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  1. Today
  2. Eh, I planned to release "literally anything" from the pony game by the end of my vacations, but it will have to wait a bit longer heh.

    Today I had a rather tough day. I slept only about two hours, because I woke up in pain and had to get up to take some painkillers (I still feel bad, I'll take more painkillers before going to sleep and maybe tomorrow will be better). I kinda wonder if I won't end up having to take them everyday heh, something's going on... Nevertheless, I worked all day despite that, hoping to get something released today, but it's just not quite ready yet. I did clean & optimize tons and tons of code, I did implement various features like;

    - woah Twi can actually die now, visuals for that are WIP though (coz for now twi just explodes kek)
    - all spells have properly setup tiers and they can level up
    - various new sounds and stuff
    - ignore the "ducking" text, I keep it for collision testing and stuff

    the prototype is pretty much ready to be released as the core features are covered, but I've encountered some lil bugs I'd like to fix first -- and maybe add few more minor things.

    It's not like there will be anything epic to see yet, there's literally about a minute of actual content I guess. If you'd ask me, I wouldn't really recommend playing it, unless one would be curious about what's there and how the game plays. What I mostly want is to finally have something released, so that the game will start actually existing, so to speak.

    This video shows pretty much everything there is atm. I'm still polishing core features, before I'll be able to put more content.
    Also, all music tracks here are placeholder assets.

    Now I better should go to sleep.

  3. Yesterday
  4. So, for those of you who don't play Dungeons and Dragons, warlocks, unlike regular wizards and sorcerers, are bonded to one specific patron and have fewer spell slots, but can also use invocations, or spells that can be cast at will, and special boons from their patrons. Such a class would thematically fit very well with the dark fantasy game I'm making, but I'm at a loss on how to make the equivalent of a D&D warlock as an RPG Maker class. Any help would be much appreciated.
  5. Last week
  6. Eric Matyas

    Building a Free Library of Images for Everyone

    I had a really busy week, but I did manage to create some new free texture images. You’ll find them on these pages: BARK (Artistic) BRICK (Artistic) CONCRETE (Artistic) All images can be accessed from here: https://soundimage.org/images-home-page/ Enjoy and please stay safe.
  7. Norpoleon

    OTHER Eheb Saga - Droughtlock

    But does all of it function? Would be nice to get some feedback to consider what I need to work on harder.[: (Shamelessly putting this thing back into everybody's consciousness hehe)
  8. Theo, I've been using your script to create my very own Rpgmaker Vx Ace video game (and upon completion I've been planning to credit you and send you a copy)!  My question is: Can you disable specific actor idles during animation effects? I've tried writing my own scripts, however during battle the game runs the Idle animations in a loop for every character I designed (I've sized up the window size for the battlers) and the idle animation keeps playing the loop no matter what attack animation is playing. 


    I have designed the characters themselves AS animations. My problem is, when a character casts a Skill--  The Idle still plays, but I want it to temporarily disappear during each specified skill animation for each character. Is there any way to do this?

  9. titanicpiano14

    audio [Music] Sam Foster Sound | Experienced Composer for Hire

    Looking for new RPGs to score!
  10. Another month, another batch of music has been added. The collection is now at over 100 tracks!
  11. I was messing around in my game and found a +34469697580 weapon! How did that happen? 😳


    1. PhoenixSoul


      Who knows...

  12. Good evening, you all. I am working in a Battle Window script and it's almost completed. But I have a problem, I want make a movable Actor Command window. Like that:. Although I have the video's script, it doesn't worked. Here the script:. After that, I also tried to use Moghunter's script, but I failed... Here the script:. Then, can you guys help me with my script? Because, I tried to modify my script countless times, but it isn't working... Here my script (I am modifying Ventwig's script):. EDIT: I already fix my problem.
  13. WidgetKitty

    game soundtrack BFMA Soundtrack (40 Songs) Looking for Reviews

    Thanks, glad you like it! Probably in some cases I shortened a lot of notes for a melody's sake, though some of the songs are kind of choppy this way. I've been limiting which instruments I use to keep in uniform for now, but some variety wouldn't hurt - and some instruments carry the notes better than others. Mastering should make a difference too
  14. Been quite some time since I last logged in here... An unexpected post on my art thread at RMN kind of got me to share more of my work. Here are some more RPG Maker community-related artwork I did months ago: This is something I did for @Galv of galvs-scripts.com months ago. ^^ This is a portrait I did for @Kayzee (KilloZapit). This is a portrait for Milennin, who made the BETA, FADE, and RTP games. A marker doodle of the character, Ellemine, from @Starmage11's game, Rave Heart.
  15. Eric Matyas

    Free Music / SFX Resource - Over 2000 Tracks

    It’s been a busy week, but I managed to create a couple of cool new music tracks for your projects. They live on my Techno page: "TechnoTronic" "TechnoTronic 2" https://soundimage.org/dance-techno/ As always, they are 100% free to use with attribution. Attribution information is here: https://soundimage.org/attribution-info/ Don’t forget about my higher-quality Ogg music tracks and packs…they really help a lot to support my site. Enjoy…and please stay safe and healthy.
  16. Me trying to create OST:
    - thinking about the place I want a soundtrack for
    - starts putting notes
    - realizes I'm getting something completely different
    - reee let's try to make something out of it anyway, perhaps I'll find a use for it
    - profit?

    It's not what I was looking for, but actually it's kiiinda close to something else I was thinking of, so I may have some use for that.


