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#200384 Sugar Sweet

Posted by Tsarmina on 16 December 2014 - 05:40 PM

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unreasonably proudly presents....

 

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Story: 95%

Characters: 90%
Graphics
: 20%
Eventing: 02%
Databasing: 30%

Mapping: 30%
Overall progress: Getting tougher :< 

 

 

Welcome, welcome! :D I’m Tsarmina, resident redhead and confuzzled game designer. Sugar Sweet is meant to be a short, cute, and completely adorabilus game! And of course, it’ll be sweet. ;)

As always, tankyas for supporting me in my endeavour! I love you all! XOXOXOXO

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"There’s a tale from a long, long time ago. Yes, it’s one of those ancient tales that people think never happened."

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"May I see your IDs?"

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"Look look look! It’s beautiful!"

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"These boxes full of…um…prawn-a teeth. What are these??"

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"You have to understand the connection."
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"A spoon full of sugar…brightens my day!"

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"You're making me blush! Stop it!"

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"…Thank you."

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Support me (and Spec hehe) and Sugar Sweet! Here's a fair share of support bars which you can pick from. (Or you can pick ALL of them!) Just highlight, Ctrl-C and Ctrl-V into your signature.

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#185651 Touhou Tales: Spirit of Dark Memory

Posted by LadyMinerva on 21 August 2014 - 11:33 PM

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"When one Memory is tainted... it corrupts another... creating nothing but an never-ending Nightmare... "

 

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       Gensokyo; (dubbed as the Land of Illusions or Land of Fantasy) is a large Island surrounded by many mountainous regions. Home to different populations, Rabbits and Humans make up a small part while the rest are populated with many different forms of Youkai; including spirits as well. With the creation of the Great Hakurei Border, very little people of the Outside world would know the location of Gensokyo as it stands in a veil after the Great War that met it's end... cutting off any forms of contact with this form of society. Even with the Great Hakurei Border, some Youkai and Humans would leave or accidentally come here without knowing it is there, many of the human population are because of people who were captured during the war; those who have fought in the war; and those who come to seek shelter and escape from many influences of the Outside world. Because of it's isolation, many of Gensokyo's culture are little influence of modern Japan, many of the spiritual practices, certain items such as tea leaves; and old style food items in Gensokyo would show that old and traditional Japan still lingers here... despite the modern technology era slowly coming into Gensokyo. Today, Gensokyo is still cut off from almost many influences, maintaining it's traditional arts and style to the coming years ahead.

 

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       Many months have passed since the Incidents of the Cherry Blossom and that of the Scarlet Mist... Today marks the first day of Spring and the whole land of Gensokyo would soon bloom back to it's former self. Many of the residents of Gensokyo would rest and relax, knowing that it would be a peaceful day to start a new year. However many of them still are careful; as the war between the Humans and the Youkai still lingers, even when the Great Hakurei Border was created. The tension still grows, but it remains docile as many wish to run their lives normally. Reimu Hakurei; the maiden of the Hakurei Shrine would prepare an upcoming festivity later in the day to mark the first day of Spring in Gensokyo. It was not long after that Reimu and eventually that many others experience a strange aura of uneasiness around Gensokyo... Something was wrong... It wouldn't be soon that this will spread throughout... On the night of the festivity, nearly everyone attends, despite the restless aura, everyone continues to have a good time to celebrate the first day of spring. Later on, many people have come to terms that something was not right, the feeling of dread spreads within the Shrine, without knowing that they will meet something... that Gensokyo will never forget....

 

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       Tensions still linger between the Youkai and Humans over the past 1,200 years as countless battles/wars between the two ravages the land of Gensokyo and that of the Outside World. Many years before 1885 A.D., The Youkai have invaded the very borders of Japan; destroying many Human settlements to hurting many of the citizens of the Outside World. The Humans retaliated however, defeating many of the Youkai that invaded their land. But the Youkai were relentless.... many have come back; raiding many settlements before destroying them for food and supplies; and the Humans alike. It was not long until the Japan military was able to pinpoint the location of where the Youkai have come from.... Many planes flew to Gensokyo, sending down airstrikes hoping to weaken the strength of the aggressive Youkai. But it didn't... it made things a lot worse. The Youkai began using their prisoners as a shield to warn the borders of Japan. Many have been killed during the airstrikes while the Youkai are able to replenish their forces. The Humans would counter this by sending many people to Gensokyo to exorcise and exterminate them. While this has been affecting the Outside world, other than the Youkai, many of the local residents in Gensokyo are also in danger of getting killed... As countless wars continue to ravage between the lands, it was not until the final battle where rumours of an item in Gensokyo that grants immortality would bring the war to a nightmarish end... 1885 A.D. The Great Hakurei Border was created to stop the Humans from marching further and to also stop many of the Youkai from invading, as an attempt to stop the tensions between the Humans and Youkai... The Hakurei Border would create a veil to isolate itself from the Outside world; to never let them find Gensokyo ever again, trapping anything that was within Gensokyo.... Has the war ended? For now.... as this marks Year 0....

 

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       These are the current characters you'll be teaming up in the World of Gensokyo. As the project progresses, more and more characters will be added to this page and unlocked to increase your party's power and toward Victory! Each character have unique attacks and personalities that allows many opportunities in battle! Read the descriptions left to right to the corresponding character.

 

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7PCThlS.pngReimu Hakurei -

Age: At least 15 years-old Abilities: Manipulation of Auras, High Intuition, Fighting, Summoning Godly powers;

Shrine Maiden of the Hakurei Shrine; located very far east of Gensokyo near a mountainous region. Being the sole shrine maiden other than Sanae, Reimu is often called upon many times to investigate activities and incidents that happens throughout Gensokyo. Reimu is described as an easy-going, optimistic, dutiful, and curious person; sometimes to a larger extent. Se's often sympathetic to other people, sometimes her rivals. The Hakurei Shrine today is the popular locale for many residents of Gensokyo.

 

7PCThlS.pngMarisa Kirisame 

Age: At least 16 years-old Abilities: High-level Magic

A Human Magician and a very close friend of Reimu. She is often described as a straight-forward and a very self-confident person who often loves to get into trouble just of curiosity. Despite that, Marisa is a very determined hard worker; trying to equal her magic skills similar to that of Reimu's. You will often see Reimu and Marisa together throughout their times together.

 

7PCThlS.pngAlice Margatroid 

Age: Unknown, Possibly young as a Youkai Abilities: Magic, Puppetry Proficiency

A Magician capable of using dolls to aid her in battle. Alice lives alongside with Marisa as neighbours in the Forest of Magic. However, she spends most of her time alone making dolls as a hobby; which limits her relationship to mostly Marisa and Reimu (though Alice harbours more feelings to Marisa). Alice relies on her dolls to attack for her, which makes her to be more strategic than relying on full power magic or danmaku.

