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Showing content with the highest reputation since 11/30/2021 in Posts

  1. 3 points
    Been a while since I posted an update but I've not been slacking, trust me. The Database is now fully functional! All tabs have been completed, including Animation. I then started a new Map Editor... and then rewrote the code... twice. However, with the exception of the Add Event window, the Map Editor is now complete. If anyone wants to see actual video of what I have so far in action, let me know. This means, next week I'll be starting the runtime engine. This is the part that takes all the data made with the UR-RPG tools and actually builds a playable game from it when you hit the 'Play' button in Unity. I'll be starting with the basic Scene manager and creating some basic scenes. Mainly the Map scene as I will also be making the Map Manager and Player Controller. From there it will simply be a matter of creating all the different scenes (Map, Window, Menu, Shop, Title, Game Over etc) and creating the Event system. The Event system is pretty straight forward stuff....buuutttt... probably going to take the most time to implement. Now I really don't want to jinx things since development has gone so well so far, but, if things do continue to progress at this pace I could have this out within a couple of months. (Originally I thought it would take a year). So much so I've actually begun thinking about release. Once I have everything functioning, I'm going to release a Beta version to Patron. This version is probably going to be buggy, but it'll be considered a pre-release release. Hopefully I will be able to get some user feedback and real world application feedback which I could perhaps work in while I clean up the code for an actual release. I'm also just looking for testers in general so if you want to have an early go with Ultimate Retro RPG, send me a DM and we can talk
  2. 3 points
    Here I'll start by sharing some of my RPG Maker community-related works. Below is a portrait I did for @Archeia: The first picture below is @TheoAllen's character, Nella Shadowind, from Journey to Skynesia:
  3. 2 points
    Advanced Game Time v1.2 By V.M. of D.T. Introduction The Advanced version of the Game Time script. This version features customizable time increments, seconds, minutes, hours, days, weekdays, months, years, you can set them all however you want. As well as a new tinting system, no more taking control of the built in tint, this one uses it's own and comes with support for Khas's lighting effects script (since that's a big deal). And last but not least, message codes to include time variations in your messages! Features - Customizable time increments - Customizable tints - Message codes! Screenshots None at the moment How to Use Plug and play and customize if needed. Script Click here for the handy pastebin! Want to go the extra mile? Click here instead! Some extra custom times I threw together for fun: Harvest Moon-esque Olden times RPG thingy (kinda?) FAQ None yet. Credit and Thanks - By V.M. of D.T. - Free to use in any non commercial and commercial project. Author's Notes This script hasn't been thoroughly tested but works for the most part. I'm sure there are some bugs remaining. Give it time. Donations always accepted and appreciated through Paypal: sumptuaryspade@live.ca History V1.2 - Fixed KHAS no tint bug - Multi-line custom clocks! - Changed the way notint maps work (notetags instead of an array now) V1.1 - Save/load time - Custom clock setups - Year post (AD/BC/etc...) - Fixed KHAS bug - Allow use of tint in battle - no tint maps actually no tint - Clock in the Menu - Map Note tag to stop time - Option to sync with PC time Want a feature that you don't see here put in? Feel free to comment and I'll see what I can do!
  4. 2 points
    I moved over from RPG Maker to Unity a few years back, but, I've always missed the simplicity of RPG Maker and always wanted an all-in-one system that would turn Unity into something like RPG Maker. There are plenty of RPG makers for Unity, for sure, but none that would handle everything. I decided to use my time in lockdown productivity and worked on a prototype for a game idea I have. I wanted to make some custom Unity windows to help speed things up. I created a side project and experimented. Before long, I had a working database. I also needed a map editor, so I created that next and after I had those two tools, I realized I basically had the RPG Maker-like system I always wanted. I just needed something to handle Events. So... I created my own visual scripting tool. However, since going back to work I've had very little time to work on the project. Details and Features: Still a lot of work needs to be done. I need to finish off the 3 core tools then need to code the runtime engine so it actually uses the data to create a game. I'm thinking of getting a basic runtime engine up and running so I can do a complete start-to-finish demo, or I may just finish off the tools and demo them one by one as development continues. To help speed up development I've created a Kickstarter to help fund a year of full-time development, which should be all I need. However so far it's not gone very well and I'm not hopeful that it's going to get successfully funded so currently working on a Plan B roadmap. If anyone could help spread worth of mouth by posting about the project on any other forums, social media or Discords they're on that would be a mahoosive help. Personally, I'm kind of out of the loop with the RPG Maker community and so far have only posted here. I tried to join some Facebook groups and got in trouble for self promotion... I've tried spending money on advertising, but that hasn't reaped the attention I wanted. I've had 250,000 people look at my website with no one going through to the Kickstarter page... The marketing plan I had has kind of failed so I need to target people that would specifically be interested in this project. Regardless of whether or not I can get the Kickstarter funded, I do plan to continue development but it's just going to take much... much longer as I work it around my full time job. If I can gain enough interest, I will start a Discord server and will be adding a developer blog to the website at some point. If anyone has any questions on UR-RPG or the project in general feel free to DM me here, or on Twitter. Also, for more info check out my website: https://primepixelgames.com/ultimate-retro-rpg/
