Showing posts with label Nay Events. Show all posts
Showing posts with label Nay Events. Show all posts

Sunday, August 30, 2026

Vote Milkshake Devlog

With all of the news of RPG Maker U2U coming out recently, my brother and I have been very inspired to make games. While we've been working on our longer project Linkship Competition, we were more in the mood for making a game quickly without a lot of intense game mechanics, art, programming, etc. to take a break and make a lot of quick progress. That's how our games used to be when we were hobbyist kids who didn't really know much about game design. So we took a day to work on a couple of mini-projects for fun without any intention of actually posting playable versions online or anything. We called this "Vote Milkshake".

Vote Smoothie: Context

So the reasoning behind the name of this project is that back in 2016, we made collaborative projects in RPG Maker MV called Vote Smoothie. We were drinking smoothies and deciding what we wanted to do for the day. We usually like to come up with a list of ideas for creative projects to do and this one came out of that time. We made two games at the same time. The requirements were that we would include a random sound clip we made, have our characters take turns "making the game", and that each "turn" would end with a dialogue choice. The next person would decide which way to take the story and start developing from there.

During this time, we made one that was more of a visual novel where it was like a pop-up book with little characters on Popsicle sticks and Pigger is telling a story to the other orphans.

The other one was an underground explorer game where Topaz is mining and searching for treasures. This one had a unique sepia tone, zoom, and interface elements.

Vote Milkshake: Process

We've tried many times since then to recreate this experience with new projects, but every time it just didn't feel as fun as this one. And we didn't want to just continue those games, but wanted something fresh usually. Each time we tried to do this, we had a lot of requirements and restrictions that we added, which maybe over-complicated them. But with Vote Milkshake, I think we did recreate that feeling finally but in MZ. We kept it simple with the same basic requirements, worked fast, and didn't do a lot of planning. I started by setting up a basic project file and GitHub for collaborating, but that was it! Then we duplicated it so we'd have the same starter project for both.

I started with Squidwik's game, which was the "Nun Version". Because we work fast with these projects, we don't draw our own art. We use existing premade sprites and tilesets, and assets we designed with our characters in character generator software like Looseleaf. The biggest challenge was finding premade tilesets honestly, because most are paid nowadays. Back in the RPG Maker 2003 days, those were free and all over the internet!

But I found a tileset that was pretty good by hou-uoh. I was able to design a little outdoor area pretty nicely. I just had to adjust their tileset a bit to work with RPG Maker specifically. A lot of their aspects were paid/not included, so I used the free assets that were available for this.

Because we were creating all of the dialogue straight in RPG Maker, old style, without the assistance of Ink, I really wanted to make writing dialogue as seamless as possible. I used Hakuen Studio's Message Common Events plugin to create common events before and after messages so I could show a picture file and erase it for the dialogue box. Because I wanted it to automate per character, I set up a string variable for the character's name that I set before a dialogue box, and then this common event runs automatically before and after dialogue boxes to show a smooth transition of the message boxes and faces, depending on the character. This way, it shows the character's face graphic automatically and their name is set up automatically in the name box. I really wanted this to be automated upfront so I could develop even faster!

Then I designed the dialogue boxes and choices images. I wanted them to be themed together, so I made use of some of the pieces of hou-uoh's tileset to design the borders of these so they would thematically work together. I added some gradients and other aspects too.

Because I was working on the visuals more, I also used the fountain portion of the tileset and set up event pages to cycle through and animate the water. This was a fun little feature I added to make the scene feel more alive.

I also played around with Moghunter's Weather effects plugin to make the scene feel more alive. I was going to use RPG Maker's built-in rain weather effects, but there wasn't enough customization. So I used this one to add a more custom rain, and then had even more fun with star effects, butterflies, and more!

Because the choices are a big moment, I wanted to make that stand out a lot in terms of visuals. So I added the weather effects, but also added a picture at the top that indicates that it's a big decision. And I used Aerosys' Gab Windows plugin to add a little pop-up that reminds the player of what the choice is that they're making.

I also wanted the sound files to stand out more, so I added a speaker emoji and different text color for when the character is talking.

And that was everything I did during my first turn for Squidwik! Like I said, I didn't draw the sprite or tile assets, and I also didn't bother finding royalty free music because this is a very hobby project that I'm not planning to post as a playable game online. So here's a clip of the whole scene so far (some copyright music is included again because it's just for fun, so please support the original creators):

While I was developing that project, my brother was developing the "Jungle Version". Once he finished his part, it was Pubby's turn to create the next scene. I started by adding the transitioning parts from his existing maps to the new areas I was going to design. So I made some basic story parts. Then, I designed the swamp area. Finding tilesets again was a challenge, so I combined a few together to make what I needed (by hypnobius and noelru).

Because I was struggling to find free tilesets, I used mostly RTP ones for the interior of the house. I was trying really to make the shapes more interesting, since I always struggle with making backgrounds look interesting and not too flat/boring. So I added a bit more depth to it. 