 

7PCThlS.pngAya Shameimaru 

Age: Over 1000 years-old, possibly around the same age as Yukari Abilities: Sharp Vision and hearing from great distances, Manipulation of Wind

A Crow Tengu who is very known as Gensokyo's local Newspaper writer who often writes news story with exaggerating details. Despite that, Aya is very strong with her abilities, stronger than she realizes, most of the time she would "accidentally win" when she tries to find a news story. Aya calls her local newspaper to many of the residents of Gensokyo; Bunbunmaru Newspaper.

 

7PCThlS.pngHong Meiling 

Age: Unknown Abilities: Chinese Martial Arts, Manipulation of Qi

A Youkai, part gatekeeper and gardener who patrols the gate of the Scarlet Devil Mansion. She is very known for her mastery in the martial arts. Despite her skills, The Scarlet Devil Mansion is often quiet without incident; in which most cases she would fall asleep and let many residents of Gensokyo pass without worry. Very little info is found about her origin.

 

7PCThlS.pngSakuya Izayoi 

Age: Appears to be around 16-20 years-old Abilities: Manipulation of Time and Space, Knife Proficiency

Chief Maid of the Scarlet Devil Mansion who works for her mistress, Remilia Scarlet. Her true power is manipulating time. She would throw knives mid-air as time stops which then aims and flies directly at her targets. She would often stop time to finish cleaning many of the areas of the Scarlet Devil Mansion; despite having fairy maids around to work.

 

7PCThlS.pngPatchouli Knowledge 

Age: Around 100 years-old Abilities: Magic, highly skilled in Elemental Magic

A very smart magician from the Scarlet Devil Mansion. Patchouli spends most of her time in the Voile Library (main library of the Scarlet Devil Mansion) reading and writing out many magic books. Her skill in elemental magic makes her capable of casting powerful magic in multiples. However, her poor health along with Asthma, Anemia, there are chances she may not be able to recite spells at times.

 

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 Age: Around to be 500 years-old Abilities: Manipulation of Fate

Owner and Head of the Scarlet Devil Mansion; Mistress of Sakuya and Meiling; and the older sister and guardian of Flandre Scarlet. Though her appearance is often childlike and her behaviour as well, her fearsome magical attacks are known throughout Gensokyo as the "Scarlet Devil" . Like many vampires she is very sensitive to light and weakens if she is exposed, to which most of the time she stays inside the mansion that has few windows.

 

7PCThlS.pngYuyuko Saigyouji 

Age: Deceased but Immortal (Existed for at least 1,000 years) Abilities: Manipulation of Death,  Ability to control Departed souls

The Ghost princess of Hakugyokurou, but was once a human being. Her death from suicide would let her body to place a seal on the Saigyou Ayakashi, a dangerous youkai cherry blossom tree that would kill innocent humans. Despite this, Yuyuko's personality is very friendly and good-humoured among many residents of Gensokyo who knows her. Unlike many ghosts, her spirit resembles a human body of which she can freely move around Gensokyo.

 

7PCThlS.pngYoumu Konpaku 

Age: Possibly to be under 60 years-old Abilities: Sword-fighting, concentration, super-speed

A person with a mixed breed of part Human, part phantom who attends the gardens of Hakugyokurou. Youmu has a straightforward and focused personality, which compliments her very skills in sword-fighting; learned from her former teacher and former gardener, Youki Konpaku. She works and follow orders from Yuyuko Saigyouji as best as she can; mostly spending her time in the garden tending them with care.

 

7PCThlS.pngYukari Yakumo 

Age: 1,200 years-old, possibly older than Gensokyo's history Abilities: Manipulation of Boundaries

Yukari Yakumo is a youkai of boundaries. One of the most powerful Youkai to live in Gensokyo; along with others (Suika and Yuyuko). Most of the time, she spends at her home sleeping all day and enjoy most of her life there. Although she rarely leaves home, she is often acquainted with Suika and Yuyuko including those who maintain the border of Gensokyo; mainly Reimu. Though she is often flaky and unreliable all the time, when the safety or security of Gensokyo is at stake, she will do whatever it takes to get involved.

 

7PCThlS.pngCirno 

Age: Implied to be 60 years, however childish in Youkai terms Abilities: Manipulation of anything that is cold

Cirno is a Youkai Ice fairy who mostly spends her time in the Misty Lake. Comparing to average fairies that live throughout Gensokyo, she is considered to be the strongest of them all with her ice attacks and skills. Often, she loses to those she challenges to the residents of Gensokyo. Cirno's personality is childish, rather incompetent, and aggressive; attacking anyone who she thinks as an enemy without thinking twice of the odds.

 

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Here are some screenies of the project! It's not much but many many more will be added once the demo progresses!

 

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       For now these are test videos for now just to show we're getting some things done. But it's better than screenies no? We'll include some very soundtracks used in the Touhou project that you will not find anywhere, it took some time to find the very ones that are fitting to the story and battle. More to come after a few works!

 

 

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Explore the open world of Gensokyo anytime anywhere! As you venture through your story, many challenges are ahead to test your skills, These challenges include story-changing sub scenarios, quests, finding vistas, and testing your battle skills against formidable foes in many skill challenges hidden around Gensokyo, from land sea, and air... including the underworld....

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Don't always rely on pure power to defeat your foes! The Enemies in Gensokyo are relentless, they will do whatever it takes to get you into tough situations. Enemies will also remain strong as you get stronger, be careful not to let your guard down at all costs, you won't turn back once it's done!

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The ultimate difficulty of Touhou, unlocked after the main story which unlocks extra content for you to finish up! More locations are revealed, Time won't stop in battle, enemies gain new skills, and nothing will stop these new enemies to try to take you down. Nothing is safe, nothing will be easy, survival and strategy is the only key to victory....

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If you like being a berserker that relies on heavy damage, a tank that can take damages for your allies, or a healer that can help your allies survive. You can build the stats of your characters any you like. Instead of weapons and armor granting you stats, you will be getting Jewels; upgrade components that grant bonus stats to your characters, in which you can remove them anytime you want. To achieve the jewels you would like, you can find them hidden around Gensokyo, or... create them by crafting them!

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No random encounters, enemies will freely roam around the areas where you cross, but they won't stand there all the time! Unique map encounter AI will make sure that you are careful at all times. From disappearing to appearing, while some chase you if you get within their range, and some... do nothing at all but just walk or stand!

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The primary sources of power and the main form of attacks of the Touhou Realm. Every character have unique powerful Spell and Skill cards to use in their time of need. Each have different effects and abilities that can turn the tide in battle to ensure your advantage or your victory. Be sure to use them at the right time however or else face the long cooldowns!

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We did our best to make this Touhou project as custom as possible! From RTP Parallax mapping, custom Touhou portraits, to custom Touhou menus and UI, We hope to give you players a different experience to our first time fanmade Touhou RPG project!

 

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We thank the following people below! Without their scripts and resources, we wouldn't have this project!

