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MarianFrae

Senior Members
  • Content count

    1,661
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About MarianFrae

  • Rank
    Author and Development Lead
  • Birthday 07/02/1991

Contact Methods

  • Website URL
    http://www.jadedphoenix.studio

Profile Information

  • Gender
    Male
  • Location
    Texas
  • Interests
    Video Games, Video Production, Game Design, Films, Reading, Writing
  1. I'm Back?

    Hey guys! It's been a couple of years, but I'm popping my head in again to say hello and check how things are going with you all. Anyone still around from my days? I miss the community. My time will be split between this and my branded account: JadedPhoenixStudios.
  2. Cry of the Dead

    I created a new account for branding purposes, but this is my game and company, guys! I know I've been gone for quite a while, but I hope some of you still remember me.
  3. A Thank You Letter

    I originally posted this on Facebook so some of it includes explanations which you guys obviously don't need. Ignore them. <3 Around the time I turned 11, my parents allowed me to become involved in some internet communities. I chose the handle "Marian Frae" because I was mainly doing roleplays with people and didn't want to have an internet handle, a pseudonym for publishing(eventually), AND a birth name. The first few years of my foray into the internet didn't really produce much for me; I enjoyed a few weeks each of writing really stupid stories with strangers and listened to a lot of Yahoo! Music--mainly Avril Lavigne's Nobody's Home on repeat. When I was 12 or 13, I started looking for a fun, inexpensive game to play; that search led me to Ahriman's Prophecy and a web-based community I would never have guessed would shape and change my life as much as it has. I wasn't very involved for a year or so, sheepishly posting on occasion and lurking in tons of comments and fan stories. Interestingly enough, though there were tons of roleplays I could have joined, I initially posted in General Discussions--typically in the serious conversations about politics, education, healthcare, and tolerance of various people groups. These conversations and debates led to a greater understanding of world culture than American media and schooling ever *attempted* to provide. Realizing my opinion could be valued and considered--not as a child's but as a peer's--by people I respected and were most often older than I boosted my eagerness to get involved. Amaranthia was the best community I could have possibly found at that age; it was open minded, family friendly, and based around a single, initial interest that bound us all together. As I grew more comfortable, I dove into roleplays and posted a few original stories. I'm not the type to do fanfiction; tons of ideas and headcanons swirl around in my mind but don't really make it to written form. Amaranthians didn't care; anything with a good story that was remotely readable gained followers, suggestions, and *constructive* criticism. Other people began reaching out to me for constructive criticism or to join their roleplay. While the attention certainly helped my self-esteem, I was humbled and honored rather than developing an ego. School friends and teachers had often told me I needed to further pursue writing, but they were a small sample size; this was much bigger. Amaranthia hosts "guilds". These guilds allow users to find a niche and family within the community--basically a portal to become more involved with guidance and support. My choice between the guilds took an absurd amount of deliberation--both personal and public; I'm pretty sure a few people became convinced I was never going to choose. At 15, Amanda Fitch gave me my first job; I wrote Amaranth Games' short, somewhat monthly newsletter. It mostly focused on her games and partners' games but occasionally featured exciting news from the community. I will never stop being grateful for that experience--however short it ended up being. Shortly after that ended, I ran an unofficial site-only newsletter as the chief editor. My team consisted of people from something like 7 different countries. Even more than my original debates and discussions, this forever changed my world view. The community--and its leaders--grew my belief in my own communicative skills and encouraged me to pursue my literary passions and goals. The community built up a great respect for game design and the positive impact it can have on several lives. Without Amaranthia, I would have never turned to game design for comfort and stability when I felt like my life was crumbling around me. I never would have met Legacy, ZackwellAesther, and literarygoth(from other websites) and so many others who continually contribute to my love of life and mental well being. I wouldn't be starting a game development company with them, and I would have no idea of the fantastic community we might be able to create. Without Amaranthia, I wouldn't have the drive to polish and complete Exsors with RaineGryphon. In fact, neither of us would believe our story could possibly be as loved and popular as it was while we were still posting its very rough first draft online. We probably wouldn't have continued past the first few chapters. I wouldn't look at the world with the ability to see past my environmental culture and realize both the faults and positives of all cultures. I have no idea what I'd be doing with my life right now if I hadn't had such a supportive community growing me, comforting me, encouraging me so early in life when I was *so* incredibly insecure. I know where I wouldn't be. I know what amazing experiences I would never have known. So thank you: everyone who was here with me and those who came after to keep it alive.
  4. Exsors UPDATED! 10/26/08

