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Chillitch

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A member registered May 22, 2022 · View creator page →

Creator of

Recent community posts

MV Update:

MV Version will have to come out tomorrow. Overall it's looking good. The graphics aren't totally improved, other than the tile sets and the item animations. But in the full MV version, the Graphics should start looking better :3

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Miscellaneous Update:

Thanks to O_Tire, I got to use his sound effects. Also I was skimming through RPG Makers SFX, and I really liked Down4 as the sound effect for the spinning chamber animation. Also there is a .zip file now in case anyone wants to use that one. ALSO AS OF TYPING THIS I FORGOT TO CHANGE THE TITLE SCREEN AAARRGGGGHHHH! Guess I'm gonna upload another one. 

There's still some improvements I need to make to this game, but for a 2nd beta for the battle systems, it's fine.

ALSO, you guys can press F1 to change the controls. Not sure how it really works though.

FAN ART!

Made by a friend on a discord server I'm on :3



Also you don't have to, but I allowed you to be a contributor to my game. I think you have to click the the link I DM'd you on Twitter / X

Tell me if you have any issues. One of my friends had some issues with it. 

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LMAO the name of the file, bro roasted me.

shut yo bi*** a** up I mainly use audacity for my voice T_T. 

Also good news, that walk animation stuff is in fact a plugin. I found one for VX Ace that can be used for running, walking, and idle animations. Although I will have to figure it out since the creator said there could be bugs, also the code wont be ported to MV, so I need to see if there's something for MV too.

EDIT: I love the sound effects :3

Art Update:

Here's the Spinning Chamber animation in all it's jittery and cell animated glory :3. 

Still a shame it will be very blurry on VX Ace. Oh well most of this stuff is fixed in MV anyways, but it's still a shame that VX Ace will have that problem. Maybe I can find a way to have better video, idk.

Also I wont make a spinning chamber animation for the Opponent. Because that would be a lot of time right now, and I also have to redesign the guns. Once I reupload .exe file and make .zip for Fates Gamble beta 2, I wanna start working on the MV version so I can get a browser version going. 

Also I added just a slight bit more stuff. Not huge stuff, but just some tiny things.

Battle System Update:

just made a small tweak to the Opponent's AI on Chance Mode when he uses steal card.

Also I forgot to say this yesterday, but instead of the text box saying "Opponent luckily shot himself with a blank", it will just say "Opponent activated a blank." I didnt want to put himself/herself/themself, because it would say "himself" when the female sprite was on.

I'll see if I can make another Update today.

"OOOOuuuu you like playing Russian roulette don't you!" (I'm sorry for making this)


not sorry >:)

Battle system Update:

fixed some bugs and also fixed the reloading ammo text boxes. 

Items now have descriptions when you use them.

Also the Female Opponent had a bug where she would display a Male Opponent graphic. 

Also a spinning chamber animation will be finished tomorrow. Unfortunately I will have to redesign the shotgun and tranquilizer to have a chamber, so the animation makes sense. T-T

However I wont redesign them for the beta.

Also Zip file download should be coming tomorrow.

hmmm, can you make a sound of something coming out of a pocket or holster?

Also do you have any gun sfx? I hate how the shotgun “shoot” sound effect sounds like a standard pistol. Also do you have something for tranquilizer? If you know what a tranquilizer sounds like when shot. it’s fine if you say no, was wondering.

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Yooo thank you. I’ll definitely ask when I can, and if I do allow you to help, I’ll allow you to be a contributor so Fates Gamble will appear on your account. 

I understand I talk bad about RPG Maker, and I’m glad you care to tell me your feelings. But a lot of my criticisms of it are more towards things that weren’t meant for RPG Maker. I’m pushing the limits of VX Ace. It’s also getting two versions. I’m not sure if you remember, but I talked about importing this game to RPG Maker MV so I can have two versions. Kind of like how Pokemon has two versions. MV was developed with modern windows 10 I believe. MV has improved resolution, better looking sprites, and it gets rid of some annoyances that VX Ace has. Of course you know that one time I lost my hair when I was super angry at MV for giving me errors. But now that I know the solution to get rid of the error problem. 

I’ve also talked about MV’s limitation in my devlog 4 video. 

