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  3. Eric Matyas

    Free Music / SFX Resource - Over 2000 Tracks

    Hi folks, This week’s new free MP3 tracks are: On my Chiptunes 3 page: PIXEL RUNNER – (Looping) https://soundimage.org/chiptunes-3/ On my Fantasy 10 page: THE ENCHANTED FOREST SMOLDERS – (Looping) https://soundimage.org/fantasy-10/ And on my Sci-Fi 9 page: ORBITING INDUSTRIES – (Looping) https://soundimage.org/sci-fi-9/ More developers have been reaching out to me about my Ogg music tracks. Please know that I’m in the process of creating them and uploading them to Gumroad, but it’s taking time since there are over 2000 tracks on my site. If you want an Ogg version of a track that isn’t available yet, just email me and I’ll be happy to create it for you and put it on Gumroad. Stay safe and healthy.
  4. Yesterday
  5. I actually did some work on my game today! :O Finally made progress on the special ability for the last member of the fairy miniboss trio to need a special ability.


    Still not sure if I should have her alert all the enemies on the floor to where you are, or directly summon enemies. Maybe I should let her do both?


    As for the other members of the fairy miniboss trio, one has the ability to steal items from you and teleport away and the other has the ability to turn invisible. All three of them have the ability to 'blink' (a sort of short range rapid teleport spam).

    1. PhoenixSoul


      Neat. Me?
      Nothing yet...
      Still waiting on art...

    2. Knighterius


      I think directly summoning enemies that are from the floor, kinda like a rollcall orb. Make a fat monster house. Also ties in with the teleportation of the trio. 

    3. Kayzee


      Hehe, a rollcall orb is a petty good example of how that would work. Though if she alerted all the enemies on the floor it would almost effectively be kind of the same thing except instead of just teleporting into the room the enemies would all pathfind their way to the room. My game actually has a stealth system of sorts, so I kinda like the idea of a noisey enemy. Maybe I should make that more of a general feature for enemies that use loud skills to be able to alert other enemies. Also some enemies in my game can hunt the player though smell as well. :3


      Also I might have told you, but my game actually has monster houses in it too! Or maybe I should say M-M-Monster Houses!

  6. aircompressor

    Dark Ice Saga: The Rescue

    Dark Ice Saga: The Rescue Kickstarter Project Now Live My family (a full-time Dad/Janitor, BEST Mom/Wife, and the 2 Kids) started an attempt to build a retro-platformer video game together. While our goal is to to produce a (fully-playable) PC game, our main purposes of this project was to: Have an at-home, S.T.E.A.M (Science, Technology, Engineering, Arts, Math) project that we could enjoy to work on together. For us all to start a project, but more importantly, FINISH IT! To challenge ourselves with learning tasks (unknown to us) about this intricate project. FUN while making and playing :) A distraction for us during the COVID-19 outbreak The game will be completed with around 100 levels (currently, about 60% is done). While it's "cool" for us to make a game for ourselves, we feel it would be a great accomplishment if we could get this game on the STEAM store. Our Kickstarter goal is to: Make enough funds to cover the $100 Steam costs. Raise enough money to put towards a laptop upgrade for my kids education (and gaming, of course). Honestly, we have no idea how to produce a video game. This simplistic-platformer has been a challenge for us and has given us more respect for creators of games (retro and modern). We don't know how those in the industry are (and were) EVER able to create all of these types of interactive media. The program we are using is RPG Maker VX ACE (ARC ENGINE script, credit to Khas). While the VX Ace was designed for turn-based RPG games, the Khas script was the only way we would ever be able to design our project. Our final game may have a file size that's big (when compared to similar games) and buggy at times (all games are), but we hope that process that we are attempting is shown with respect by your Kickstarter funds. List of Job Descriptions: 12 year-old daughter: Created all character sprites, Designed levels (20%), Colored all levels 6 year-old son: Designed levels (20%), Numerous play-through testings BEST Mom/Wife: Majority play-through tester, Positive motivator of project, Editor Janitor Dad: Initiated project, Level design, Script adjustments, Event creation Credits: Icarus by Scott Buckley | https://soundcloud.com/scottbuckley Music promoted by https://www.free-stock-music.com Attribution 4.0 International (CC BY 4.0) https://creativecommons.org/licenses/by/4.0/ Khas- Arc Engine Script Thanks for Looking! Risks and challenges If the Kickstarter is 100% funded but we are unable to get the game on Steam, you'll get a copy via email. We could send what we consider an unfinished game to STEAM, but we have levels to add and fine-tuning to take care of.
  7. Kayzee