I spent a lot of the time for this one with finding tilesets, making multiple maps, and adding more story parts. I also updated some aspects to make the dialogue a bit more streamlined with events like the previous game. I didn't add nearly as many effects though since this turn was a lot shorter. Because the textbox style was very close to being just a faceset in the standard RPG Maker way, I updated them to be actual facesets instead of individual image files so it'd be easier for us to add those straight into the text boxes with less additional showing of pictures.

This involved me having to edit the rmmz_windows.js file to add the additional padding. It took me awhile to figure that out, but it was really the only way I could figure out while having word wrap enabled in VisuStella's Message Core plugin.

So this one had a bit less extra features compared to the previous one with the parts I worked on, but here's a clip of the scenes I put together (and again, has copyrighted music and tilesets/sprites that I didn't draw):

It was fun playing around with effects and experimenting when I didn't have to worry about complex game mechanics or drawing my own art assets on this project. So this really helped me expand and have fun with more of the fundamental and basic features of RPG Maker. It's a very different way than I've been using MZ for the most part in recent years, but it's fun to hop in and do this kind of hobby project every once in awhile where it's nothing serious and no intentions to commercialize it in any way. I'm hoping we can come back to this project again to continue working on it when we want to make a game but aren't worried about the polish and presentability of it quite as much. Overall, this was a really fun Saturday project!

Saturday, July 25, 2026

CUPdate 104: Web Projects, Eventures, & SN World Returns

The past few months have been a struggle to find time to work on many projects due to how crazy work has been. When I did work on projects, it wasn't anything super big, just a few small mini-projects and then finally some writing for The Nays. This CUPdate post is a bunch of those projects that don't all exactly go together but are what I've been up to when I have the time.

I decided to spend a few hours one night making an HTML website in p5.js. I wanted something quick with a WYSIWYG interface and realized p5.js would be a great place for that. My brother and I were reminiscing on our old projects, which sometimes included making our own HTML websites, coming up with stories about our characters, and making various mixed media mini-projects. We also really wanted a throwback to old websites from 20+ years ago. So I made this little website with HTML, CSS, and JavaScript just testing out various fun code and adding effects to the website as I explored the W3 Schools pages. You can view my website, Woobin's Judgment here!

Another little web project I did was updating the Google Scripts that I made for turning Eventure documents into Twine formatting. Previously, it would sometimes freeze halfway through because of the way I had my script set up when I would add more names to the list it was searching for. So I updated it to read a Google Sheets list instead and populate the colors and everything based on that instead.

I build upon my already existing p5.js project where I auto-populate an Eventure Twine template, but made it even more automated with Google Docs, Sheets, and Scripts!

 

I reused some of the code from the Twine converter but optimized it and cut it down to only add the variables to store the data from a sheet, then added to the page with the HTML text that I use for Twines. This is a lot more automated so I don't have to manually copy passage names anymore and speed up this process even more.

And not necessarily a web project, but The Nays-related, I wrote a few more Eventures, so figured this would be a good place to mention those. My brother and I wrote the Tag World Eventure, adding a lot more to that one that I started awhile ago. We wrote the beginning together. Then the parts that had just my brother's characters ended up being a time where I sketched out some rough storyboard moments while he was writing. It was a fun little way to stay involved and watch the Eventure be written in real-time. We still have to write the end of the Eventure, but we're making progress on it.

I also drew some sketches for the Fox Competition Eventure while I was planning some story moments. I wrote that Eventure solo in a couple of nights, and decided which of these story moments are actually canon (as some were rough ideas that didn't end up happening).

And then I came back to an old activity that we called "SN World Returns" where I would draw my characters in the style of Shonen Jump manga using panels as a reference. So this is Akuma, Lisha, and Skine.

So it was good to get back into writing The Nays for a few weeks. But it was still difficult to keep that motivation up while I was working extra hours and exhausted at the end of each day. I'm hoping to get back into my personal projects more consistently some time soon though!

Sunday, March 22, 2026

CUPdate 96: Return to Mr Marcus World

To take a break between projects, my brother and I spent a day just doing random activities with our characters. One in particular that we call Return to Mr Marcus World. It's where we do various prompts with our characters in different mediums.

The first one we did was sculpting our characters in Donkey Kong Bananza! I started with Pigger.

Then I sculpted Cimc.

After that, we went back to our animation roots with Mario Paint. I made a little animated sequence of Doge and Ted eating a snack of Oreos together.

Then I used more of the copying frames features with the next animation. This is from Mikey's perspective where he thinks Gojo is his best friend.

The next activity was drawing pixel art versions of Hannah and Subeebia in the style of old Pokemon Red/Blue sprites with the same limited palettes.

Then continuing along with the Pokemon theme was Pokemon fusions between two characters. The first one was Mooth fused with Spectrier.

Then I drew Scott fused with Lombre.

So we did all of these on a Saturday after finishing Macca Masquerade, and it was fun to just do some little low-key drawings and things that didn't have to fit into anything. These kinds of projects always help rejuvenate me and keep me feeling creative.