I’m sorry if you fear the development of this game. I genuinely don’t want you to feel like this game will be a disaster to make. Most of my problems stem from how Vx ace handles events, and some graphics issues, and again the event system wasn’t really meant for making a unique battle system.

Really i wouldn’t make two betas in this amount of time if it was other game engines. The thing about rpg maker is that it’s one of the only games I feel confident enough to make an open world with an interactive story. RPG maker does a lot of work for you, to where you don’t really need to think about other stuff.

in short. RPG maker is only hard when you push the limits, but once those limits are done there’s not really any problems (also most of the problems in VX Ace are fixed with MV). I don’t think I really need to focus on the battle system anymore once I get more items and the partner system working. Erm, I mean I do plan to have some gimmicks in boss fights but that’s about it. Honestly once the battle system is fully completed, I don’t think I’ll have problems. Of course their still some hard work to be done, but really I should be fine. Again if you have any more fears or problems please do tell me. I’m sorry if it sounds scary, if you have any other questions please do tell me.

Also do you have any erm… equipping sfx? It’s fine if you say no, but I don’t like to use equip1 and equip2 for everything, haha. (equip2 is used for the tarp animation)

EDIT: wait there’s rpg maker games that have slower frames walks? Maybe they’re using a plugin that I haven’t heard of??? Are they using vx ace or MV?

also the design of the Opponent isn't meant to be threatening or scary.

His character is hard to understand. He's mainly... mysterious. I'm not sure if you remember, but he's not really, your rival. He even helps you out in the full game's story

However I do intend to use this art by my friend Tem, at certain moments in the story.

But overall, you're not really sure what he/she is mainly after.

Thank you so much. 

1.Also it's interesting, now I know why I got a lot of views and no downloads was because of a .exe, haha. Anyways im glad you liked it. 

Also I have some bad news and good news.

2.The walking animations cannot be fixed or slowed down. This is due to rpg makers limitations, so im sorry if this is a little dissapointing. Even I'll admit I didnt like the walk cycle, but I said "well, it's just a beta, I guess". The thing is RPG maker only allows three animation frames which is why it looks like this:


Also all sprites go the same pace because that's how "Gotcha Gotcha Games" (the creators of RPG maker) made it. I will see if I can get a plugin to fix this, but its hard since VX Ace isn't supported with plugins as well as MV.

3.I'll see what I can do for the SFX for guns. But no promises. I use a lot of RPG maker stock SFX so you tend to hear the "Equip1" sound effect a lot. Even my Ovanni SFX Budle doesnt have Gun SFX. Maybe I could find some free SFX online, but that might be a bit hard since the ones I came across were copyrighted so I used the same ones over and over. Also I made this at the time I didnt have a good mic so I couldn't record sounds. But maybe I can now since I have a better mic??? I'll have to ask my dad for some guns haha, hopefully he has a revolver for spinning chamber sfx.

4. Yes, tranquilizer does have 'spin cylinder' option.

5.What does number 5 mean??? I think what you mean is how you see the animation on the right side of the screen. Unfortunately A thing I cant really fix due to rpg maker limitations, 

go figure ):

but the good news, is that it will not be a problem in the MV version.

6. The resolution is not on purpose... Technically. It's at 630x460 but RPG Maker is made with 544×416. I made a very simple script to get 630x460. I cannot go any higher than 640x480 and I want 630x460 so my animations would work with correct frame rate. There seems to be plugin I could use, but I guess it doesnt matter how good my laptop is, it will go down in frames?

Im not sure if the big resolution would cut the framerate, Judhing from the video, he's using modern windows so it has to be better than windows XP, which is what VX Ace was developed on I think. 

I'll test it out if I can but for now I'm keeping 630x460 for the beta.

7. Using "Luckily" has always been my language, so I guess I could fix it, haha.

_____________________________

1.Yeah I'm using stock tile sets from RPG maker just for the beta. Also RPG Maker doesn't have lighting. The full game will custom tile sets by me and have lighting. There's a plugin I can use for RPG Maker VX Ace that should fix this problem.

2. Ahhhh, yeah that was supposed to be for Chance mode, my bad. It's the same thing Buckshot Roulette on "Double or Nothing"

Definitely will do #3 nd #4

Beta 2 is out now, so download Fates Gamble.exe!

Fates Gamble Game Page
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Ahh, my best is 7 check marks. Neat game. Was this some game jam game or is it a game that's being worked on?

