Welcome!
We are FallingStar Games. Here's some links to our games:
Alisa U Zemlji Chuda

JVL
almost home

blake kathryn
ojovivo
cherry valley forever
noise dept.
$LAYYYTER
"I'm Dorothy Gale from Kansas"
TVSTRANGERTHINGS
art blog(derogatory)
Misplaced Lens Cap

#extradirty

@theartofmadeline

Product Placement

oozey mess

Origami Around
NASA
let's talk about Bridgerton tea, my ask is open
Lint Roller? I Barely Know Her
seen from United States
seen from Pakistan

seen from United States
seen from New Zealand

seen from Singapore

seen from South Korea
seen from United States

seen from Australia
seen from United States

seen from Malaysia

seen from United States

seen from United States

seen from United States
seen from Malaysia

seen from Türkiye
seen from United States
seen from Türkiye
seen from United States
seen from United States
seen from United States
@fallingstar-games
Welcome!
We are FallingStar Games. Here's some links to our games:

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Using Flash 8 as an assisting tool for move picture sequences in RPG Maker
This is a method that I managed to figure out after a while of trying to figure out a better way of testing and refining a series of move picture events than constant trial and error in testplay.
First of all, you need to obtain flash. I personally use flash 8 because it is very easy to find if you know where to look. You can use any version of flash, as far as I can tell.
Then, set canvas size to 320x240 with a framerate of 60fps. (standard modern 2k3 settings, change this as needed to match your game settings)
After that, import your pictures.
Make symbols for your bitmaps. Easiest way to configure them is to slap the picture onto the canvas, while making sure the desired keyframe slot is selected. If there isn't one, you can make one with F7.
Set your symbol at the desired starting coordinates, relying on the properties tab for exact coordinates stuff.
Now make a new keyframe every time you want to add a different linear movement (use F6 for this. F7 gives you a blank keyframe while F5 just gives you another frame the same as before unless in a tween)
Turn on onion skin if you want to see the previous frames and/or current frames while paused.
Repeat this as many times as needed until you’ve got all your symbols flying around how you want them to, each one on a different layer.
After you’ve got it how you want it, you can begin the process of manually exporting.
Remember how I had you note down all your keyframe coordinates and frame intervals? This is where you need to do that for reals.
Picture 1 (coda) Picture 2 (frie) -frame 1 [p2] 32,16 [p1] 18,99 -frame 14 [p2] 146,4 -frame 27 [p2] 131,139 -frame 30 [p1] 139,53 -frame 35 [p2] 105,79
do some math to figure out how long the intervals between keyframes of a particular picture are:
14-1= 13 13*0.6= 7.8 rounded up is 8
If you use the maniacs frame measurement method, you won't need to do the additional math to get 8 and can just use 13 (written as -13 in the move picture menu).
Very important note: I’m not sure if it’s just a flash 8 thing or if it has a way to set the properties coordinates to match the origin you give it, but as far as I can tell, the properties always gives you the upper left hand corner version of the picture coordinates. In maniac patch you can have this used as the intended origin, but if you need something to spin around, you will need to adjust the numbers you get from the transcriptions, adding half of the total relevant measurement of the picture to your given coordinate number. Because I am tired of math, I’m just gonna use the topleft corner numbers as-is here.
Move picture 2 to (146,4) top left corner for 13 frames looks like this in TPC:
@pic[2].move { .pos 146, 4 .topLeft .scaledOrigin .scale 100 .trans 0 .time -13 .rgbs 100, 100, 100, 100 }
Much later, I want to figure out how to output TPC code from flash 8 using the commands option, which uses a dialect of javascript meant specifically to work with flash. But to do that, I will need to actually study it.
It might take a while, but this is one of those things that will be freaking revolutionary later on in development.
A Snowball's Quest - June progress update
Hello everyone! it's lavendersiren, and it's finally june. Finally. Last month was freaking TORTURE, with less days off and all. As a result, I mostly focused on gardening. and by gardening I mean pulling out blackberry roots. Now instead of constantly regrowing blackberry bushes, I now have a low quality side garden with 20 dollars worth of plants struggling to grow in barely amended clay-based soil! Okay, maybe it just needs some time to get used to being in the ground but whatever.
A Snowball's Quest: May progress update
hello everyone, lavenderSiren here. it's been… an interesting past month.
Event game retrospective - A Snowball's Quest
(I was going to post this earlier, but i forgot that I had this drafted somewhere for a while.)
As mentioned last time, I decided to make a game for the rmn event A New Start, to commemorate the revival of the website proper.
Interestingly enough, at the beginning, I had no idea what sort of game I wanted to make. however, I did know that I wanted to make a game featuring Coda and Frie, in a scenario that wouldn't be viable in the main game.