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Donate your free support to Reimu Hakurei and the Touhou project! We don't accept money, we accept free hugs though~ If you like to support us, use this banner below! Even though this project is still in a work in progress, the amount of support we can get from you will help us keep going no matter what~ Even so, we'll do our best to give you guys a great experience~ :) Thank you for your time to look at our project, we'll see you next time on the next update~ ^-^

 

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#72879 RGSS3 Scripting Tutorial Videos

Posted by DP3 on 19 December 2012 - 01:57 PM

Only a week and a half into my holidays and I'm up to the point where I'm trying to find more productive ways to procrastinate.
So here is my latest scheme. It is my hope to start from the very beginning and go all the way up to RegEXP (as that was my ultimate goal when I started scripting).
Edit: Not on holidays anymore, but still continue when I can...


Tut 01 ~ Variables
Tut 02 ~ Variable Types and IF Statements
Tut 03 ~ Methods & Functions
Tut 04 ~ Method Arguments
Tut 05 ~ Boolean Operators
Tut 06 ~ The 'Return' Keyword
Tut 07 ~ Playing Audio (BGM, BGS, ME, SE)
Tut 08 ~ Arrays
Tut 09 ~ Classes
Tut 10 ~ The 'New' Keyword
Tut 11 ~ A little on Instance Variables and some more on 'New'
Tut 12 ~ Class Inheritance
Tut 13 ~ More on Class Inheritance
Tut 14 ~ The 'Super' Keyword
Tut 15 ~ Hierachy of Classes and Methods
Tut 16 ~ Aliasing Methods
Tut 17 ~ First Script: Collision Sound
Tut 18 ~ 'If', 'Unless', and the 'Case' keyword
Tut 19 ~ Loops
Tut 20 ~ More Loops and the 'Break' Keyword
Tut 21 ~ Concatenating Strings
Tut 22 ~ Gsub (Replacing Text)
Tut 23 ~ Modules
Tut 24 ~ Module Methods
Tut 25 ~ Some Altenate 'If' Statement Code and .is_a?
Tut 26 ~ Going Through the Workings of the Default Scripts
Tut 27 ~ Ternary Operators
Tut 28 ~ Second Script: Play SE on Balloon Pop-Up
Tut 29 ~ Aliasing Module Methods
Tut 30 ~ Creating Command Window Options
Tut 31 ~ Creating a Window and Drawing Text
Tut 32 ~ Using Script Calls in Events
Tut 33 ~ Creating a Custom Scene
Tut 34 ~ Using Sprites and Textures
Tut 35 ~ attr_reader, attr_writer, attr_accessor and Saving Variables in a Save File
Tut 36 ~ Writing a Basic Word-Wrapper
Tut 37 ~ Finishing the Synopsis Scene
Tut 38 ~ Writing Script Instructions
Tut 39 ~ Accessing Pre-Made/Internal Data
Tut 40 ~ 2D|3D Arrays
Tut 41 ~ Hash
Tut 42 ~ Horizontal Commands, Animated Sprites, Window Entrances
Tut 43 ~ Scrolling Text in a Window
Tut 44 ~ Third Script: Sound Test Scene (Part One)
Tut 45 ~ Third Script: Sound Test Scene (Part Two)
Tut 46 ~ Third Script: Sound Test Scene (Part Three)
Tut 47 ~ Third Script: Sound Test Scene (Part Four)
Tut 48 ~ Third Script: Sound Test Scene (Final)
Tut 49 ~ Structs
Tut 50 ~ Getting Access to the Contents of Noteboxes
Tut 51 ~ Regular Expressions
Tut 52 ~ Getting Multiple Regex Matches
Tut 53 ~ Event Commands and Comment Tags
Tut 54 ~ Creating a Core Script
Tut 55 ~ Fiber.new { explain_me() }


#12224 Khas Awesome Light Effects

Posted by Khas on 19 January 2012 - 12:15 PM

Awesome Light Effects 1.0
by Khas Arcthunder


- Introduction:
Hello there! This is an advanced Light Effects script, which provides realistic effects. You can setup your own effects (static light sources) and create a lantern (dynamic light source).

- Features:
Realistic Light
Light does not pass over walls, blocks and roofs
Static Light Sources
Dynamic Light Sources (like a player's lantern)
Multiple effects
Easy to use (comments)

- How to use:
All the instructions are on the Awesome Light Effects demo.
Please read them carefully.

- Video:


- Screenshots:
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- Links:
Terms of Use: English - Read before use
Download: English - Latest version at the end of the post
Donations: Click here!

- Credits:
Created by Khas Arcthunder
Enjoy!


#56427 Word Wrapping Message Boxes

Posted by KilloZapit on 11 September 2012 - 02:18 AM

Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future.

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Edit: Now up to version SEVEN! Six is afraid of it!)


#16020 Omega Lunar Map Editor

Posted by Omegas7 on 18 February 2012 - 08:34 PM

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Hello everyone. One year ago, I had this little idea floating around, but never had the chance to develop it too much until recently. Codenamed Lunar Crystal, this Windows application is a map editor. Head to the F.A.Q below to understand why was this created - for now, let us focus on what this is.

You can make excellent maps with this, but do note, this is not for newbies. If you are interested in creating detailed maps with some advanced features and utilities, this application may interest you. It DOES consume more time than normal, but this isn't about time. This is about quality mapping. These are rather early stages of development, and there is so much more we can add/improve. Your comments are welcome. Read the F.A.Q.

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  • Unlimited tilesets
    • Each tileset follows VX's format: 512x512
  • Unlimited layers
    • Make organized, detailed maps with all layers you want.
  • Pixel-precision object placement
    • Choose the graphic you wish, and put it anywhere on the map. You are not limited by any grid at all - just like parallax mapping.
  • Pixel-precision collision editor
    • Given you can put anything anywhere, the player will also be able to move anywhere (pixel-precise), so now you can quickly tell the passable areas right in the editor! (see guidemap for more explanation).
  • Animated objects
    • Animate your own objects with any size and frames and speed you wish.
  • Real-time preview of animated objects
    • While creating your map, see your animated objects already with life right in the application!
  • Fill floor with tiles
    • Need to make some ground quickly? Just choose your tile(s), click a button, and instantly fill the layer with it!
  • Chain placement
    • You may create perfectly aligned rows/columns of a certain object with this powerful feature!
  • Export to raw data, interpret in many ways
    • Lunar can export to simple, text info. VX, Ace, and even other game engines can read the data and compress it in their own way. (VX will have a script to convert to secure data, for instance).
  • Run-time map generation during gameplay
    • Lunar doesn't create a huge image for you to use in parallax mapping - instead, Lunar's data is used to build the map during the game - saving valuable disk space!
  • Quickly save/load Lunar files.
  • Nearly infinite undo/redo.
  • Preview screen tint color right in Lunar.
  • Quickly edit lighting spots within Lunar to produce lighting in your game.
    • Existing lighting scripts can be used along with such spots.
  • So much more, and suggestions always welcome!
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A simple and quick overview. It lacks some information, but it is good to get a basic idea of Lunar.
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Some people I'd like to thank due to their support in some way toward this project (whether they knew about it or not):
Catcat helped me arrange some of Celianna's wall tilesets for usage with Lunar.
Celianna gave me permission to use her tiles for Lunar testing and distribution.
Xiie (Reisen) and Zadorain are into beta testing sometime soon.
Buju made some animated water tiles (actually, he made them in exchange for that Barter script thing...). Unfortunately, I will not be using them. However, he did made an 8-directional Aluxes character too which I might actually use.