    I just wanted to let anyone who's still active and read this back in the day know that we're now at 878 paperback pages and are currently in the process of editing. The story will end up being three or four books in total. Please comment if you're still interested/newly interested and want updates on progress.
  5. Hey guys! Long time no update. How you doing? We have two updates for you: Sharon is better known to this community as daevaagas! Round of applause for the combined awesomeness of Sharon and Brent! Also, we've entered Magin as a nominee for the Indie Developer's Grant! All you need to do to help me win is make an account on the Bundle In a Box page and vote for my game to get the grant! We don't know exactly how much will be given to the grant winner because the amount grows as more people buy the Bundle In a Box! Magin's entry is near the bottom of this page: http://blog.bundle-in-a-box.com/?cat=5. We'd really appreciate a vote and some sharing of the event!
  6. Hey guys! I'm holding a contest to help advertise Magin! Everyone who posts the link on their page--FB, twitter, youtube, etc--before the 21 of this month will be entered into a contest for a $20 Target or Amazon gift card. On the 22, I will announce the winner of the contest. All you have to do is post the link on any of your social media sites. Multiple sites means multiple entries. Your friends can take part in this too! Just send me a link in PM to the advertisement post!
  7. Sorry for the multiposts! I've added new character profiles in the first post as well as a link to the Kickstarter! If you guys want Magin as quickly as it can be made, pledge your support and/or share the link with your friends! 480 people pledging $25 will reach our goal.
  8. This is the last update before the Kickstarter fundraising project launches THIS WEEKEND! With that launch will come the introduction of the Girls of Bhaile Montir--three new characters. Throughout the fundraising project, new information will be released with each checkpoint reached!
  9. Layman's Guide to Roleplay

    I'm on a helpful kick lately and want to get re-involved in the community now that I have a *bit* of time, so if anyone would like this updated with new content, let me know and I will add spells bit mentioned earlier in the comments as well as anything else you guys would like to add. I'll actually create a PDF form this time as well.
  10. I've given up on learning... just don't think it's gonna happen.
  11. I have updated the first page with the "improved" version of the origin/mythology summary; I'll also include it below. A less-condensed version is available in my weekly blog and even more will be revealed in-game via easter eggs(such as books and random NPC conversations) and important cut scenes. The First Monarchs say that watching the world’s birth was like watching a painting stretch across a canvas without painter or brush. They were born with but not of the world and, as such, were able to witness its birth... and wield gifts of great power. One of these represented the physical embodiment of a door which held close a portal to another world; his name was Coeus. When he died, that door opened and allowed free passage between both worlds. While at first this free passage seemed beneficial to both worlds, the First Monarchs gradually realized it could lead to their world’s destruction. With great sadness, the Monarchs slowly barred passage to different types of people until only humans with open minds, untouched by cynicism and darkness, could pass between the worlds. Fearing that the common folk of their world would turn against them for this limitation and weary of the responsibility, the First Monarchs cast aside their throne and disappeared into the mists of history. Some of their descendents know of their ancestry and bear it with pride... but most descendents were left in the dark of even their parents’ parts in the world’s history.
  12. Trees

    I'll try to find the top trees again; I recognize them from a pixelling tutorial I tried to follow once. I believe I found the tut on RRR. There was a huge list of tutorials at one point... just have to find it again.
  13. I absolutely LOVE parallaxing. Most of my friends have found it easier to use in the long run. I'm rubbish at mapping because I have next to NO spacial reasoning so I can't talk from experience but I'm friends with 9 people who have said that, yes it takes some getting used to and can be difficult at first but once you figure it out it's easier than traditional mapping--even in XP. The best thing, imo, about parallaxing is the way you can adjust where a tile sits on the grid so that the way the character's feet/shoulders/head line up with items seems more natural and realistic. Links tomorrowish--when it's not 4:35 am and I'm more awake.
  14. RMXP and RMVX in 3D

    Oh wow... nostalgia. This looks a LOT like how I remember Runescape in its first couple of years. I think I discovered the game during its first few months out of beta 'cause there was one server and I never saw more than 40 people logged onto that server for quite a while. XD I still remember when there were only 5 quests. *shuts up 'cause she feels like a hipster * But really... this is an awesome idea; people are always wanting to play around with 3D and this gives them the chance to do so without having to spend the time learning how to do 3D models. Take it from someone who spent a couple of years learning how to make a mouth--not a face--a mouth. Without an instructor, learning on your own takes YEARS ZOMG. All of that said... I'm not sure that this route will aid in your project size dilemma for very long games. It will surely start out smaller... but depending on your game's length--I can imagine your project size could end up becoming LARGER than going with a dedicated engine and graphics.
  15. Looking for Teammembers [PAID]

    UPDATE: We are looking for one or two experienced programmers who can aid in creating scripts for the game. We have found a delightful spriter, Brent Anderson, and are now looking for someone who can help with mock-ups for HUDs. They will take drafts I've made and polish/add to/redo them. For example, in the mock-up draft below, two things need to be added/completed/polished: 1. A proper, moving stopwatch (with the hour hand on each hour and the minute hand at each quarter hour) needs to be drawn and added in, saving the file in both .psd and .gif. 2. The page of characters needs to be animated so that it turns/flips.
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