like, the thing that's tough about writing scenarios for a Snowball's Chance, is that because of its semi grounded and strongly defined mountain setting, there's not much variety that you can smoothly introduce to the scenarios. not to mention how it can't exactly have elements that would legally bar it from potential commercial release.
But a spinoff au has none of those stringent limitations, so I can go absolutely nuts on the setting writing! To get that out of my system, and throw these characters into some Situations, I decided to send them on a quest on the DND 5e modded until it broke and got reborn elsewhere world of Plit.
The previous time this particular setting was shown, it was a brief mini-chapter in HyacinthHeld, with the time before that being it's restoration at the end of Kale's Adventure. It's got plenty of usable plot hooks, but not that many fish within range, let alone a yarn angler willing to catch too many. I think there's been a wait of a few years just for an old campaign to start up again? But, at the same time I realized at some point that I don't like the flow of the battle system in dnd 5e, nor the expectation to go through their methods to play it out. All I wanted was the setting lore and maybe a few stats to pull from when desired. It's kinda tough to get a thing that you want when folks associate the setting so much with a tabletop battle system that you don't like much (plus also the fact that whenever I DM, everyone wants to be a player and so I've got a party of like, 6 people to encourage to do things and it's exhausting, even when I have someone else do the math calculations for me)
But enough about that. in this case, it's just me and dice, with me as the DM, writing for nearly everyone, and dice writing for Pythen. the battle system in use during our roleplay sessions is a quick and dirty roll for flavor type thing that mostly uses references to 5e for jokes more than anything (mainly inflicting psychic damage after particularly blursed lines are spoken lmao)
Now, in standard lav fashion, I definitely overscoped this game. I thought that we would be able to finish this adventure within four weeks, but not only were we nowhere near that, but also we only actually had three weeks. That being said, I feel like I learned a lot about getting things done and leadership through outsourcing.
The thing is, I'm not as young as I used to be. I get tired. I have a lot of things to do offline. It's very rare for me to get in a state where I can reliably do Actual Gamedev Stuff beyond just barking orders. fortunately however, I was able to recruit Dice and Orochii to handle the hardest most sloggiest busywork for me: editing and message input. Adding all those messages is just so boring for me, especially when it's already written material. Unfortunately, you kinda gotta edit writing to make it good so it's best to handle the writing before the import process. However, that part came a little later.
The first week, I was planning on making the game in rpg maker vx ace. full color digital drawings. tons of scripts. and then after me and dice played out the first battle in the rp, I realized that the setup I had wasn't what I needed. you see, the default battle system for vxa is cool and all, but it wasn't quite what I was looking for. however, I had made something that I had wanted to work with a while back, that connected to the primary idea in the first place.
The base premise for A Snowball's Quest is one that's actually been on tap for a while now. The concept of the four party members of Snowball's Chance taking on tabletop rpg classes and going on a quest or something. I was going to add this to level 4, but at the same time it doesn't quite fit what I've developed. It may have some influence, but it won't go nearly as much off the beaten path in the main game.
Regardless, one of the plans I had for that section is to use the battle system I had designed for How to get a Rise out of a Cat, which was more of a "choose your own adventure" type thing with a turn order loop. and since it would be evented, I wouldn't need most of the features from vxa and could instead work with RM 2k3, which has significant upgrades to particular features that no other version has, while keeping it simple... as long as you're not using its default battle system. so that worked out for me!
Now, because the music was in ogg format and I found an experimental text bips thing, I decided to use the maniac patch. I freaking love maniac's patch. It transforms 2k3 into something far more powerful, though I do worry about incompatibilities sometimes.
So then I meticulously ported the intro I made in vxa and continued from there. now, at this point, we were getting close to the end, so I sought more assistance. fortunately, there was an artist looking for a team to join so I snatched them up to do some work when I would t be able to deliver. their name is et3rniti and as it turns out, their drawing style is excellent. Only thing that sucks is the fact that the event version of the game didn't get developed far enough to feature any of their work. but rest assured, development is continuing, and their work will be in the game! offline troubles and obligations continue to make things hard for me, but hopefully with these great team members by my side, we can make something beautiful together.

