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Showing content with the highest reputation since 04/21/2018 in all areas

  1. 4 points
    Hi everyone, I've got a site up with over 1800 tracks of free music and sound effects 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
  2. 4 points
    Author: Valentine Version: 1.0.6 About VXA-OS is a free structure for creating 2D online games. It is currently considered a beta and is still in active development. Features Current: » 4 types of chat; » 9 types of equipment; » 13 administrator commands; » 3 moderator commands; » Global server battle system; » Passwords protected with the MD5 cryptographic function; » 99% of event commands on the server; » Common server events; » Configurable resolution; » Global Switches; » EventMachine network library; » Friends system; » Quest system; » Account Editor; » Teleportation; » Paperdolls; » Party; » Minimap; » Bank. Next: » Remaining event commands, such as: Show Choices, Item Selection, Wait and Move Event; » Customized movement of events; » Parallel process start conditions and automatic start of events on the server; » Weapons and long range skills. Images » Login » Character creation » Bank and party Download With DirectX: Mega 4shared No DirectX: Mega Tips How to attack and chat with events: Press Ctrl. Translation to Englis: To translate the client's vocabulary into English, replace the [VS] Vocab script to: License VXA-OS is a free open source framework, distributed under a very liberal license (the well-known MIT license). The project can be used for any purpose, including commercial purposes, without any cost or paperwork. VXA-OS is not in the public domain and its creator retains its copyrights. The only requirement is that if you use VXA-OS, you must give credit to the creator by including the copyright notice somewhere in your game. In no event shall the copyright owner or copyright owner be liable for any claims, damages or other liabilities. Credits Creator: Valentine Thank you: Cidiomar Soreto LeonM² Komuro zh99998 RGD Team
  3. 3 points
    Hi everyone, I've been building a library of images that you are welcome to use in your projects. They are all original...all my own work. I think a lot of them could be made into cool textures for games. All I ask is to be attributed as indicated on my homepage: http://soundimage.org/ The images are on my "TXR" pages. I'm adding new ones all the time, so be sure to check back often. I sincerely hope that some of them are useful. Any and all constructive feedback is welcome and always appreciated. :-) All the best, Eric
  4. 3 points
    Hello everyone! Currently we're working on improving the user experience. We're aiming to make things simpler to use and follow by dropping few rules/requirements here and there for your convenience. So with that being said, the first update applies to GAME PRODUCTION area with the following changes: Submission Area no longer exists Yep, now it's gone. Most of the time it was pretty much empty anyway. Now you have the ability to post your threads directly in Games in Progress and Completed Games. HOWEVER, all new threads will require moderator approval, so you're still supposed to follow the rules. Unapproved games won't be visible to anyone, except you and the staff. Improved The Tagging System You absolutely don't have to be worried about tags. All you have to do is to pick one required tag from the list, the rest is all up to you. The required tags aren't just cosmetic, they aren't just to irk anyone, they actually have a purpose. On the lists with games you're able to filter threads based on the software they were / are being made with. But even without that, it gives that fancy look to your threads! Simplified Rules and Requirements That is something you'll like - we dropped few requirements. Now all you need to include is story, 3 screenshots and credits. The rest is absolutely up to you. Nevertheless keep in mind, that not putting effort into your threads will ruin the first impression, thus may successfully make users not be interested in your projects. It's your project, your choice; If you don't care about presentation, there are low chances, that the others will care about your project in return. Rules can be found in both sections, located above the topic list, marked in red. These follow the same guidelines. If you'll have any questions or troubles, feel free to throw them below. If you have ideas for further improvements (regarding the whole forum), then of course feel free to share these too. We have some plans, that are in the works, but it's still good to hear potential ideas/opinions.
  5. 3 points
    I'm back. Internet as down for a few weeks, so sorry for the sudden absence (not that anymore noticed since I only lurk nowadays ;P )
  6. 3 points
    Fourth of July? Just another Capitalist holiday...
  7. 3 points
    So, now I have every RM engine. A big thanks to @Radiant Arin for gifting me the MV engine; now I can focus more on gamedev (once I have a working computer again) rather than figuring out how to save money for an irregular sale (I'd have to be out of my f*cking mind to buy it at full price especially since I have only a fixed and very limited income which I rarely ever see any of...) Of course, I still have the season pass to grab, and likely, DLC as well (the total cost for all of it is four figures-something's rotten in the state of Denmark there lol). But before I even get into MV, I absolutely need to have better hardware; I cannot have screen flashes, lag, none of that nonsense. If I have to use a shaky DLL file to even get MV to run, then it's not worth it.
  8. 3 points
    Hi everyone, just wanted to share a few free things we've made. We're fairly new to RPG Maker game development but hope you might find some of this useful anyway. Sorry for the offsite links, but when I tried posting the full size resources, it looked like a huge jumbled mess. (The ship is way too big too.) Terms: https://kokororeflections.com/terms-use/ Fairy Tale Lantern Tree...thing #2 Fairy Tale Lantern Tree...thing Fish Statues MV Autotile Windows (be sure to read instructions) Animated Orb Statues MV Beds Multicolored Autotile Walls for MV Parallax Ship Sky Backgrounds for various purposes
  9. 3 points
    hiiiiiiii, why u delete ur last post? Sorry I didn't respond, my PC got corrupted.
  10. 3 points
    UPDATE Two sets of Ore/Mining spot graphics. Including three animated ores on the right for more variety.
  11. 3 points
    Rikifive