  5. 2 points
    OK, so I'm at the point where I want to write a blurb for my game's story, but also not give anything away. Obviously it needs to hook people, but the problem is while the game starts off pretty cookie cutter, it soon escalates and I can't talk about any of it without spoiling. This leaves me with the only option being to try and sell the game on the back story... but I don't think the back story sounds all that interesting. I could hint at what will happen, but give the wrong hint and people may start guessing the plot. This is just a draft. It's rough AF and basically me word scribbling out the basic back story. It covers right up to a moment in the game where you finish the tutorials and the 3 main characters all meet for the first time. Right now, all I need to know is; Does this, on it's own, sound interesting to you? Would you like to hear more on how the story would develop? What are your guesses for what will happen in the game, based on this blurb? I think a very good way of describing shorthand would be 'Final Fantasy + Game of Thrones = Of Gods and Illusions'...
  6. 2 points
    Your timing is actually impeccable. That is exactly what I'm starting work on tomorrow. The way UR-RPG works (Or will work very soon) is the cross is unpassable, the circle is pass over and star is pass under. I'm not sure if that's actually how RPG Maker does it... I've been using MV as my reference and I thought that's what the Star did... If I'm wrong on that, please let me know. I might need to have another play around with it to remind myself how it works.
  7. 2 points
    Hi there, folks! I have a rather simple request, but one which is giving me no end of headaches to create. What I want is pretty simple, but I keep running into issues with turning it into a proper tileset with a transparent background. All I really need is a tileset that is just a single, large tower. It should be the equivalent of 8 squares wide and 39 squares high. Down the center should be a sort of pathway kinda like the one from Super Mario World, with little circles that the player would go to in order to go to the individual floors (There should be 13). The style of the construction I'll leave mostly to your imagination. There are two things that I ask: The top should have a conical roof of some sort, and the bottom should have a pair of guardhouses with domed roofs. Yes, I know what that will make it look like. There's a method to my madness. Past that, I encourage inserting your own fantastical details. Even the art style isn't particularly important as long as it's obvious that it's a tower. Any detail beyond the basics of the tower and the path is a bonus and strictly based on your own artistic whims. I expect that an artist will have their own ideas of what it should look like and I've left a lot of the details vague on purpose to really let someone shine! Thanks for reading! Edit: Ah, an important detail: The tower is a school for witches learning magic! The higher the levels, the more powerful the witch. The towers above the third level are for fully trained witches with teachers at the lower levels and others going high, all the way to the top floor which is for the Head Witch of the tower (Haven't thought of what I want to call her yet as the story for this is just forming really.) I figured that might be important for some who would want to put details that would correlate to such information.
  8. 2 points
    Hello Makers! The latest update, version 2.1.6, is available! Thank you for using VXA-OS. As always, we appreciate your support! We hope you are enjoying it so far. Download link Log: Updated rvdata to json file converter Class description in justified character creation Bug closing server when no peername is available fixed How to update your project(s): Create a backup of your project Copy your project's client Audio and Graphics folders and paste into the client folder of the latest VXA-OS update Copy the files from the Data folder, except the file Scripts.rvdata2, and paste into the latest VXA-OS update client folder
  9. 2 points
    Oh, and one other thing you might want to think of is if there are any gameplay elements you should point out in the blurb.
  10. 2 points
    Just wanted to share a demo of the finished animated autotiles. Just like RPG Maker, all you have to do is drop the sprite sheets into the right folder. UR-RPG will then do all the work to turn the sprite sheets into usable Unity RuleTiles. Setting these up by hand would take around 15 or even 30 minutes per tile, but UR-RPG can create over 200 within a second. Setting up your tilesets is the exact same workflow as RPG Maker. Just create the tileset and set each tiles data in the database. I've created a quick 1 min video example of animated autotiles working, but it's too large for this forum, so I posted it to Twitter. (Also please let me know if it's blurry. It's HD when I upload it... I don't whats going on with that).