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April progress update
It's me again, lavendersiren. Miss me yet?
So, with the positive reception of the demo, me and the team have continued working on a Snowball's quest, albeit rather slowly. pretty early on, I finally set up a git repository for the project. much more reliable than trying to cram a ton of zip files into my Google drive, especially for a long-term project.
Now, with the limitations of the event removed, that gave room for some scope expansion here and there. But of course, that also means having to locate the resources to make those features possible. current plans call for both a custom menu system and a custom battle system. Neither of which have been put together entirely yet. I'm still learning how to put together a custom menu in the first place! I'm sorta starting to get it though... sorta. I assigned Orochii to fix the broken basic menu I had found some eventing for. Still need to check on him for that.
(original code by Goburinbro, mildly upgraded by me to use maniac patch string pictures)
Meanwhile, I finally figured out how to get TPC working on my copy of maniac patched 2k3! (I forgot to put the TPC.exe in the correct directory, oops...) As it turns out, the c stands for compiler (the T is for Tkool, short for tsukuru, which is short for rpg maker, and the P is for Partial) and it basically spits out events when used, and it is even reversible! The editor will let you edit your events via TPC, allowing you to even edit things that can't be edited by regular eventing! That means I can delve into the highly desired world of Hybrid Eventing!! (also this means I can add coda's diary! Once I figure out how to make a readable/writable array.) At this point I'm trying to work up the mindset needed to figure out more TPC stuff, and maybe do some mass message imports, like I had originally wanted to do.
Regarding writing, me and Dice are taking that a bit slower now, writing about a scene or two per week. This relaxed pace is probably better for quality, as far as I can tell. sprites have been progressing slowly but surely. I've managed to make a bunch of walksprites for Pane, a character that's slated to show up later. I also need to make Kale's updated sprites, but the challenge of making pane was too irresistible. I do need to make a few variants of him, including one wearing his travel robe. Mapping is slow but steady. The current area is of a place designed by dice, so they have a bit more say in things.
walls and floors I had made for a previous game, Vindicators 2: Rainbow Diamond. Chairs and tables were edited from A Snowball's Chance, fire extinguisher stolen from HyacinthHeld (lol I made that game too)
What I really need though, is a good solid hyper focus gamedev day. I've been having to go out and do outside errands so often and my abilities only seem to work before doing my travels for the day. And to make matters worse I've taken up gardening in this gorgeous spring weather and I'm still filling my planter box, which I built myself... My plants are waiting impatiently for me!
Layers added so far: cardboard base, decaying plant matter, more recent yard debris, and two big bags of bark mulch that I originally tried to order online but instead got somebody's olive garden dinner sent to me instead so my stepdad had to buy the bags for me instead (though I think he was motivated by the shrimp dinner we ended up getting mostly). Still need to add filler dirt from the mound under the sticker bush and some bags of topsoil.
Other things I've added include a screenshot outputting common event that I found on the virpg wiki, and slowly assembling the emote animations that were never implemented here. I've got a combination of emotes from Snowball's Chance and HyacinthHeld, with adjustments to fit the latter's style. I still need to test the alignment in game...
Regardless, there's a lot to still be worked on, including a thing to make NPC's walk towards a particular set of coordinates. I've got some code that was used in Snowball's chance to work off of, but I still need to translate it from rgss1 to eventing. This will be the first step in designing a complex on-screen follower system. Yes this is necessary, seeing the party members on screen when they are present is essential.
Development will continue on a Snowball's quest! We've got a lot of work ahead of us here, but I'm excited to learn how to get the most out of 2k3 and improve my skills, as well as tell a story that can't be told on the limited grounds of Trial Mountain.
March devlog (oops i forgot to devlog in feburary)
Hello everyone! lavendersiren here. A handful of things have happened since last time, including the reopening of RMN.
First of all, @dicelibrarian is now an official member of fallingstar! I got them a handful of rpg makers during a recent steam sale and they're starting to learn the program. It's certainly easier to talk shop with them now that they're right there.
Mid-January devlog
Heya, lavendersiren here again. Figure I might as well keep this a consistent thing.
Identities and Masks