The door sound got me scared, for a second! 

Ok so when the Opponents shoot themselves with a shotgun, they turn their had really quickly, wth? I swear it was evenly paced, but it's ok this should be a quick fix with frame wait times.

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2nd Beta is OUT NOW!

However again, pls do tell me about any bugs you come across. I need as much play testers as possible. Maybe take a screenshot or record gameplay. I will also be asking my friends for help. 

ALSO THE STUPID TITLE SCREEN HAS A WHITE LINE FOR SOME REASON, AND IDK HOW TO GET RID OF IT ARGGGHHHHH. 

Ok actually as of typing this I probably just need to change the title screen to 640 x 360

Anyways here it is: https://chillitch.itch.io/fates-gamble-a-russian-roulette-rpg

You need to click on "FatesGamble.exe" instead of the zip file. I'm sorry if it may not seem much, for something that took a long time, but that was a result of the animations and having to rework the entire battle system to be like orange roulette. I'm definitely cutting down on animations for now on! 

Also some of my icons for the items and weapons may not be the best pixel art, haha.

Edit: 

While it is just a beta, please criticize anything in the game that confuses you, or if you feel something is too OP, etc.

Miscellaneous Update:

My 2nd Beta will come out either tomorrow or on Wednesday. Although I'm having some problems with the Items and weapons. I want to change their icons, but I'm having trouble finding out how I can make custom Icons in VX Ace. This is also a problem with the Game Over Screen. I looked up a tutorial Online, but when I import my graphics it crashes the entire engine! AARGGGHHH.

*As of writing I figured out the problem. The the Game Over Screen I imported was WAYYY too big, so I had to squish it down. Also I figured out how to get custom Icons.*

Anyways here's the Game Over Screen:

Also, please, please, please do tell me any bug you find in my game. It really helps me out. ESPECIALLY since I'm gonna be importing this game to MV. I need as much bug busting as possible when the 2nd beta comes out (Hopefully) tomorrow.

Wait what!? Unreal has a built in garbage collector???? That's interesting for an engine that uses C . Doesn't garbage collecting reduce performance? I mean I'm not saying it's a problem for your game, but it's weird they considered doing that with C

Also I love it! I'm genuinely excited. 

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Art Update:

Ok everything seems to be going great. I also have a walking animation for the player:


Also the bigger version of the finished versions:

Cut Versions of the female:


Although it's weird I looked at these design and felt like something not working. It mainly had to do with the arms, but looking back at them now, I don't think they're really that bad. It sucks, because I took so much hours experimenting and felt like somethings not working just to find something I liked and now i kind of like these two a little better now. Idk why...

Also, added a bit more to the intro. The tall sprites have been doing well. Also been testing out the game, fixing some bugs. 

Art Update:

WOW, I FINNALY FOUND SOMETHING I LIKED WITH THE FEMALE OPPONENT!


Ugh, I didnt think it would be that small as of writing this, sorry I'll repost a bigger one when I can.

Also I finished the Male Opponent a long time ago, sorry I didnt show it off.


Also fixed the shotgun animations. Tomorrow I'll put these two in the game and, well... the beta should be finished. But I also need to finish the MV version, which should work now because I think found out how to get rid of the errors. I'm sorry if this is another short one. It took me hours to find something I liked. I did some experiments and also some other cut pixel art for the female that I'll show off tomorrow. 

Art Update:

Fixed Tranquilizer animation for the female Opponent. Also I have a new table that doesn't clip with the Opponent in the background. Also I added some 1 more frame to both the Male and Female Opponents shotgun animation where they shoot themselves.

still figuring some things out with the sprite art.

Also I fixed some bugs in game. Today has been very short day with not much unfortunately. Hopefully tomorrow will be a different story.

Battle system Update:

Ok so I don't know how to fix this, but there's a problem where RPG Maker it will put letters to identify the Opponent so it will say "Female Opponent G shot you." This is really annoying, I'm assuming it has to do with how the Opponent is animated, since I use "Enemy Transform" to create them.

Also I don't notice any bugs sooooo... I think everything's fine. The game could honestly be out right now (but it needs some polish).

I'm getting rid of Double Barreled mode and replacing it with Insta Kill mode. The reason being there's a lot I have to consider with the Double barrel, and I'm afraid of changing it again. I haven't quite found out what I want to do with it, after I tested it out.