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Lunar is a new project under early development stages. There are many ways you can help us:
  • Post, comment, give feedback, etc. Be active with us, let us know your ideas, and let other people know about Lunar.
  • Are you an artist? Have you ever made tiles? Post or PM me along with the graphics giving me permission to distribute them along with Lunar - so Lunar can start off with a large graphic base immediately! We can also keep using your talents, so just let us know.
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Will it support VX and Ace?
We're focusing on VX. If things go right, Ace support should be available soon as well.
When will this be ready?
I have other projects, some similar to this, and also school. It is not possible to state an accurate release date - and I don't dare to make a guess.
So will this support pixel-movement?
It should give the option to both use pixel-movement mode (with a separate script) or tiled mode (VX default). If you choose to use pixel-movement for player/events, you'll have to set collision properties with Lunar.
What will Lunar actually "produce"? A large image? Data?
When you are comfortable with your map, Lunar can export to a generic, plain text file. From that point, you can use a script made for VX that will convert such text data into actual rvdata, which will be used for generating the maps in your game. Lunar produces no images - saving nice disk space.
How will I edit events?
I haven't touched that area much. There are many proposals: perhaps Lunar can also export a big image version of the map so you can use as a reference when placing events in the game. Or maybe Lunar will setup "spots" that can be associated with your events, so it is just a matter of positioning the spots in Lunar, and editing the event's content on VX.
Is this better than parallax mapping?
It has some advantages. Aside from saving disk space, it can also set collision rectangles for pixel movement rather easily. If planned properly, it may be optimized enough to run smoothly. It is quite a matter of what you actually need for your game. This is debatable, but this is not the place for such.
Is Lunar free for commercial usage?
Yes, just remember to credit me through [Omegas7, J.V Wong, or www.omega-dev.net/forums]
However, the graphics you used to create the maps have their own usage terms and you will have to contact their respective artists about them.




Posted Image

18/02/12 - Introduced Lunar to community

20/02/12 - Improved object select/copy/paste/moving features for multiple objects at the same time

27/02/12 - Preview screen tint color


Currently: .PNG export feature.




#69748 Falcao Pearl ABS Liquid V3 update

Posted by Falcao on 02 December 2012 - 03:12 PM

Hello

Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system.

This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc.

Also a realistic tool using pose is displayed without graphics requirements.

 

Pearl v3 change log

 

- Injected Pearl abs path
- Fixed dead posses issue
- Implemented respawn timer for enemies
- Fixed vehicle issue
- Enemies cannot longer attack you while in vehicle
- fixed stuck issue when borading a a vehicle while a follower is deadposing
- added low hp switches for enemies
- Added item quantity to enemy drops
- Fixed enemy touch damage issue
- Fixed custom graphics display issue

 

## New Notetags!##

 

** Enemies

Enemy Respawn Seconds = x - Time in seconds the enemy can respawn
Enemy Respawn Animation = x - Respawn animation id
Enemy Knockback Disable = true - Make enemy unable to be knocked back
Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x
Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x
Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x
Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x

 

# Enemies characters notetags
now you set up more than one tool at the time for enemies. this will make the
enemies less repetitive, this simple commands work as follows. it pick up one
random tool id from the list each time the command is executed. the list can be
infinite.

 

rand_skill(x,x,x) ramdom skill ids the enemy going to use
rand_item(x,x,x) ramdom item ids the enemy going to use
rand_weapon(x,x,x) ramdom weapon ids the enemy going to use
rand_armor(x,x,x) ramdom armor ids the enemy going to use

 

* Item notetags
Exclude From Tool Menu = true - Exclude item from tool selection menu
Drop Quantity = x - Enemy drop item quantity (item, weapon, armor)

 

Liquid V2 change log and features
- Anime speed Enchanted
- New dead poses for actors and enemies
- Combo feature now support infinite combo chains (rather than 2)
- Added compatibility with bigger characters actors,
- New Universal molde provided for bigger characters and normal ones
- added more configuration to the modules
- Hp and Mp bars now has the option to display pictures instead script drawing
- New single player option (disable the M Key and K is used to call tool menu)
- Added TP display to the damage pop mechanism
- Fixed minor bug when allowing tool usage while using the shield
- Added new note tag for actors and enemies, Hit Voices = se, se, se
- Added new note tag to avoid battler voices when using specific skills
- added new notetag for enemies, Enemy Dead Pose = true , use it if you want
the enemy to show the knockdown pattern when die rather than erase it
- Hidden note tags revealed (read the documentation manual ^^)
- Added new stage Falcao son (just to show up how to create debasting tools)

Here the main features

- Full and easy to use ABS engine
- Create any tool from your imagination most easy than ever
- Universal anime graphics, any character can use the graphics including enemies
- Advance Projectile system
- Knockdown feature enable (you give the tool a chance to knockdown a target)
- Tool casting time enabled
- Tool Cooldown enable (the time you have to wait before use the tool again)
- Cooldown coutdown displayed on the toolbar
- Ammo system
- Tool special movements (able to load a moveroute from a common event)
- Tool multiprojectiles enable, you can load upto 8 projectiles at the time
- Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created
- States animation enable (up to 5 icons displayed on map)
- Buffs and debuffs enable (up to 5 icons displayed on map)
- You can assign up to 8 tools to the skillbar (overpowered dont?)
- Input module, default keys are no used by this system
- Area, ranged, spin attacks, target selection enabled
- Invoke skills for weapon and armors enabled
- Interactive enemies with knockdown, sensor enabled
- Enemies use any tool that the player or follower does
- Enemy battler enabled, so you decide if you want display the battler graphic
- Enemies are able to heal themselves, have allies enemies etc
- Enemy die commands, collapse animations etc.
- Party system! your followers have a command to start fighting
- Followers are able to heal allies, player etc
- Smart targeting system, followers choose an individual enemy to attack
- Agro system, followers and player have a chance to get the agro of the enemy
- Token system (you tag any event to start when was hit by a tool)
- Tool targeting system, autotarget, etc
- Player selection scene enabled
- Quick skill bar enabled
- Item pop up enabled
- Antilag enabled
- Lag free
- Summon system. you can command the tool to use tools by using a common event
move route as manager action.
- Enemies states, buff and debuff display
- Combo system for the tools ( you can create an epic combo chain)
- Mouse support! you can trigger tools by clinking the skill bar icons!


Installation

The script comes with a full documentation. read it.