    💖My Little Pony: The Game

    Hello everypony! It's been a while, but the status screen is now ready! (Pinkie seems to be happy for that!) There players will be able to view all the parameters the characters have, duh! Everything about that screen in general is rather obvious, but you may be wondering why there is an option to skip animations. The thing is, that this screen is partially animated, including the pages themselves. The pages have slide-in animation, where tabs appear one by one when switching between these, so it is more than obvious, that some ponies will not like to wait a little bit longer for pages to appear every time they'll be wanting to view parameters, so this option is for skipping that. When enabled, all the tabs appear at once, for faster navigation. So while I offered a kind of a fancy thing, player experience is also important, so this choice will be entirely up to you, with that convenient setting available on the fly. You'll be able to see the animations at the end of the post. For now though, let's take a look at the pages. Page 1: Main Parameters The most important things are displayed there. Level, HP, MP; nothing fancy. The 5 icons with 0% represent elemental resistance. What elemental resistances exactly do however, will be explained when the right time comes. Below resistances you can view the base parameters, with the main stats attached to them. "LP" stands for Learning Points. These points will be used to learn and improve skills/spells, probably even raise parameters a little. For that, there will be a skill tree, where you'll be following paths. Ponies will have abilities they'll be improving along with progress. The damage will be scaled in percentage, so for example, a magic projectile spell will deal 120% of magical damage, so no matter how far you'll go, it will be always scaled to your parameters, thus will catch up to your level. There may be various improvements, such as more damage, additional projectiles, longer duration etc. etc.. The saddlebag bar represents the space of pony's inventory, as it will be limited. Page 2: Detailed Parameters There you'll find various details. If the pony will have a certain bonus to something, that won't be displayed in the first page, it will appear here. So for example, let's assume you equipped something, that increases the exp rate, the tab with that information will appear here. Or perhaps having a defense boost when on low life? It will also appear here. Everything will be shown before players, so that they'll know what exactly do they have, rather than wondering if something actually works or not. To be honest there's not enough of these to fill the whole screen yet, but I do have that possibility in mind so I've prepared the concept for handling that: Hmm... Perhaps an achievement for managing to fill it that way? Page 3: Character Information Probably the most useless page, but may be somewhat helpful for newcomers. It's just a typical little biography page. The information here will be updating along with progress, so if the plot will suddenly get too complex making the ponies flip upside down and you won't be able to keep track of something, perhaps you'll find it there. Consider that as minimalist wikia page in-game. ... Because why not! I consider that menu as done, though adjustments of course may be made along with development progress. Below you can view the in-game recording, showing the animations I've mentioned before. /!\ Note: Due to large filesize, I'm unable to put preview here in the post, so I'll leave a direct link to it. The file behind the link is in .gifv format and thanks to filesize, it may take a little moment to load or perhaps it even might not display at all on some devices. The original file size of that .gif file is 47,5 MB; where the .gifv in preview shows 9,60 MB. CLICK HERE FOR IN-GAME PREVIEW On a side note, I plan to support multilanguage, so everything is made having that in mind. All the text is stored in external .ini files, which will allow 3rd party ponies to translate the game, if anypony would be willing to do so, that is. Since Polish is my native language, I'm going to include that language 'by default'. And since Applejack didn't appear in this post yet, there's an image with her. ~where PN stands for Punkty Nauki. That's all for now! Thank you for visiting!
  12. 3 points
    Amysaurus

