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How to submit games to the RPG Maker Pavilion - Updated 3/5/2014

1. Select the forum that supports your submission

2. Select "New Thread".

3. For the "Title", put your game's title. ONLY your game's title.

4. In the "Message" field, describe your game's story, features, and any other information you believe is relevant.

5. If your game is a console RPG Maker game or demo, you're able to upload it directly to the site. If it's a PC RPG Maker game or demo, you'll have to upload it elsewhere and link to it here. If uploading a console game, under "Additional Options", there is an option for "Attach Files". Select "manage attachments". If you're submitting a PC RPG Maker game, you can still upload screenshots.

6. Click browse to find the game file on your computer, and click "Upload". all files MUST be zipped. You're able to upload ten attachments to your submission post. The ideal way to use these is to use one attachment for the game console's native format (dex drive or max drive), a second for a PS3 format save file, and the remaining slots for screenshots or other extra material you want to accompany your game.

7. If you need to update your game, simply edit it's submission post at any time. You can check the site's game directory to see how your game will appear in the listings after each edit. Try to make it fit in with the rest. No huge or colorful text, no images posted in the top of the post that appears in the directory, just general things like that.

8. Only one submission thread per game, unless the differences between the versions are drastic enough that it warrants having multiple versions available, such as a director's cut, or an alternate version with different features.

9. If you have a converted file for someone else's game, please post that in the conversions subforum at the bottom of the submission subforum listing.

10. Everything posted in the submission forums appears immediately on the site, so don't make a post without having your game ready to go up with it. These will be deleted on-sight by the staff.

Thank you for supporting the RPG Maker Pavilion!
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Zelda: Link's Adventure

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    Zelda: Link's Adventure

    Link has been sent to a distant land now being over run with creatures of all sorts. Join him on his quest with a fully Active CBS to save this land before it is taken over. Includes:
    ~8 main dungeons and 1 Final Dungeon
    ~8 Co-op missions, Link and Sheik solve puzzles to get extra items
    ~Many weapons and items, customizable to buttons
    ~Hours of fun and MUCH MUCH MORE!!!

    UPDATED VERSION:
    New VS Mode
    Updated Gameplay, Places, and other things

    Created By: Brock Nash
    Max drive File
    Attached Files
    Last edited by Valkysas; 04-30-2010, 04:12 PM.




    #2
    Re: Zelda: Link's Adventure

    This is so far the only RPGM2 game I've played with an real-time battle system. And I'm hoping that such a system can be done much better than this (especially since I intend to make full use of one). Having to frequently push [] in order to make use of commands seems too unnecessary, and I'd rather not have to memorize so many button combinations.

    Plus, interacting with the enemies is rather painful. I died a lot. I wound up pressing []-[] over and over when enemies were near in hopes that they were considered next to me, hoping that they wouldn't be able to attack. And boy, did they attack. I'm not sure how I was supposed to avoid getting hit. Of most annoyance were the ghosts. Everytime I stepped into one, I apparently fell under some "stun" effect, where every step my character would turn a ghostly white for a second or two, the game petty much freezing as this happened. And this could be a bug, but sometimes as I hit the ghosts, bombs would appear out of nowhere. Not to mention, most times when I did hit the enemy, the game would stall to figure out what's going on before allowing me to continue.

    It seemed easy to get lost, too. Especially in the first dungeon. Seemed that the ground blended together with itself at different elevations, making it hard to tell where I could walk and where I couldn't. The town also seemed empty towards the graveyard. The graveyard actually looked pretty decent.

    As it stands, the game seems so unplayable, that I didn't want to bother finishing the first dungeon. If it were remade into a much more streamlined game, I'd go ahead and play it. The idea of Zelda on RPGM2 is interesting, at least. Hopefully Neo's learned a few new tricks since making this game.
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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      #3
      Re: Zelda: Link's Adventure

      Eek, calling it unplayable is a little harsh, but it is the first ACBS that came out so give it a little credit. If you want to try out a good ACBS on RPGM2, try out both Vanished Nights and the latest Zelda Sword of Magic demos. Both show very well made ACBS's.

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        #4
        Re: Zelda: Link's Adventure

        Yeah, I found the button combinations really annoying in this game too, as well as the delays. Making a good active custom battle system is very difficult though (I'm trying to make one myself at the moment) and considering this game was the first to have one, that makes it quite innovative.
        Games:

        SS World (RPGM2) Extravaganzicon Contest Winner
        A Ronin Story (RPGM3)
        SS World 2 (RPGM2)

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