I was able to make a good use of the tiles and set up interesting battle maps, but wtf was that?

Infamous Scribbler
Posts: 515
Joined: 6 May 2009

geldonyetich:
If JRPG-like gameplay is what I'm looking for, I think I'll stick with something like Chrono Cross or Persona 3. RPGMaker games are really more for realizing strange backdrops, not innovative gameplay.

For example...

You can have innovative gameplay. Unless the maker isn't innovative.

Press Junketeer
Posts: 438
Joined: 26 Sep 2008

TikiShades:

That being said, it shouldn't have cost ANYTHING. RMVX games shouldn't ever go commercial.

Why not? Everyone has to start somewhere.

Gone Gonzo
Posts: 2100
Joined: 2 Aug 2006

MrNades:
wtf was that? RPG maker was my first step on programming games and mine wasn't that bad at all. It was like Final Fantasy tactics actually. I was able to make a good use of the tiles and set up interesting battle maps, but wtf was that?

Barkley, Shut Up And Jam: Gaiden.

TikiShades:

geldonyetich:
If JRPG-like gameplay is what I'm looking for, I think I'll stick with something like Chrono Cross or Persona 3. RPGMaker games are really more for realizing strange backdrops, not innovative gameplay.

You can have innovative gameplay. Unless the maker isn't innovative.

That wasn't a dig at people who use RPGMaker, so much as a limitation of the platform.

Maybe I'm assuming too much - I never used it. However, I have dabbled with the occational game maker program in the past, and the majority force the players to make a specific type of game.

In the case of RPGMaker, every one I've seen looks like the developers are hemmed into making an early Final Fantasy game. That being the case, what room would there be to innovate? You can only work with Attack, Magic, Item, Flee to a certain extent.

Senior Editor
Posts: 2262
Joined: 9 Jan 2007

Aramax:
There is no mention of anything inovative in the review... So does this mean Aveyond: Gates of Night is this type of "basic RPG" video game that offers nothing new?

This is not a game you should play if you're looking for something new and different. It's more like a friend you've known for years, but only see every so often.

Infamous Scribbler
Posts: 515
Joined: 6 May 2009

geldonyetich:

MrNades:
wtf was that? RPG maker was my first step on programming games and mine wasn't that bad at all. It was like Final Fantasy tactics actually. I was able to make a good use of the tiles and set up interesting battle maps, but wtf was that?

Barkley, Shut Up And Jam: Gaiden.

TikiShades:

geldonyetich:
If JRPG-like gameplay is what I'm looking for, I think I'll stick with something like Chrono Cross or Persona 3. RPGMaker games are really more for realizing strange backdrops, not innovative gameplay.

You can have innovative gameplay. Unless the maker isn't innovative.

That wasn't a dig at people who use RPGMaker, so much as a limitation of the platform.

Maybe I'm assuming too much - I never used it. However, I have dabbled with the occational game maker program in the past, and the majority force the players to make a specific type of game.

In the case of RPGMaker, every one I've seen looks like the developers are hemmed into making an early Final Fantasy game. That being the case, what room would there be to innovate? You can only work with Attack, Magic, Item, Flee to a certain extent.

Or you can gimp Attack, make custom attack commands for each character.

As for the standard 4 different battle commands, you don't realize how BROAD of a topic that is. You can decide how characters develop skills, choose who can use what item, how characters can equip things, what happens when you equip items, special effects items have, skills learned though the use of equipment and items, classes decided with an item, having multiple classes, choosing races, bonuses for race/class combos, race-specific classes or skills, passive skills...

And I'm barely scratching the surface. The above are common additions to the program through the scripting software. If you yourself learn to script, then possibilities are never ending.

The program is made to make RPG games, but even through eventing (the pre-scripted commands to do stuff), you can make a platformer, a stealth game, an open-world game.

You can also choose the battle system. Side-view, front-view, tactic, or the standard "Press button to slash sword." Action Battle System.

tl;dr - RMVX can do anything. :P

WhiteTigerShiro:

TikiShades:

That being said, it shouldn't have cost ANYTHING. RMVX games shouldn't ever go commercial.

Why not? Everyone has to start somewhere.