    Amy's Artwork

    @PhoenixSoul Thanks ^^ Here's a commission I finished tonight:
  13. 2 points
    Hehe, I made a game.bmp for my game today! For if I upload it to the steam workshop. (That's me looking though the D! :3 )
  14. 2 points
    I just thought of a joke: How many Buddhists does it take to change a light bulb? Zero. ...Mind you I am not sure what school of Buddhism would fit that joke best. Zen?
  15. 2 points
    PhoenixSoul

    Final Fantasy Sprites V1

    I don't know those FF characters at all. I do know the name Stryker, though from a completely different game series... I do like the Earthbound character sprites though, they're really sharp.
  16. 2 points
    Uuugh.... I was toiling over a error that made no sense for a good 15 minutes... then I realized I forgot to add 'def' in front of a method definition. >_> Even experienced programmers can still make noob mistakes sometimes!
  17. 2 points
    Damn, it's cold outside. My room is also cold as a result of the furnace not working properly. it really affects me when I sleep or when I go out of my room... it doesn't help with creative flow either, but even still, I've managed little bursts of progress here and there.
  18. 2 points
    XxXhelazz

    Rpg maker is evil

    Rpg maker is evil
  19. 2 points
    BluMiu

    BluMiu Art

    Tulamar of the Moons Inheritance
  20. 2 points
    Hello! Sure has been a while since I've actually said anything. Geez.
  21. 2 points
    MOAR PROGRESS! BOOM BOOM BOOOOM! Moar in this gifv: https://i.imgur.com/pmn8cKS.gifv
  22. 2 points
    Speaking as an older fella (not in terms of being in the development business, but being 44 years old and only just getting into it), I feel like RPG maker is the best I'm going to be able to do. While all my contemporaries were busy in school learning BASIC and all the other programming languages, I was out playing football. Now, I'm older, I've been writing since the early 2000s and gaming since Space Invaders, and now I've decided I wish to make an rpg or 10. 'You can't teach an old dog new tricks'. Yes, it's a cliche and stereotype, but there's alot of truth there, too. I don't have the time, money, energy or brain power anymore to get into the technical side of game development. I can't draw for crap, (on or off the computer and I'm poor as dirt so I can't hire someone to make stuff). I write a good story, if I do say so myself, so RM is the only way I'm going to get my story into people's hands. So, if you want to dismiss my game because it's made in RM, to each their own, but I hope someone will take away something from my 'simplistic' gameplay in RM. I don't know from other games, but I think it's unwise to dismiss a whole engine because of what a majority of people do with it. That would be like dismissing politics because of all the... wait, I stand corrected, lol.
  23. 2 points
    Hello there everyone. I was wondering, is there anyone who'd like to collaborate on a project? I'm working on a game that's basically "Sci-Fi Persona Tactics", and it'd be great to have someone who is more skilled at database work and game balancing around, but of course I'd be willing to discuss any changes to truly make it a collaborative project. If you're interested, shoot me a message for details.
  24. 2 points
    Rikifive