Terms and license

- Do credit me Falcao as the creator of this ABS system
- You can modify anything you want
- You are allowed to distribute this material in any webpage
- Do not remove the header of any scripT shelf
- You are free to use this script in non-comercial projects, for comercial
projects contact me falmc99@gmail.com


Credits and thanks

Script created by Falcao


Demo

http://falcaorgss.wo...arl-abs-liquid/
 

Resources and Add-Ons (optionals)

Here and add-on for displaying the followers Hp and Mp on the screen
http://falcaorgss.wo...rty-hud-add-on/


,Resource pack, it contains swords, staffs, magics, military graphics etc.
http://www.rpgmakerv...0200#entry70200



MedIA

Here a video of the Liquid v2 Falcao son showing some debasting tools



Here a video of the game play




Here some pictures, i took few pictures because i already provide two videos

 

Pearl V3 Pictures

 

Enemy low hp feature

Pearlv3version_zps635c4250.png

 

Enemy Respawn

 

pearlv3espawn_zpsdffa9568.png


Tool samples
ToolsPearlv2.png

Tp skill Lighburst that destroy everything
lighburst.png

New dead poses for followers and enemies
pearldeadcharactersposes.png


a party battle
Partybattle.png

Buff states and debuffs display
AbsStatesandbuffs.png

Enemy buff states display check below the HP bar
enemybuffs.png

Tool selection
abstools.png

Player selection
absplayerslection.png




#163856 Theolized Sideview Battle System (Version 1.4 + Patch!)

Posted by TheoAllen on 23 April 2014 - 07:24 PM

Theolized Sideview Battle System

(Or if you prefer, you may call it Theo Animated Battle)

 

Original Post : Theolized Sideview BS
Version : 1.3c (Stable) / 1.4 (Open Beta)
Type : Battle System / Battle Engine
 
Opening :
This is my first battle system script and my masterpiece script so far. At first, I made this script for my own personal use. Back then when Ace was released, I always wanted an English version of Tankentai. But I heard nothing about the translation. I thought it was impossible tankentai to be translated to English. Moreover, it has bad compatibility to other scripts. Then I looked at avalaible battle scripts, and not even a single script I like. I just don't get the idea of those scripts. Then, hence my ambition started. 
 
Introduction :
This script was greatly inspired from Tankentai VX version and Eremidia : Dungeon! game. It's mainly aimed for free sequence animated battle without standard. I mean, there is no such a thing like "play all frames in row x" (the reason why I did this is because I hate standards). You can pick any grid in your spriteset. You can even use unorganized spriteset if you're too lazy to make one. As long as the format is consistent.
 
To be noted that this script is not avalaible in English version yet. But you can try my sample game before you decided to wait for translate version or not.
 
Translation done! Enjoy now! :D
 
Features :

  • Animated battle of course
  • Free battler sequence
  • Free format battler sprite. You can even use unorganized spriteset as long as the format is consistent
  • Built-in damage counter
  • The rest are written in script ... and my sample game ...

Screenshots (Taken from old version) :

Spoiler

 
Video :
video for version 1.3 (also trailer for the sample game)
Spoiler

video for version 1.4
Spoiler

video for setup demonstration
Spoiler

You can look at my playlist if you want more
 
Scripts :
Scripts Download = github repository (old version, havent update it yet)
Demo = Sample Game
 
Version 1.4 (Beta) : Click here | Mirror
Animation Samples / Alternative demo : Click here | Mirror
 
Note :
If you want to download in solidfiles. Here is the way
Spoiler

 
IMPORTANT! Patch for version 1.4 - Last updated: 04.02.2015
Just various bugfixes. Most likely going to stable version
https://github.com/t...1.4 Bugfixes.rb
 
How to patch? Simply put it below implementation
tsbs-patch.jpg
 
Newly Released addon :

Questions and Answers :

Spoiler

 
Terms of Use :
Spoiler

 
Special Thanks :
Spoiler

 
Author notes :

  • I use in script editor to make sequence movement instead of too many notetags as Symphony and Victor's do. It because there're already many script that uses notetags and notebox itself has no scroll.
  • As you know, I'm not so good at English. So I'm sorry in advance if there's any unclear informations. Feel free to ask

Version 1.4 Release note :

  • My aim is to make it compatible with Luna Engine without extra patch. However, I haven't tested it with the latest version of TSBS.
  • It's still beta version. In other word, it may have many issues. You may test the script, but if you're going into real development, I suggest you to use the stable version 1.3c instead.
  • I haven't update the github at the moment. Considering it's still beta. Script must be taken by download the demo.
  • I changed the config 1 and config 2 parts. So, you need to update them as well.
  • Battle backdrop decoration addon is not translated yet. There're too many instructions that I can't really handle right now. Perhaps, sometimes. Also, it has a little glitch which I currently dunno how to fix. if you use Alarm Tone, in next battle that not use alarm tone, there 1 frame glitch where the screen blended with a wrong tone.
  • Sorry if the demo looks so messed up. I don't have the will to clear that up "OTL
  • TSBS version 1.4 will not updated. If you reported a bug, I will likely to make the patch instead.
  • Battle music taken from Dragonic Symphony if you wonder.
  • I added extra showcase of my scripts like animated portrait and hover notif :P
  • Want to use the map BGM? That's mine, go ahead if you want to use. And you need to credit me as well.
  • After these hardworks, I will likely to take a very long break and will not touch anything complex related with the battle system (unless I choose to). But I will still provide the support for TSBS as long as I'm avalaible.



#14164 Mapping in five easy steps - Indra's quick and practical method

Posted by Indra on 31 January 2012 - 05:11 PM

So, since lately I’ve been doing nothing but mapping (what with the writing muses being on vacation). I’ve mapped and mapped and mapped, and not for myself (to me it’s harder to laze about when it’s something for other people) and I’ve grown somewhat confident in my mapping skills. Some people asked me the typical “How do you do it?” or commented “You’re fast”.

The answer is being practical, using the editor, and practice. My mapping style is not pretty. I’m not a parallaxer. I use the editor and a 100% RTP tileset. I’ll summarize my usual methods below. I’ll be assuming you know the mechanics of the editor (shift clicking, the shadow tool, etc). While I use the ACE engine and the RTP for the examples, any engine that uses an editor and a tileset should be the same (heck, you can probably apply this to parallaxing too).


Step 1: Setting
Take a piece of paper. Or the editor. Whatever works. What are you going to be mapping? A city, a dungeon, fields? Each work differently, so it’s important you set on that first.
Now, what’s the point of the area? Is it a plot scenario? Is it only a glorified corridor to transfer to the next area? Is it a place where a secret npc/item/monster shows up? Does it NEED to have certain equipment/features?
If it’s a complex area (more than one map) you’ll want to think of a rough idea of how they are connected. You can later modify this as needed, but it helps to know how to organize the maps and what direction to map towards.

With that in mind, set down a barebones of how the rooms are distributed and what is in each room. Depending on the map, plan on other floors too.

For the sake of this tutorial, I’ll make an interior map, a temple. We’ll make it a wide building with two floors and the central area longer than the rest. (I will only fullt map one room, but this way you can see the room distribution and planning).

Posted Image


Step 2: Barebones and structure
With a rough idea of the distribution, it’s time to make an outline of the actual map. Take the ground tile and make the shape of the room, then add the walls and limits.
Does it look to big/small for the setting you want? Adjust as needed. You can plop down temporary tiles in the map to see how it fills out and if it needs more space or less. It’s also the time to do a rough division of the maps. If one map has different areas, you can use walls or a different floor tile to make the map more compact and interesting.
For now what tiles you use exactly is not a concern. Just focus on distribution and space.
Also set the connections to other maps (if you have them).