Also fixed some bugs here and there.

Art Update:

I'm having trouble figuring out, what to do with the female sprite I'm having trouble drawing her. I was never much of a pixel artist. I'm thinking of using a program that can give me some free sprite sheets to go off of. Also I need to redo the female tranquilizer animation and give a proper background.

Hey, when playing Orange Royale mode, I got confused on how the horseshoe works. when I use a company dollar i just press the horshoe, simply cuz i assume it's good for something. Is it increased luck in shooting my opponent or increased shooting myself with a blank????

If you don't wanna say, by all means that's fine, it's that I'm curious how it works.

Battle system Update:

When playing the remake, I realized Orange roulette only let you spin the chamber once. So I'll be adding that. Does this mean I will have the fortune cookie back. Well, no, I still don't think it's that useful until the opponent spins their own chamber. It's only really good when using red flag, but then the price wont be worth it to buy 2 items, so I feel like when the full game comes out, it's gonna be one those items that people rarely use or look at it as the "meh" item. 

Everything seems to be fine with the modes, I think the whole beta is finished just needs some more playtest, just in case and some visual improvements (especially the background). I'm mainly having problems with sprites, but I'll get there.

Also this song will be specifically for No Items mode:

Item Update:

Fortune cookie might be coming back, but not in the way you expect. I was playing the remake to Orange Roulette, and I liked the "Orange royale mode." It has only 1 item. It's called the Company Dollar. It basically will allow you to choose 2 effects. Shoot the Opponent in the face and pass it OR get more lucky. Idk how lucky works, but it sounds cool, maybe I'll contact the dev. Anyways, I was thinking of reviving fortune cookie just to be like this, with maybe some differences. However, I don't know if you guys would want to wait longer, just for me to implement 1 more item. So I'll see.

Item Update:

Might change Healing syringe. When playing buckshot multiplayer, it made me realize how annoying the cigarettes are, so I might change some things.

  • red flag used to be 500$ is now 1000$
  • Eye card used to be 2000$ but now its 1500$
  • Steal Card used to be 2500$, but now it's 2000$
  • Tarp used to be 1000$ but now its 700$ 
  • Heal Syringe used to be 1000$ but now its 1500$

Battle System:

Opponent uses the Challenge Card only when useful. The problem with the Dealer in Buckshot was that he would use Expired Medicine (EM), even when he only got shot for -1 HP, despite the EM giving 2 HP. I mean... I guess it's useful if you really need full health, but most of the time when I would fight the dealer it would never be a good enough strat for him to do that. 

Fixed a bug where the Opponent would shoot himself/herself/themself even when it's obviously a live.

it's kind of hard to make the AI, well... HARD. Their is some improvement's, but it's kind of hard to make them "smart", since I feel like a smart play in a pretty luck based game, is kind of hard to make since a lot of people have different opinions on what a smart play is. Some might even debate on what items are good. Tier list exist for a reason. When you guys playtest it, I sure do hope you give feedback on chance mode. 

awsome!

Game Scene Update:

Fixed some parts of the map. ALSO apparently when you would beat the Opponent a third time, the door still wouldn't open, ARGGYWGDWHKGDWKH. It's fixed, this time for sure! 

The Game Over theme has changed to this:

Not sure if it sounds too happy. I thought the organ fit as a nod to a funeral.

Also I've been redecorating some maps :3

There's more I did, but not in the mood to screenshot them all. Also fixed some bugs that would've hurt development, as usual. Everything's coming along. Hope to work more on the modes.

Miscellaneous:

So in other news, apparently Orange roulette has a new 3D remake out AND it has some planned new modes to it, as well. Interesting... Might check it out to get some inspiration.

Since this game is made in Godot (Assuming Godot 4). Does this mean there will be future plans for online multiplayer since Godot 4 has a node for Peer 2 Peer connection? It's perfectly fine if you say no, was just wondering. 

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Game scene Update:

Ok this is going great. everything looking good so far with the introduction. Hopefully I'll have more time for the other game modes. I have a lot planned for the Opponent AI and it's going great. I just wish I could add more polish to the game in general. I'm starting to realize RPG Makers limitations in polishing. Especially when it comes to how blurry the ogg files are, or how I cant really edit the text boxes that much. It's all starting to hit me like a brick. But it's ok, I'm pushing the limits of this thing. Maybe there is some saving grace.