    Hello Echo! Hello Echo! Hello Echo! Hello Echo! Your eyes are very red! Pretty! *sprinkles fairy dust on the new person*
  8. Last week
  9. PhoenixSoul

    Calling a common event from menu option

    I use Yanfly's Menu script and yep, one can call common events from the menu. I also suggest grabbing TsukiHime's Scene Interpreter (and the compatibility patch for the Menu script) so that the level up scene can be run without the menu closing. Of course, if you're wanting to skip that, I believe one can add menu commands but I'm not so good with that from scratch...
  10. Sounds more like the newer iterations of SMBX, that last part. Or Game Maker, Unity, Unreal.......okay. I agree that it would be difficult to actually have a smart syntax reader know what it is the end user wants, which is why under the hood it relies on hard-coded key terms.
  11. You do realize that any "smart syntax reader" that would be able to properly syntactically understand English and program stuff for you would basically mean a program that was as or more intelligent then a human right? A syntax tester while you type could work but wouldn't necessarily catch all errors, especially with dynamically typed languages like ruby/javascript. Not all errors are a matter of syntax after all, and most of the ones that are end up being pretty obvious and easy to fix. You know what I would honestly really like to see in an RPG Maker? More generic databases with custom types/fields. Also a fully open source engine and editor, but I doubt it would be called "RPG Maker" if it was.
  12. Hi. I've created my own attribute points system, based on events. I want to make level up system available from menu, because I use Sapphire's ABS and don't want the window with attributes pop-up during fights. Is there a way to call a common event from menu? I would like to add an option "Level up", which would do nothing if player doesn't have any attribute points (a variable I use in events), but otherwise toggles a common event with attribute system. I want to put it under "Status" option. Thanks
  13. I'm still having issues with Always, Sometimes Monsters tileset.

    I dunno what to do at this point, and I'm so spread thin that any creative energy I get is wasted the moment I try to do anything with my current project.

    I'm a wreck. I feel the pangs of angst, fear and loathing, and I am sick of the garbage. Just, take me home...I don't wanna be here anymore...

    1. Show previous comments  3 more
    2. Knighterius


      Yeah, what's the problem? Maybe we can help if you have a thread or something explaining the issue.

    3. PhoenixSoul



      It's quite simple.

      I make a map, and can only move up and down, even through walls, passability settings be damned.

      All other map types I currently have, do not behave in this way, even the modern map assets.

      The way the tiles are arranged, most of the walkable tiles are A5. There are only a few A2 tiles that can be walked on. These tiles are also arranged to be utilized as both indoor and outdoor.

      I mean, I don't have much else to say other than it seems broken.

    4. Kayzee


      Have you looked at the four way passibility settings?

  14. Rikifive


    Hello and welcome! You should be able to customize your profile now.
  15. _echo


    I'm new here and I'd like to be able to edit my profile if possible :)
  16. Like, all of what was aforementioned, +1 from me, as well as... Some database features found in console versions of RM like items that can be used to increase EXP (requires an external script in VX Ace and I don't think MV has that built-in either), as well as attaching skills to equipment (going into battle allows the user to just select the equipped item and execute the skill immediately)... I'd love to see more compatibility with sound formats like .spc, .vgm, and so on. I'd love to see as well, a syntax tester to see if there would be any errors, and to point out precisely what those errors are as well as a suggested fix. I'd love to also see a smart syntax reader that asks the end user what it is they want, and to generate syntax based on what the end user responds with. Example: RGSS: "What do you need?" User: "I need to be able to attach enhancing items to equipment." RGSS: "Okay." (provides syntax) Obviously, that last bit would be difficult to program...lolz
  17. PhoenixSoul

    Skill that inflicts more damage if target is buffed

    Yeah; I'm still a novice at this. I'm trying to get better but it's not easy.
  18. Kayzee

    eddsworld life after the end The Box Part 2

    Yeah it was pretty obvious it was just a new weapon of some kind and you were being cheeky, but I like my version better. :3 Hmmm? A Bad Dragon thing buzzing around your head huh? I think if a Bad Dragon thing is buzzing your supposed to use it somewhere else, but to each their own. :P
  19. You pretty much summed up everything I was going to see when I saw the title. Especially the tile size. I work with 32x32 in MV and it's such a chore not being able to map in the editor because it doesn't align unless you multiply by 1.5. Also eventing over multiple tiles would be very nice especially for two tile wide staircases.
  20. *oops. double posted... tired. This partially works. Maybe someone can help with finishing it. I'm tired of this and it's taking away from my own game.
  21. New quarantine challenge: Come up with the weirdest parody restaurant you can. For mine, I made Borger Kitt, a cat-themed version of Burger King.