For the example, we’ll map the main room in the first floor of the temple. On the far top of the map we’ll put the altar with the statues, and at the sides we’ll put a couple of counters and shops (because it’s selling its talismans, or whatever).

Posted Image

Step 3: Style and primary items
Time to choose what to use. What tiles are you going to be using for the walls and floor? Do they match? Do they fit the setting?
You wouldn’t put a fancy rug in a very poor house, and you wouldn’t use a ragged stone wall on a posh palace. Same goes for furniture. Try to keep in mind what the map is FOR. It makes no sense to put cupboards full of bread and wine in a smithy, and a bar won’t be displaying jewellery.
If you find you’re lacking specific resources, you can get them now or use a placeholder and find them later (say you need a certain style of statue/column/furniture you don’t have on the tileset).
When you’ve placed your A tiles (walls and floors) place the focus points of each area. Counters and a few items in a shop, beds in a room, statues, etc. Whatever is important.

Posted Image

Also settle on your mapping style. What sort of wall height do you use? Two tiles, one tile, three? Do the lower limits of the wall display the outer wall? Do you use a cut-off floor tile? How do you map exits and transfers?

Here are some common styles (of course, these are not the only ones that exist)
Posted Image

Step 4: Details
With the basic map done, it’s time to go crazy and fill out the rest. With the core items in place, the rest is dressing the map up.
Unless the point of the map calls for it, what you want is for it to be neither empty not cluttered. More than the actual contents, it’s a matter of distracting the player’s eyes.
Keep in mind where the player is supposed to WALK, and let their path free of obstacles. Around that path, add decorations, not occupying every single tile or being too symmetrical; try to be random. Also keep in mind where the tiles are designed to be used. Some are clearly made to sit on flat surfaces like counters or the floor, others are mounted on the walls.

Posted Image

Step 5: Finishing touches and revision
How does the map look? Do you like the effect? Now that it’s done, do you dislike the walls, or the floors? Go and change them. Did you need some tiles you didn’t have available and used placeholders? Go and import the correct ones. Fix everything that needs fixing.

It’s also the time to apply the final shadows. Since any use of the shadow tool tends to snap back to the default if you touch it during mapping, you should wait for the last phase to add them. Remember to keep a fixed style. If you paint shadows over walls, do it always the same way.
Also remember to apply shadows to add depth (for example in bridges, overhanging areas and such.

Posted Image

When everything’s done, step back and revise the result. Did you miss some shift-click mapping? Are all the shadows correct? No cut-off mapping errors? If so, you’re done!


Things to remember:
-Keep a constant style. If you decide to shade over walls, do it all the time. If you use a cut-off floor style, keep it. If at any point you decide to change your style, revise everything and change it.

-Remember to leave clear routes for the player to navigate and always playtest your maps when they’re ready to see if there are any passability errors.

-Keep a consistent and reasonable setting. If a city is poor, it won’t have many niceties like paintings in the houses or fancy furniture. A town in the snow will usually have fireplaces and fires to fight the cold; hot tropical settings don’t have much use for them. Remember to decorate all maps according to their setting.

-With VX Ace you can make as many tilesets as you want. Sometimes it may be a matter of simply adding things to an existing tileset, which is only a matter of making a copy of the tileset (so you don’t have to manually input all the passabilities again) and adding an extra tile sheet with what you need. Remember Ace has split the tiles over five tilesets; what you need for a dungeon may simply be under Interiors.


Tips and tricks:
-Interior areas: it’s a good tactic to make interiors vary from simple squares by editing the base shape.

Example:
Posted Image

You can also create a nice visual effect by splitting the space with walls into lesser rooms. You will have to watch out, though, walls take a lot of vertical space depending on how high you do the walls, so this setup will quickly eat up space (this is actually a good thing if you have areas with nothing interesting to add).

Example:
Posted Image

-Exterior areas: Grass, dirt roads and elevation are your friends. Patches of grass and dirt roads (or differently colored grounds) divert the attention of the player nicely. Roads are especially useful to give a sense of direction to the player. Remember to randomize them a bit so they’re not completely straight lines.

Example:
Posted Image

-Dungeons: It’s especially important to remember what you’re supposed to do in each map. If there’s a puzzle in there, don’t clutter up the place and let the player roam comfortably. If it’s only a decorative hallway to another map, make sure there’s some direction as to where the player is supposed to go.

Example:
Posted Image

-Simple edits and recolors: Everyone can do this, and it helps a lot to create ambience. You may find that repeating, for example, the same weeds and flowers in fields over and over across the world gets old. It’s simple enough to recolor the flowers or make a simple cut/paste job to come up with new items. Small obejects like flowers and single tile decorations are usually simple to cut and combine.
There’s also recoloring. The same grassy tiles can become a different map just by changing the colors (making the coloring greyer, more vibrant, a different tone, whatever) same goes for walls and floors.
So if you ever feel like those trees, caves and stones are looking boring, crack open a graphics editor and mess with the tiles a bit.

To finish, here's an example of the five steps for examples in interior (the same we just did above) exterior and dungeon areas.

Interior: Temple
Posted Image

Exterior: Forest
Posted Image

Dungeon: Ice Castle
Posted Image


-------------------------------


And that's all! I hope you find this helpful. If you have any questions or feel some areas lack explanation, tell me and I'll work on it.


#30223 Basic Game Time + Night/Day

Posted by Vlue on 27 April 2012 - 08:18 PM

Basic Game Time + Night/Day v1.6
by V.M.


Introduction

Provides a series of functions to set and recall a new variable known as game time, as well custom tints based on current game time to give the appearance of night and day.

Features
- Game Time, complete with unfancy little clock
- Night and Day cycle with custom tints and timing

Screenshots
Spoiler


How to Use
Plug and play and customize if needed

Script
Convenient Pastebin: Here
Click here instead if you want to go that extra mile: Here

FAQ
None at the moment

Credit and Thanks
- By V.M.
- Free to use in any project with credit given

Author's Notes
Hopefully nothing explodes

V1.6: Added function to hide and show clock with script call
V1.5: Added functions to stop time or tinting
V1.4: Fixed bug where toggling game clock with it unused would crash game


#206350 Mega Map Pack available on Steam Worshop

Posted by Jonnie91 on 30 January 2015 - 11:32 AM

You might've noticed that the last couple of months the ReStaff team has been quiet, well now it's time to reveal our surprise we've got a MASSIVE selection of maps that are NOW available to download from Steam Workshop, with a HUGE selection of maps from our Resource Team and also a small selection of music from myself. I'll be adding images but for now here's a little sneak peak of the music from the resource pack made by myself: 

 




#114313 GubiD's Tactical Battle System v2.4 for VX Ace

Posted by GubiD on 08 July 2013 - 09:43 PM

GTBSv2.4 for VX Ace!  

