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Awesome. I while ago I was playing around some JS graphic/game engine/frameworks and came across Kaboom (now Kaplay) and it stroke me as a really different approach to the whole thing. I am now again playing with it and it's really impressive and fun.

Also, thank you for you tutorials. I have stumbled on some of them too.

Thanks for sharing. Hadn't heard of Kaplay. Loved how you broke-down your process.

I also enjoyed your pixel art tips for programmers.

They had us in the first half, not gonna lie.
The author should disambiguate his title. I had to click to see if the post was about making a role playing game, or a rocket propelled grenade.
I was more interested in reading the data structures and tracking of concurrent, interrelated quests, than the graphic assets.
Anything along the lines of Dragon Quest would be greatly appreciated, Nintendo recently re-mastered Dragon Quest 1 and 2 as the formula is so impressive it still holds up
I never played them, though I played Squaresoft games of that era. What is the formula?
If you ever want to play them, jump straight to Dragon Quest 4 on NES. It's the evolutionary perfection of the JRPG formula of its time. Basically what the article describes (turn-based combat, overworld, menus, extensive story, free exploration, no handholding, secrets). The storytelling, even if linear, is the most attractive part of them.

If you prefer 16-bit, SNEs has Crono Trigger, still a cult classic (innovator for multiple endings), or the whole Final Fantasy series. Sega Genesis has Phantasy Star IV, also an evolutionary improvement of the series.

I made a small Role playing game for a random game night. No code required, just a printer, a few friends, some beer or wine and the ability to not take things seriously. Highly recommended. [https://rodyne.com/?p=2855]
Interesting read, no doubt, but the whole thing seems to be building up to this cool mash-up of concepts from a myriad of RPGs only for it to end up being… Undertale redux.

Not a bad job in the slightest, but fairly underwhelming.

Anyone else looking for a rocket propelled grenade guide?
> These were by far one of the most time intensive art assets to make for this project but I’m happy with the results.

> This was another time intensive task but I’m happy with how they turned out.

I kind of read past these comments (and a couple other similar ones) at first but looking back I realized how nice it is to read something like this. It's like, yep, I did something that was kind of hard and took a while, but it was worth it because I feel like I did a good job. I feel like this is something that's sadly getting replaced by "Well, this isn't the greatest because AI did it for me, but who cares, at least it was quick."

Fun article!