Sunday, November 16, 2025

CUPdate 90: Mr Marcus World Continuation

This is a shorter blog post, but it's a continuation of my earlier blog post here revolving around a Nay event that we've been doing recently: Return to Mr Marcus World.

My brother and I wrote the Mr Marcus World Eventure. It was a bit shorter, so we finished it within a few hours one Saturday. We now only have 1 more Eventure to write until we can skip ahead to writing Eventure 26 because of how many early Tag World Eventures we've already written.

Then it was only fitting to do the Mr Marcus World activity after that! We just did 1 round which was drawing one of our characters with a background character we hadn't drawn yet. So for the first one, I drew Clove and then a character who doesn't actually ever appear, Cabrinth. She's a wanted demon that Kali sees in a newspaper.

I also drew Jennie with Gardo. These two have probably actually met before because Jennie and Gojo are on the same hockey team. Gojo's dad is Gardo.

This has been a fun on-going activity and one of our favorites for drawing and random creative events that involve The Nays. We can usually do one or two of these activities in a day too, so it's an on-going one that we can come back to if we want to do a quick creative event. We still have a lot more since we just started this one, so I'll probably have those results in some future posts!

Friday, August 15, 2025

CUPdate 84: Mr Marcus World Event

It had been awhile since we did a drawing activity, so my brother and I decided to bring back the Return to Mr Marcus World activity a couple of weeks ago day. This activity always involves a variety of art projects and it really gets us thinking creatively on a variety of mini-projects revolving around our characters.

The first one we did was draw over Steam screenshots that we had to include our characters in them and as close to the style of the game as we could. I drew Gair and Lonny in Afterlove EP, and then Piko, Lonny, and Urom in Goodbye Volcano High. We kept most of the background and just drew characters over it.

Then we drew the base of our characters, and swapped for the other person to draw a different character's clothes over top. The base characters I drew were Zandra and Lee, and my brother drew JrTr and Yaro's clothes over them.


He drew the base for JrTr and Yaro, and then I drew the clothes of Zandra and Lee over them. 

Then we did probably my favorite activity of the day, which was drawing game design levels on paper! We created a level that the characters would be in and it would be something that they'd enjoy based on their favorite games. Then we presented them and talked about them. First was Grenna's level, which was an RPG about Black Fortress, and based on our old RPG Maker 95 game, Cypriss the Elf.

Then Pubby's level was a 2D platformer with endless runner aspects (until reaching the boss). It was heavily inspired by Sonic levels, and based in Neo Obelisque City, which is where he hangs out with his friend Lonny.

So I had a lot of fun with this activity! We tried to think outside the box for more different activities than we usually do, since this is our 6th time doing this activity. It's always fun to do these creative little activities about our characters!

Friday, July 25, 2025

CUPdate 83: Writing Eventures in The Nays

It's been awhile since I last got really deeply into working on The Nays, but it finally happened! So I have a lot of progress to share on The Nays this time for the CUPdate.

I started by writing the SN World Eventure with my brother. We finally found a day that we were both free, so we wrote that Eventure together in one day. 

So after that, we were inspired to continue a project from ~5 years ago where we drew The Nays in the style of Shonen Jump manga panels. So I did a few of those.

During this time, I was also playing Deltarune and replaying Undertale. So all of these combined is what really brought my inspiration back and got me in the mood for working on The Nays again. So the next thing I did was wrote a new Eventure on my own! It's been awhile since I did that. January 2024 to be exact. So this is part of why I've been feeling burnt out, since I really haven't been taking time to write and work on my project. So it felt great to just sit down and write an Eventure. I wrote the Forbidden Beddy Bye World Eventure, which was pretty short, but had some cool new moments that I made up on the spot.

It led me into a whole string of Eventures that I wanted to revisit. There were a few plot points I was considering connecting to Aiml World, so I decided to revisit the Aiml World Eventure. I wrote that Eventure last in 2018, so I figured I could refresh it a bit and flesh it out more. So I decided to completely rewrite all of the parts with just the M Nays so it could include more depth.

After that, I was inspired to draw a NAD for one of the new characters, Mesay. She's Skine's sister. I started with a sketch of her, but then decided to turn it into a full-body drawing as her NAD drawing. I also experimented with keeping the lineart a bit loose and trying to do a faster coloring/shading style. It didn't speed things up a lot, but maybe a little bit.

Then I decided to draw more sketches relating to the Eventures I was writing. I also planned to rewrite the Muko Inc. Delivery Eventure because it's related to all of this. So I did some sketches of some story moments.

So to say the least, I finally found my inspiration and I'm having so much fun working on The Nays again! Starting is always the hardest part, and my exhaustion and lack of motivation is what really held me back. Now that I've started though, it's hard to stop. When I start writing Eventures and planning story moments in The Nays, it's really addicting. It feels great and I've really missed this since it's been almost 2 years since I experienced inspiration this deep. I'm happy that I'm finally recovering from my burnout (for now) it seems!