GTBS has been a side project of mine for many years. After deciding to learn scripting all the way back in 2006 so that I could create a game with it. The system is now completely functional in RPG Maker VX Ace. The system boast a number of features including:

  • Tactical/Grid based Battle
  • Smart/Configurable AI
  • Note Tag Configuration of MOST options
  • Animated Battler System (Now supports Holder/Minkoff as well as GTBS animated sprites)
  • Action List - A list of actions(movement, icons, screen etc) that should be played when a skill is used
  • Mini Side View Battle Integration 
  • Summons
  • Configurable skill/weapon ranges
  • MGC Layy Meta Engine (3d Isometric) support
  • Many many more!

If you have any questions regarding setup or advanced functions, please start at the FAQ page on the Wiki

If you still cannot find the answer your looking for please visit the Forums to post your question. You can also create new bug reports from the New Issues tab to report it as a bug in GTBS.

 

Change Log:

v2.4 - Release Notes

 

Download/Demo

Download from my Dev Website

 

How to Install

 

License

Also contained within the download zip file:

 
The script contained herein known as GTBS is the work of GubiD and a few other contributes, namely MGC/Cowlol.  This script can be used free of charge for all users, including commercial game creators.  This Script(GTBS) requires only that you show credits within the game to GubiD.  If you do plan on selling commercially then it is recommended that you at least donate to the GubiD Scripting Service on Paypal
 
NOTE: There are other scripts included in this one that may require Commercial Licenses.  Specifically Victor Saints Pop Damage script.  It is required for GTBS to function.
 
The using of this script in your game is at your own risk.
 
This script is not without error, but it is has been through months of testing from over 300 users to ensure it is.  If an error is encountered, please post it on my development website under the GTBS project.  There other users or myself can provide answers/solutions to the problems.  Bugs may or may not be fixed when reported. 
 
Do not post direct links to the downloads files, instead link the page on my website that contain it.  This is the best way to ensure not only that people are receiving the most current copy.  Plus it is courteous to send the traffic my way. 
 

 

Known Issues

See the Issues Tab for known or pending reported issues.  You can also use this section to request new features or browse what others have requested. 

 

Final Notes

Thank you everyone whom helped. The work you have done and assistance you have provided was invaluable. You have helped make this project a success. But have no fear, this is not the end for GTBS. It is merely but another starting point.

Please help Support the project by btn_donate_SM.gif 'ing.

 

Don't forget to visit the GTBS forums and wiki for installation and other help in regards to GTBS.

 

 

Issues reported on this thread will be ignored.  If you want to my attention to the issue, please search and post the issue on my dev website mentioned above in the download link.




#113744 Godra Region - Pokémon RPG

Posted by GregWilder on 05 July 2013 - 01:07 PM

KudrR7d.png

 

 

Abstract: The first choice driven Pokémon RPG.
Genre: RPG
Game Progression: Total progress: Demos are up!
FINAL 1.0: https://www.mediafir...56g7a5ff5e1750b

SPECIAL:

Spoiler

Please report any bugs or problems here in this topic, or on our Wiki page under Known Bugs!

RELEASE DATES: SPECIAL NOTE: THANK YOU TO EVERYONE WHO POSTS BUGS!!! I REALLY APPRECIATE IT!!!

Spoiler

September 13th - Beta Version 1.7

November 9th - Beta Version 1.8

February 15th - Beta Version 1.9
June 28th - Final Game 1.0

Final Game 1.1
 
Story:

Spoiler

Character Bios:
Spoiler

Credits:
Spoiler

Screenshots:
Spoiler

EDIT: Pokémon Godra gameplay trailer!
%5Burl=http://www.youtube.c...h?v=inl1thSM--o]http://www.youtube.com/watch?v=inl1thSM--o[/url]
Features:
Spoiler

Support:
Spoiler

Known Game Crashing Bugs:
Spoiler

Tired of cancelled Pokémon Fangames? This is the game to watch!!![/b]




#260632 Jubilee Royale

Posted by Whiona on 11 February 2016 - 05:10 PM

Ixtkd6P.png

presents...

 

Bj1bTTv.png

 

Jubilee Royale is a fantasy/romance RPG about Princess Cybil's quest to save her kingdom.

Check the headings below for more information about the project!

 

uzUEsDB.png

Spoiler

 
 
WoRrx2U.png
 
Spoiler

 
 
UAwE9PO.png
 
Spoiler

 
 
42MUh8v.png
 
Spoiler

 
 
WjoDp7s.png
 
Spoiler



FNXjglL.png
 
Spoiler

 
 
Dv3dA0p.png
 
Spoiler

 



Want to help support this project?

Just pop this banner in your signature and link it back to this topic!

 

ctjPcGv.png

 

Thank you so much for your interest in Jubilee Royale!! <3




#15457 Sapphire Action System IV

Posted by Khas on 13 February 2012 - 07:59 AM

Posted Image


- Introduction:
An ABS, plus a Pixel Movement and a Particle Engine. The result? SAS IV.

- Features:
Full Pixel Movement
Khas Particle Engine powered
Realistic Collisions
Awesome Gameplay
High customization
Weapon icon
Easy to use
Skills
Lag free
Damage PopUp
Optimized HUD
Voice
And more...

- Add-ons:
Optimized HUD with HP, MP, EXP and Skill
Damage PopUp script
Heal player when Level Up

- Instructions:
All the instructions are on the SAS IV demo.
Please read them carefully.

Video:
http://www.youtube.com/watch?v=_GKpmKBsmwc

- Screenshots:
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

- Links:
Terms of Use: English - Read before use
Download: English - Latest version at the end of the post
Donations: Click here!

- Credits:
Created by Khas Arcthunder.
A special thanks to OmTsTM for testing SAS and recording the video.


#31047 Music Loops & BGM Collection - Free Commercial Use

Posted by Aaron Krogh on 30 April 2012 - 01:04 PM

Friends,

I'm sharing my background music resources for free use, including commercial use. There's no need to ask for my permission to use these, but please include me in your projects' credits with my full name, Aaron Krogh;) 

 

You may download my entire free music collection up to 2014 from the following MEGA.co.nz links posted below. These tracks are in MP3 format unless otherwise noted, and they were written specifically with RPG Maker in mind, but they can be used for any kind of project. There are too many to offer individual downloads for each of them, but you can download several individually from my SoundCloud page.

 

DOWNLOADS: (Links updated, 2016.06.25)


FINISHED TRACKS, 2010 - 2014, #110, 147 - 314 (Includes all previously released, free SoundCloud tracks.) 

DOWNLOAD ALL (245MB)

 

EARLY DEMOS, 2006 - 2009, # 001 - 105, 121 - 141 (Includes previously unreleased tracks from 2006-09. Many are unfinished and don't loop smoothly.)

DOWNLOAD PART 1 (344MB) | PART 2 (272MB)
 

Open the following spoiler to view some track descriptions ordered by type and intended function. Think of the list as one of suggestions for potential maps, areas, or scenes. Feel free to be creative and use a track for something completely different, instead!