    1. Show previous comments  4 more
    2. AutumnAbsinthe


      Amazing work! i love them all.

      @Kayzee Very soon! I just finished up a huge lot of commissions that the person then decided they didn't want anymore because they dropped the project they were for- (oof) Luckily, I still got paid.

    3. PhoenixSoul


      Well, that's a shame...

      Foster's Frizz

    4. PhoenixSoul


      McDickald's. lmfao
      (I refer to that particular restaurant by that all the time actually)

  22. AutumnAbsinthe

    eddsworld life after the end The Box Part 2

    akshbsoidfbiebifbibsoiufebjslkjes omg That's hilarious. Considering I'm a huge polyshipper, I vote go for it. In reality, it was just a new gun to try out, but I left it ambiguous to get people's minds going in a funny way and I guess it worked perfectly. Rereading that final scene with the Bad Dragon thing buzzing around my head just made it more hilarious honestly. "When the five returned to the base, they made a group effort to carry the precious cargo to Tord’s quarters." I swear- XD
  23. I'm going to go with a no on that. I worked on it for two days and figured out how to get the categories to show up but it did not show any items(recipes). and I couldn't get it to work.
  24. @roninator2 That worked perfectly. Thank you very much. I know, right? I've tried so many things including using Yanfly's item menu script. I've put the new categories into Yanfly's script and they've successfully been created in the item menu. But when it comes to the Synthesis list from Kread-Ex's script, it won't recognise the new categories. Hopefully someone will have the solution. Knowing my luck, it'll probably be something simple.
  25. That's correct if I want to check a single buff on a specific stat. I found out myslef however. The answer was: [x].any? {|param_id| b.buff?(param_id)}? Where "x" is the id of the stats I want checked. (In my case it was 2,3,4,5,6 which are ATK DEF MAT MDF and AGI). Answered with the solution in case anyone looks for it. Thanks anyway, Phoenix :)
  26. PhoenixSoul

    Conditional Branch based on actor ID stored in a variable

    Oh wow. That actually worked? I made an educated guess and nailed it. How about that. lolz
  27. While I love VX Ace, there are still many limitations to work around (most of which are also present in MV). Which leads me to dream about what would be included in my ideal RPG Maker. Not in any order, just off the top of my head: -Events that can span multiple tiles. You'd make an event, then there would be an "event size" option. This would open a window that is very similar to the "Transfer Player" window, when you select a tile on the grid for the player to transfer to. Then you can simply click and drag the square to resize it by tiles (so no pixel resizing -- unless pixel movement were to be the default...). You could also type in the dimensions if you wanted. And to make this extremely ideal, you could also set any tile to be above player, which would work great for collisions with large sprites. This event resizing would also be great for transfer player events. -XP layering, except you can add as many layers as you want (within reason). -An event command that allows you to anchor a picture to the map and set the z value (and if it spans multiple tiles, you can change the z value for each tile, and add tall sprite functionality so the head of a tall sprite doesn't go under the picture when walking in front of it, if that's what you want) -"Find and Replace" dialogue text throughout entire project -An option to toggle between normal eventing and a new "text editor" eventing which literally allows you to type events. So it'd be like coding except with the same ease as eventing. This would be amazing for added "find and replace" functionality, and tbh I find typing in long periods of time to be more comfortable than clicking all over the place. -Set the tile size for the entire project when creating a project (or better yet, whenever you want, but that'd be more tricky). Sizes would include 16x16, 32x32, 48x48, and maybe even ones unseen by RPG Maker such as 24x24 or 62x64 (or larger). -More window customization, like adding a menu (the grey bar at the top with "File" and "Options" and stuff), enable/disable resizing. Clickteam Fusion has so many options here and it'd be cool to have for RPG Maker -Screen filters (Pixel Game Maker MV has some filters I think) and upscaling options like Nearest Neighbor or Bicubic or whatever you want -Auto tile collisions, which would allow for walking behind the top part of an auto tile (like a building) -Editor customization in general would be sweet. If you ever tried the Godot Engine, you'll know that you can move any menu wherever you want to make it as comfortable for you as possible. -This applies to MV: a built-in script editor... and while we're at it, a window resizing for the script editor. I'll come back to edit if I think of any more. I've thought about this for a long time and I'm definitely forgetting some. I'd love to read your ideas for a dream RPG Maker
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