Because. RMVX wasn't made to go commercial. The mere fact that this person went commercial makes me think a Mr. Mack is going to sue this guy. You have to get permission if you use anything out of the presets, and most people won't let you. You either have to make it yourself, or you get stuck with the boring presets, making a game no one will buy.

RMVX isn't somewhere to start. You don't learn anything about ACTUAL game making. You wanna start somewhere? Learn C++. It'll help you much more in the long run. MUCH much more. ;) Starting with RMVX to make games...

It's like learning to build buildings by using Legos. Real bricks don't stick together that easy.

Gone Gonzo
Posts: 2861
Joined: 23 Apr 2009

You know I may check it out. *laughs* it's only as much as a latte and a muffin and sounds like a solid time waster

Anonymous Source
Posts: 1
Joined: 15 Aug 2009

Hi, this is the *girl* who made Aveyond. Before a bunch of rumors go racing all over the place...

1) Mack gave me personal permission to use his graphics.
2) Aveyond was made with RPG Maker XP
3) It is legal to make a game with RPG Maker XP and VX. Currently there are loads of commercial games made with these engines. In fact, there are four coming out this month alone, all by seperate companies.
4)80% of graphics are custom creations, not available in RTP.
5)80% of music in Aveyond was made by Walz Music and was not RTP

Most importantly, I keep hearing "where is the innovation". For RPGs especially, it is the story and the interaction between the characters and their world that makes the game good. It isn't the bells and whistles, it's the story.

For those of you who have actually downloaded the game and played it, I hope you enjoy it. While you're playing, go collect some eggs, hatch some pets, marry Edward to a girl or an ogre, save up and get the mansion you always wanted, etc. Laugh like mad.

:)

Beat Writer
Posts: 177
Joined: 15 Apr 2009

amaranthia:
[...]
3) It is legal to make a game with RPG Maker XP and VX. Currently there are loads of commercial games made with these engines. In fact, there are four coming out this month alone, all by seperate companies.
[...]

I want to add something to that...
One of my favorite RPGMaker games is being ported from PC freeware to a commercial DS game at the moment.

Muckraker
Posts: 256
Joined: 4 Jul 2008

I've made a buncha games with RPG maker xp... and none of em are even near stock... of course i don't intend to ever sell them... I would rather have them as free... it takes me almost no real effort to make the stuff i make with it, mainly i just port storylines i've been writing in my spare time into it and add some good tunes and cool scenery to it and bam done... of course i am still working on my personal rpg maker xp magnum opus... that's beside the point. it'll still be free if i even decide it's worth public release...

Anonymous Source
Posts: 1
Joined: 17 Aug 2009

Well if you have RPG's made with RPGmaker, you should definitely go public because we are a bunch of people who are crazy about them. But be careful: we are very picky about the stories, the music and graphics. Just using the templates in RPG makers won't do any good.

I really don't understand this perspective "making a game should be really hard, you have to start learning C++ etc". Why? Do all games written from scratch are wonderful? NO!!! Can a game be made simply and easily, and yet be fun to play and have a lot of fans? YES!!! Besides, I also exercise with RPG maker, and when I play games like Aveyond, Eternal Eden, 3stars of Destiny etc, I can't even imagine how much time, effort and creativity had been involved.

Aveyond is out on the market for a very very long time (since 2001 if I'm not mistaken) They have released the 5th game of the series, and I love them all.

Press Junketeer
Posts: 473
Joined: 29 Nov 2008

I LOVE the Aveyond series. It's like indulging in the nostalgia of Chrono Trigger/Secret of Mana/early 2D Final Fantasy & Zelda days, & it kills time between bigger, more expencive 3D RTSRPGs. There's also the satisfaction of knowing it was made by a girl.

Paperboy
Posts: 28
Joined: 19 Sep 2007

Heck, this is the second commercially released title I've sampled that was constructed using RPGMaker and I didn't feel ripped off either time. Both games were solid, retro-JRPGs with fun stories and interesting takes on the mechanics of the genre.

...it's like saying they don't deserve credit for the amount of effort that goes into them, especially when you can fit the Dev team into a very small phone booth with room to spare.

 
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