Spoiler




#170080 Art poo

Posted by When Bugs Roam Ur House on 31 May 2014 - 07:43 AM

Erp, hello. (_A_)
 
I just thought i'd (finally) show some of my drawings since late is better than never ('XD), and i've heard some people have been curious about seeing some.
 
Well, here are some things i've made.
 
-----------------------------------------------------------------

  • Sketches/ linework (old -> new)

lhzNwJLs.jpgztad3oAs.jpgYrQizEts.jpgebxvYS8s.jpgCmsDiKJs.pngDT3NnoSs.jpg

  • Colour (old -> new)

rdO5yWKs.jpg1L5d4Pjs.pngB6qBDxNs.jpgsljaoz1s.pngfBbhdETs.pngKjrDD19s.pnglVqkzmrs.pngtIMV628s.png

  • Backgrounds (Old -> new]

Wzv5wqws.jpgV8msMTXs.jpg3EEN24Ys.jpgqEXZn8Ns.png
 
-----------------------------------------------------------------

  • Old (old -> new)

Spoiler

 
I would love to finish a full character + background drawing sometime.
I'm open to criticism.




#169586 Basic Quest System

Posted by Vlue on 28 May 2014 - 02:03 PM

Basic Quest System v1.1a
By Vlue


Introduction
Is your RPG too boring? Do people get lost easy? Do you want to make a mock MMO? You don't have to answer yes to any of those questions, but it helps if you want to use... Basic Quest System! Which gives you quests and junk. Yay.

Features
- Create quests with objectives and stuff.
- Quests can rewards gold, or exp, or items, or nothing, it's up to you!
- Nifty accepting and completing windows!
- A quest log!
- A quest overlay!

Screenshots
BLHKRxl.png  sa0BII4.png

How to Use
Make a lot of quests, set up quests in events, enjoy!

Script
On pastebin, as usual: http://pastebin.com/tyM7s1Pj

FAQ
Q: I have a question.
A: No you don't.

Credit and Thanks
- By Vlue
- Free to use in any project, commercial or otherwise (despite what my accountant says (hah, like I have an accountant)), with credit given

Author's Notes
... of these scripts now.


#223899 My Little Pony: The Game

Posted by Rikifive on 24 June 2015 - 09:24 AM

 

pEPf7iz.png
This is a fan-made project, that is not associated with Hasbro, Inc. in any way.
The creator of this project will never make any money in any way from it.
My Little Pony: Friendship is Magic is the property of Hasbro, Inc..

 
 

TMyiNhB.png

 
 

bNlYjr2.png
This is a fanmade Local Multiplayer Ponified Kid-Friendly Turn Based RPG based on My Little Pony: Friendship is Magic TV series.


aOSj4X1.png
A unicorn pony, Twilight Sparkle receives a very important mission from Princess Celestia, the ruler of the magical land of Equestria.
She and her assistant, a baby dragon named Spike are sent to Ponyville, where her task will be to meet other ponies and study about the Magic of Friendship.
With their new friends, they'll go on adventures and solve various problems.


ie51hZ0.png
6xNmzqs.pngTwilight Sparkle
A book-loving unicorn pony with extraordinary magical abilities. Represents the element of Magic.
> high magical power and resistance
> high MP

kWfAXTx.pngRainbow Dash
An action-loving colorful pegasus pony. Represents the element of Loyalty.
> high speed
> weather control (elemental abilities)

yMJe02r.pngPinkie Pie
An extremely energetic and sociable earth pony. Represents the element of Laughter.
> high speed
> explosive abilities!
> party-buffing singing abilities

hczcfpn.pngApplejack
A brave, reliable, strong and mature earth pony. Represents the element of Honesty.
> high physical power and defense
> high HP
> party-buffing abilities
> lack of magical abilities
> low magic resistance

26IaOMg.pngRarity
A unicorn pony with good manners and love for beauty. Represents the element of Generosity.
> magical abilities dealing physical or magical damage
> party-protecting abilities

RCuyffo.pngFluttershy
A kind and shy, with love for animals pegasus pony. Represents the element of Kindness.
> low HP
> doesn't attack on her own - animal-calling abilities
> healing abilities
> party-buffing abilities

 

8iLHFOh.png

Spoiler

 

5GPoZNo.png
♥ PONIES!
Discover the Magic of Friendship!

♥ Story and events heavily based on the TV series
What happened in the show, will happen in the game along with RPG elements and additional plot.
Didn't watch the show? Don't worry, you'll absolutely not get lost because of that!
However, as the show can spoil the game, the game can spoil the show.

♥ Local Multiplayer (up to 2 players)
Discovering the Magic of Friendship with a real friend or siblings will be better, than doing that alone!
Explore Equestria, solve puzzles and fight together!

♥ Energetic Battle System
As everything will be based on hit-boxes, each skill will have different usage.
A single projectile will be better against singular large enemies,
while Area of Effect will perform better against multiple smaller enemies.
Besides that, the projectiles may have different behavior dependable on skill.

Some skills may also have interaction involved, like timed action,
chain of buttons or simple button mashing when casting powerful abilities such as Twilight's Magic Nova.

♥ Each pony has a set of unique skills
As each pony is different as the night is from the day, their abilities and specialties are different as well!

♥ Skill Tree
Each pony will have a different path, gain experience to improve or learn new abilities.

♥ Skill Assign System
Each pony can assign 8 abilities, either active or passive.
A good combination of active and passive skills may give decent (even unexpected) results.

♥ Custom graphics / HUDs / Interface / Maps / Gameplay - Very low amount of RTP stuff!
RTP absolutely doesn't match the theme anyway.

♥ Resource gathering and crafting
Collect materials to craft equipment;
Combine equip-able gems to get better-quality ones;
Collect herbs and plants to allow Zecora brew potions.

♥ Many cutscenes and events
...Even too many.
Take a break and relax for awhile.

♥ Songs!
Your favorite songs from the show will appear here as well!

♥ Minigames and Puzzles
Various minigames and solving puzzles to keep the boredom away!

♥ More PONIES!
... When you'll think, that you saw everypony already.

 

1SIhLw4.png
This game features one Original Track!

AkYopVx.png
Listen on Soundcloud.com





Fp8tmw9.png

Spoiler

 

K8zLzl6.png
Not available yet.


zGYsxGl.png
You can support this game by taking this icon!
MLP-The%20Game%20Icon.gif
This icon is filled with magic, which indicates development progress of the game!
Take that icon to your signature and watch how the magic in it is growing!
To take that icon, simply highlight it and copy & paste to your signature.

This will fill your signature with MAGIC!

 

You can also support the game by simply taking this banner with you!

MLP-The%20Game%20Banner.png




#238975 Free Music Resource

Posted by Eric Matyas on 22 September 2015 - 10:55 AM

Hi everyone,

 

I've got a site up with about 500 tracks of free music that you can use in your games. It's all original...all my own work. All I ask is to be credited as indicated on my homepage:

 

http://soundimage.org/

 

I sincerely hope my tracks are helpful. Any and all comments are welcome and always appreciated. :)

 

All the best,

 

Eric