(Disclaimer: this is written as lore for a series of video games. please do your research elsewhere if you are looking for legitimate psychology concepts.)
In Aurelia, these two beliefs are largely understood:
Everyone should have at least one identity (and you probably have more than one, even if there isn't much separation between them)
We all wear masks (it came free with your identity!)
Identity determines how you engage with the world. Your identity gives you a particular stat spread and associated skillset. You can certainly go around without one, but the pressures of life will make this far more painful as a result. Hence why aural masks tend to develop.
Each identity comes with its own "aural mask", the way you present to the world. It is a passive projection of how you perceive your identity, as well as a psychic shield of sorts. Interestingly enough, it has tangible effects by default.
How do masks tend to look across most aurelians? Well, a wide variety tend to take on a therian form, often one originally passed down from their identified family. There are some who have a more fantastical mask, while others tend to keep their mask relatively grounded, keeping a more base human form. This distribution tends to vary from culture to culture, and there are some that unfortunately judge others based upon the form their mask takes.
Just as masks can be put on, they can also be taken off.
if your identity is compromised in some manner, it will be unequipped, and your aural mask will deactivate as a result. you will take on your base form, which to many can be very different from their aural masked form. Fortunately, they can be re-equipped when you're ready to face the world once more.
However, aural masks are not set in stone (no matter how hopeless it might seem!), and can always be changed.
Just as identity changes over time, so does an aural mask associated with it. This is a natural development, but it takes a considerable amount of energy. As a result, such changes tend to be slow and gradual.
However, it is possible to make radical changes to your mask and identity, with enough energy. The most accessible method tends to be the "epiphany method". This requires learning something important about yourself and embracing it. the rush that tends to result powers such changes, though it tends to be relatively limited in scope, if not performed in a high aura environment.
Just as people have aura, locations have aura too, oftentimes as a result of those that leave vibes, notions, and even ghosts behind in places. Sometimes locations have particular elemental phenomena that becomes a wellspring for its associated aura. places like this are able to imbue someone with enough energy to modify their aural mask more fully. This is known as Radical identity auracharge. There are other methods to borrow great amounts of aural energy, but travel to aural hotspots tends to be most accessible in this respect.
Do note that those that undergo radical identity auracharge tend to need an overnight rest period immediately after, as it tends to use the subject's energy, as well as the location's energy. as a result, this is considered exhausting.
For those that are particularly attached to their identity and feel that it fits them well, it is possible to imprint an aural mask permanently upon the base form through radical identity auracharge. This is referred to as Self Actualization. This tends to make base form stronger and more capable,but this isn't necessarily the case across the board. Those that have a personally unfitting base form tend to benefit the most from this.
Self Actualization tends to require knowing yourself and feeling empowered with your identity. This usually takes a lot of personal effort and "soul searching", but it's always worth it.
As you might guess, you usually need to have your needs met first before being able to achieve self actualization in earnest. this tends to be one of the bigger hurdles, especially when faced with the perils of survival.
Interestingly enough, it is possible to swap between different identities to gain access to different aural masks more easily. This tends to be used to interface with different groups in different situations, such as the public, close friends and family, and otherwise.
The use of an aural mask that's used to interface with the general public tends to be referred to as Masking, as the identity associated with this type of aural mask rarely tends to be ideal for private life. It can be very convenient to have more than one identity to choose from in this respect, as it takes far less energy to exchange an identity than it takes to modify an identity. This of course can take on shades of plurality, but it's not necessarily required to interface with the concept in that manner.
Will there be strawberries to collect in A Snowball's Chance? -SI
Sadly, because strawberries don't grow on Trial mountain (especially during the Endless Winter), there won't be any strawberries, not even the winged variety.
However, there are three leaf berries and four leaf berries to be found that can both be cooked into a tasty compote. Very handy for a snack or something to add to an evening meal.