    1. Kayzee


      Well it turned out pretty anyway! :3

    2. Rikifive


      Yeah, thanks. 😄

  17. Yay for making your own soundtrack! Yay for cute and whimsical music too! I briefly looked though them and they seem alright to me! Though sometimes some of the instruments seem to have reverb that seems kinda short and unnatural I think? On the other hand I think it's better then overusing long expansive reverb which I feel is something a lot of other RPG Maker soundtracks do... Maybe there could be a bit more variety in instrument choices and styles? It still sounds pretty good to me!
  18. Hello everyone! I've been pouring a lot of effort into my game's soundtrack over the last year, but very few people have heard any of it. Big Friggin' Magical Adventure's music is geared to match the cute and whimsical style I'm going for, and I want to make sure they suit it. Most of these songs have been developing in my head for decades, since I was forced into music lessons as a kid - nice to finally get them made! These were all made in LMMS - please don't use any of these for a project, they are meant for my game only - I'm just hoping to get some feedback! So, here are forty songs from the WIP OST, which is probably only half the soundtrack but the important ones are ready. These are the unmastered versions, and anything can still be tweaked; speed, instruments, melody, or whatever. If anyone wants to comment on the songs, how suited they sound to their descriptions and such, or point out if something could sound better, then I'd be much obliged! Or just have a listen and see what you think. Links to each song on my above their descriptions, best open them in a new tab, and I'll put them in spoilers since there's so many. Main Themes Familiars Towns Loot Dungeons Questline I: Fate of the Future Questline II: Unnatural Horrors Questline III: Who Holds the Power Whew! OK, so that's most of what I've done so far. Thank you so much to anyone that took the time to listen, and any kind of feedback is welcome!
  19. Solution pattern offered by @Milennin packaged into a loop form packaged into a common event.
  20. Is it possible to use a variable for the "Wait" command in events?
  21. How are you all doing?

    By the way, who knows where I may change my avatar?

    1. Kayzee


      Click on your name to go to your profile and you can change it by clicking the lower left corner of your avatar!

  22. Earlier
  23. hello, I wanted to see if you can help me with one of your scripts.

  24. Hey, I'm currently using a script which just points to a x,y location on the map. But I want to be able to use it in a more complex way. The script is only able to point to a location on the current map you're on. I want it to be able to point to a location a different map. How it should/might work: Events used as doors/transfers can be tagged with a exit door tag to read their location(x , y) this is used for caves and in door maps Events used as doors/transfers can be tagged with a specific door tag to read their location(x , y) this is used for world maps, towns, open areas. if the player is on the same map as location then script works normally if the player is on a map with only 1 exit and its not the same map as location then the location will be set to the exit if the player is on a map like a town where there's no exits then the script will look for a specific door tag to use that as the location script call will be like 3,4,6,"tag" (mapid, x, y, specific tag) calling this again should overwrite the old call (so if i was going to the market then changing it to the blacksmith will then lead me to the black smith) so scenarios: you are in a house and you get a quest to go to the market the script will set final destination to (*market map*, 33, 20) (map, x, y) user will assign which specific tag is used for the current final destination the script will then scan for a tag on the events if it reads exit tag (which it will since we're in a house) then it will set temporary destination to the location of the exit tag. the player then follows the compass the the exit the next map is the town where there should be no exit tags, the the script will then scan for the specific tag that matches the one the user assigned for final destination and set temporary destination to the location of the exit tag finally the player walking in the door of the market now the script sees its now on the same map the final destination and then works normal. So basically how the compass works in skyrim where if you're inside but the quest is in a different map it will show that. there can also be indication changes to let the player know if they are on a different map. I would love to thank you for read though to this far and really apricate the facts you are interested in helping. The Script In Question:
  25. Sepheyer

    Removing Actor's Weapon

    It turns out, such behavior is not a bug, but intentional. The first slot is always weapon, in case of dual wield, first two slots are always weapon.
  26. Rikifive

    Shups - A Rogue-Like Shoot 'em up Game

    ♦ ←───────~◊~───────→ ♦ U P D A T E ♦ ←───────~◊~───────→ ♦ Released a minor update, in which items got buffed. Also, collected items are now displayed in the bottom-right corner. Yeah, yeah, sadly it all still goes by their ID's. There will be icons in the future. Planning to slowly work on local multiplayer next, once that's done, I'll get to online multiplayer.
  27. Would anyone know if actor's weapon (exactly as it appears in the Initial Equipment selection screen) can be removed altogether and replaced with, for example, glasses? Currently it seems that the first slot in the Initial Equipment section is hardcoded and can be only occupied by a Weapon. This is probably a bug with the RPG Maker. This appears in both RPGM MZ and MV. Here is what I am referring to: The equipment type that an actor starts with is supposedly declared in the databses's Types/Equipment Type section. This is the actor's initial equipment, it contains Type Weapon in the first slot. This is declared in the database: But if we replace "Weapon" with say "Glasses" and then make a Spectacles Armor to be of Type "Glasses", we cannot make Spectacles of Type "Glasses"! The first slot of he Equipment Types can't be used for customization - the "Glasses" Type doesn't even appear in the selection menu. And furthermore, the very first slot of Initial Equipment can only be Weapon.
  28. goldenman745

    WW1 generator parts

    Yo podria intentar hacer algunos sprites si es que aun estas interesado...
  29. Eric Matyas

    Building a Free Library of Images for Everyone

    Greetings Fellow Creators! Does anyone need some custom music created? Feel free to contact me…I’d love to help out…plus I can work with almost any budget. My contact info is here: http://soundimage.org/ That said, this week’s new free texture images on these pages: GROUND (Artistic) WOOD (Artistic) https://soundimage.org/images-home-page/ Enjoy, stay safe and keep being creative!
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