    Level Grinding | LV 7

    RESULTS X 100 X 10 X 1 TOTAL: 497
  25. 2 points
    Mem

    RPG Maker MV Quest Editor

    Hi there! For some time, I've been developing set of tools for RPG Maker MV, essentially the Quest Editor (not a wonder, cause title says the same). When I played with RPG Maker Engine for the first time, I've been surprised that such tool wasn't here yet, and decided it will be interesting try to create something like that and see if it will work out or not. So here it is. Flyfox.Quests & Quest Editor. Flyfox.Quests is a set of tools for RPG Maker MV. Its purpose is to help easily create complex quests and dialogues for your game. It includes plugin what you'll need to add to you game project and quest editor for creating your epic story with different choices and conditions. You'll need to follow 5 simple steps to get up and running: In you RPG Maker MV Project, mark events which will be participating in quests (this will require adding comment line). Those events will be your NPC's. Register Flyfox.js plugin with you game project and run game for the first time: this will generate all required metadata for Flyfox.Editor. Create new project in Editor and write you quest/quests. All NPC's marked in step (1) can participate. Export output file from Flyfox.Editor and place it in directory with your game. And... Done! Flyfox plugin will take care of everything else: tracking quests, saving game progress, displaying texts, choices, etc. You do not need to fill event pages or do some other work in RPG Maker MV Editor. Flyfox.Editor gives you easy to understand visual representation of your quest. It shows you "quest flow graph" (see screenshots) which is easy to edit and fill with data. Arrows points where player will go after making one or another choice. You can add new texts, choices, add different translations or variations based on choices players makes. And all of it – in one place. Also editor will show you unfilled fields or any logical errors. So here is some features: Simple and understandable quest graph. Ability to work with quests in one place. Your team's quest writer can now work as he/she wants using only Flyfox.Editor and nothing more. Great ability to customize you quest. Add any number of translations with couple mouse clicks, switch to any translation at any time. Change game flow based on player decisions with ease! Add parameters to your project and see how simple it is to write and manage different text variations. Comfortable UI interface to work with. Current version is 1.0b, which means many useful things are missing. Here is list of things I'd like to add: Customization of text/choice window via Flyfox.Editor. Automatic word wrap (Right now you can use external plugin for it or just break long lines into smaller ones). Variables and conditions. You will be able create global variables (for all NPC's to see) or local variables each quest or NPC. With this you can predefine some ranges and write text for echo one of them. Or add default 'fallback' text. For example, you can add global parameter 'hero anger' and set available choices or texts based on that. Or you can manage friendship between hero and different NPC's. There are unlimited possibilities. UI improvements. This includes not only updating visual design but also things that will improve usability. For example, hotkeys for working with lines and blocks (see tutorial about that), sorting lines with drag-and-drop, metrics and errors windows, additional navigation and more. Additional quest actions. We want to have ability do all sorts of things from our quests: give player reward, move, invoke custom script, set RPG Maker variable or trigger, invoke event pages, etc. For more information about available actions ("lines") see tutorial. Different ways to start quest. Right now you can start quest using default RPG Maker event action button ("Enter"). It will be good to have ways start quest while walking over quest NPC event, or when moving to certain distance from NPC or... You name it! "Multi-stages" (to learn more about stages, see tutorial). Thing is, right now to add NPC dialogue (interaction), you should add it to some quest stage. But what if you want to have same dialogue available for several stages, or even whole quest? Custom in-game quest progress window. Thing is, I would like to hear your opinion about it, like would such tool be useful in real-world projects, and if I should continue my work. I'm aware that you can't create complex cutscenes this way, though I've got some ideas about it (for example, defining cutscene in separate event, and then calling it from Flyfox. This way we'll be able separate quests & texts from events). The idea is to create tool that will be fun and easy to use, and also allowing rich capabilities. So I hope I'll get some nice feedback here AI Plugin There is another plugin I've been working on, but it's not quite finished. It's called Flyfox.AI and it's purpose is create enhanced AI. It will help you create immersive towns and villages living on their own: citizens walking and chatting and sleeping, traders selling their stuff and working in shop, waitresses serving customers, bandits robbing at night... This plugin was inspired by Skyrim AI system. Though it has many flaws, it still provides good immersion into game world. Most RPG Maker games don't have any of that. It's frustrating for me launch a game and see lifeless NPC, stuck forever in one place. Thing is, I've decided that i'll rather finish my work with Quest Editor before continuing work on AI plugin, but I also decided not remove any AI-related code from plugin yet, so if you'll see it, don't be afraid! (That code isn't so bad though) Downloads & Demos Here you can download Editor app (requires .Net Framework 4.5) and flyfox.js plugin. Flyfox.Editor 1.0b Flyfox JS plugin And here is "Getting started" tutorial
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