Item Update:

Had to edit some descriptions and fix some bugs with items, which should also make the Opponent smarter as well.

Also I didnt have an update yesterday, because I had Thanksgiving off :3

so uhhh... Happy Late Thanksgiving


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Heck yeah I love click adventures! Also you don't really need to delay your updates. I'm not forcing you, all I'm saying is by all means give us as much detail on your progress even if it's little :3


What art program do you use and what game jam are you participating in???

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Battle System Update:

I'm very happy with how things are going with the Opponent. Also, much Like Buckshot roulette, My plan is to make the AI smarter for hard mode (AKA Chance Mode). But of course there's a problem. When I playtest the Opponent, I keep seeing bugs that make him cheat or make him worse. I understand bugs are not something to be scared of, but in RPG maker it is! The event system is very limited and easy, which means it's hard to create bugs, but once you get one, you feel like you're mind is going to explode, because you're trying to understand what's wrong with your events. Of course, the event system isn't made for Complex battle systems. I am simply pushing the limits of it. 

Also I technically finished the Intro. I just feel so scared to make two AI difficulties of the Opponent, because if one is bugged the other will carry it. Ugh...

Anyways I'm having fun testing lol, things are looking promising for the Opponent as of right now.

Media Update:

I GOT A NEW MICROPHONE! It makes my voice sound better. You guys will have to get used to how it sounds though, if you're used to my compressed voice. I hope it doesn't become a H20 Delirious situation with my mic. X3

Game Scene Update:

Ummm, I'm not really sure what to say other than I'm still working on everything, haha. Also I hate how much bugs slow down progress for what I want to do. So rn, yeah, not much to say. Hopefully I'll have much to say tomorrow :3

Item Update:

Zip-Ties don't stack anymore. See in buckshot roulette, you could hand cuff an enemy, but if they were already cuffed, then you couldn't use it again, so the dealer wouldn't be cuffed for ever. Also fixed a bunch of bugs. I swear the event system is way too limited for a battle system... which is my fault for choosing it lol.

Game scene:

Ok so the Intro to the battle system will start out normally. It will have the no item battle, then have items, but the third is changed. It wont be timed, instead it will have limited actions. Also I will have the player pick items after the no items match, so they understand a bit better

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Battle System Update:

Okay the Opponent should be ready for the intro to my game. It's looking really promising.

In other news, Orange roulette, when you shoot yourself, the gun would pass to the opponent, but in this game when you shoot yourself, you have 2 options. Either you can pass the gun or shoot the opponent, and if you shoot the opponent, you will have to pass it to the opponent. This is so I didnt have to get rid of the four leaf clover. Also, I finished fixing a lot of bugs

Item Update:

I really worked on the Red Flag a lot. At first it was just kind of a "meh" item, like the "Beer".  But now with this new orange roulette system, it's making everything great by making the Red Flag a way more unique item, and with that, it can help the Opponent be smarter when using it :3

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Yeah this comment didnt age well lmao. Yeah a "love hate" relationship X3. I love it when it works haha. Kind of scared to learn an all new editor at the same time though, thinking of using shot cut. 

It just lags like sh** for no reason and crashes for no reason, so I have to restart my PC for it to work. If you recommend any other editors let me know lol, might check out blender video edits. Or maybe I need a more powerful laptop, haha

Ok it's out. I'm sorry for taking so long. Ngl its kind of my fault for how long this took.

Anyways I just talk about when I hope to release my game despite it not being wise to answer that till I'm like 80% done LOL.

Game scene Update:

I probably will work on making a proper intro to the battle system or maybe work on the game modes. Especially chance mode (might even rename it).

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH


All I want to do is edit my video but everything goes wrong /:

Genuinely might get rid of ClipChamp /:

Media Update:

Alright hopefully, Ill be doing some voice work tomorrow.

Media Update:

Ok so I'm working on the video. Still trying to figure out what to do with when I want the game to come, especially since I'm changing things. I'm still hoping for 2026 to be when my game comes out, but again, don't count on it.

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I think I need to mess around with the AI to get a general opinion on it, but I think your plan sounds good. Also, what engine are you using to make this?

Edit: nvm just saw it was made in Godot.