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So, what Auras fall into place on Plutchik's Wheel of Emotions, or similar systems?
If there's an emotion, there's likely a corresponding aura for it, even if it might not be identified yet.
That being said, potency of an aura is directly correlated with intensity of emotion. Complex ones tend to either be combinations or something entirely custom, depending upon subjective association. It's a very fluid and expandable system when it comes to classification.
The Auras System
Something that is present in all games that take place within the Grand Aurelian Anthology is the presence of "Auras". But what are they in this setting?
Auras are psychic manifestations of thoughts and feelings, brought into elemental form. Because of cultural standardization over time, certain effects are reliably associated with certain elements, to a degree. The interesting part is that not only can these effects be observed by those outside of the source's subjective experience, but that it can also have tangible effects upon the immediate environment.
In Aurelia, emotions are palpable and oftentimes very potent. they can be used for buffs, debuffs, attacks, defenses, and sometimes even supernatural abilities. however, auras are dependant upon those who generate them, and often quickly disappear when those supporting them move elsewhere.
However, sometimes particular locations have an aura all their own. a certain vibe that is held over certain places. objects can be imbued with aura as well, delivering an aural payload upon receiving. This is known as "auracharging". In A Snowball's Chance, you eventually gain the option to auracharge the meals that you make, strengthening how your client feels about the dish they've been given. This can be used to both benefit and detriment, as it will make a disliked dish even more hated, and an enjoyed dish more loved. You could very well say that it's basically "pouring your heart into something".
That being said, here is an incomplete list of known auras. It is a very expandable system, so this is by no means comprehensive, and will have overlaps and synergies with particular other auras.
Rain.
A healing softness, the willingness to become vulnerable.
Wind.
The desire for change and unpredictability.
Frost.
The distance and protection to cool down any situation.
Mountain.
The inner strength to weather any storm.
Spark.
The flash of inspiration needed to ignite a passion.
Flame.
The power to overwhelm and seek greater things.
Sun.
The light and the appreciation of the self.
Brilia.
The light and the hope to create success despite what may appear without it.
Cardia.
The resilience and stamina to push onward.
Blood.
The power that resides in pain.
Tide.
The power to humble those that stand before you.
Wave.
The grace to accept hardship in stride.
Floral.
The bounty given in the spirit of gratitude.
Moon.
The desire for the seemingly unattainable.
Shadow.
The openness and doubt found in absence.
These auras and more can be mixed and matched to create complex and nuanced effects, both passively and actively. They can also be kept internalized rather than externalized with effort, though this may require an amount of self control to sustain.
How auras manifest are reliant upon a wide number of factors, including identity, personality, present disposition, observed limitations, the path you have chosen to take at the moment, as well as many other factors.
Mid-December dev log
Hi there, I'm lavenderSiren. I'm the main dev for A Snowball's Chance. I've been taking a year-long break on working on this game, but since finding reason to continue, I'm once again back on the grind. (I was working on another game for a year, but it's been going slow, especially since the first draft of the writing was completed.)
Regardless, I'll be delivering updates regarding the development of Snowball.
A Snowball's Chance
Ascend the mountain as a gastromancer trailguide! What secrets will you find?
This is A Snowball's Chance. Your name is Coda and you are a "Gastromancer Trailguide".
It is your job to get your clients up Trial Mountain. However, you will face many obstacles on the way up.
You will encounter cold freezing rivers, oddball characters, mystical phenomena, various distractions, challenges brought about by the elements, and perhaps even a bear?
And to top it all off, you still need to feed the party dinner every night. You will need to forage for ingredients to make meals that your clients will enjoy. Will you accommodate for dietary preferences and restrictions, or will you simply give out what you've made to everyone?
This game was made in rpg maker xp and is still in active development! It is an action/adventure rpg with no combat and a focus instead upon exploration and making choices. The current demo is approximately 3 hours long, and has the full contents of level 1, level 2, the intermission, and level 3. It is designed to be played on windows. Any version from vista to 11 should be able to run it just fine. No guarantees on getting it running on operating systems outside of this however.