/agdg/ + /vm/

Are you sure it is not a local traditional finngolian drink?

I used to make RPG Maker games (learning GM now), so I might take a look. Nothing wrong with RPG Maker if it does what you need.

You'd probably get some flak.
RPG Maker is pretty entry-tier and made a whole ton of shit.

Ultimately, though, an engine is an engine–what's more important is what you make. A lot of really fun/notable shit has been made with the engine; Yume Nikki is one of the biggest indie games everyone knows about.

Just finished Tomb Of Friends (or at least almost: 29 friends; cannot find the last one in Tomb Town). Here are some notes I took at random:

All in all I'd say that I liked it more than Red Sky, despite me not really being into 2d games all that much and really liking shooters. The problem with your friend's game is that he didn't really create a game, but an engine. Red sky is basically a collection of random hallways with enemies sprinkled all over them. I played it for quite a while and there was no concept. I have no problem with some simple run-gun-fun, but such a game has to have something going for it. Be it tight, polished mechanics, pleasing A E S T H E T I C S, good level design or an engaging story. Red Sky had none of those. Tomb Of Friends does have a cute concept and the execution isn't half bad. The visuals would be the most obvious weakness of it, but not the biggest one in my opinion. That would be the concept in and of itself.
That demo was really short, but even it was long enough for the gameplay to get old. I played it for an hour or so and now I'm legitimately tired. I think the only possible target audience for a game like this would be the casual/mobile crowd, because Tomb Of Friends is really just a collection of simple mini games.

Keep it up!

almost about to kill myself for having to unwrap this mess or just abandon it into the folder like many others

Don't you always use auto unwrap for that?

Can you post a wireframe screenshot? Some of the details on it look like they belong into the highpoly model though. (**Assuming this is the lowpoly one).

im trying to learn proper unwrapping again since its far easier to modify the texture in photoshop that way

it's the highpoly, 8,4k tris atm, don't want to go over 10k tris for final
not used to highpoly modelling so might be a bit ugly

The high poly is not for unwrapping, ever. Besides that, the polycount and the topology almost don't matter. When you make highpoly models, all you care about is that it looks good. The polycount is fine as long as it doesn't kill your tools/computer and the topology is fine as long as it doesn't produce lighting/shading artifacts.

already made a low poly version for unwrapping :^)
whats even the point of the remesh modifier?