  11. 2 points
    Personally? I think the summery suffers from what I call Proper Noun Syndrome. By that I mean when something sort of throws a lot of names of people places or things out at the reader without any real context. I don't know about anyone else, but my eyes sort of glaze over when I hear stuff like the Kingdom of Somethingorother. It's kinda hard to avoid sometimes though. I think it's better to condense the blurb into something that sets up the minimal info over what kinks off the plot. Maybe something like: "Within two kingdoms torn by a past war over magical stones, two youths arrive home to find their village in ruins. Is this a sign that their nation is once again being invaded? When they journey to warn the elders of the plot, a mysterious monk using a lost art of magic also appears and it quickly becomes apparent things are not what they seem..." Okay maybe that's no good but you get the point right?
  12. 2 points
    Spining floor puzzles (Like Rocket HQ in Pokemon Red) Data collection (Think how picking up a memo in Resident Evil might have a safe code in it); Item collection (To unlock door to dungeon you need the Phoenix Mirror and Dragon Mirror for example); Maze puzzle (Using layering and tricks to conceal pathways. Riddles are under rated... That's what I can think of just off the top of my head. Depending on the coding experience you also have things like picture sorting puzzles.
  13. 2 points
    I personally like using location variables The last page is not used but you could change the conditions so that once the object is on the switch that the object does not move again and then the switch can be set to the last page so that it does not run in parallel. The self switch command for event 5 is the door that opens. Then when you pass the door, you could do this
  14. 2 points
    Good news update: I want to keep this short so I'll save you the details. TLDR version: Started week off with a broken project (Unity's fault), and a broken spirit. The last back up I had was before I had recorded the previous video so that back up didn't have the Mob/Troop tab. On top of that, I only had Wednesday and Thursday off to focus on the project BUT... during those two days I've been able to: Rebuild the entire project from a new, non-broken, Unity project. Refactor the Visual Editor script so it no longer requires it's own separate window and created the Global Event tab. Finish off the Mob/Troop window, including optimizing it so it no longer lags and added it's own Visual Script area for creating up to 20 battle events. Created the Types tab (Which I forgot about...). ALMOST finished the Tileset editing tab. Just need to code in the ability to set collision, counter, damage floor etc. Hoping to get that done this weekend at some point... Please pray to whatever deity you choose that we have no more issues
  15. 2 points
    I don't believe I've uploaded these reworked portraits, it's been awhile and I've made changes to a number of them. Requiem Arcturus Sorrow Cardinal Charon Catheel Map Ys fanart- Adol Christin
  16. 1 point
    $D13x Teleport Dekita Introduction This script enables a reasonably animated teleportation scene. Each teleport location can cost gold. Easy script calls to add/remove each teleport location and disable/enable each available teleport location. This script also replicates the "Search" feature from FF10. This feature allows the player to "search" the map for specific co-ordinates, if certain co-ordinates are found it will activate/enable a new location. Screenshots How to Use Place Below "Materials" and above "Main". Place images in Graphics\\System folder. Demo No Demo yet... Script + Images LINK Credit and Thanks - Dekita / DekitaRPG
  17. 1 point
  18. 1 point
    Most maps in my project are 100x100 with some smaller than that, but my world map is 400x500 I have large maps because I'm doing a large project. And I'm expecting to need a lot of maps so I combined most together to save on files. So a house map will actually have 4-10 houses in it spaced apart so you would not see the other house when your inside one.
  19. 1 point
    Happy New Year, Fellow Creatives! To kick off 2022, we have some brand new free textures on these pages on my site: BARK - Artistic (Tile-able) BRICK - Artistic (Tile-able) As always, feel free to edit them, mash them, use parts of them, combine them with other images or anything you like. You can access them from here: https://soundimage.org/images-home-page/ Enjoy!
  20. 1 point
    Greetings and Happy Holidays! Here are two more frosty-sounding tracks on my Fantasy 12 page: "WINTER STAR" – (Looping) – Shining bright, watching over the night. "FROSTY NIGHTS" – (Looping) – So peaceful. https://soundimage.org/fantasy-12/ If you can, please consider making a small donation on my site to support my efforts. In the meantime, enjoy my free assets and have a joyous and safe holiday!
  21. 1 point
    Vladmir Blair~Classical I Vetrise Cardinal~ Classical I Viennrosa Rosalba Arcturus~ Classical I [There was a light that shown through his mother, a beacon to be said rightly. She possessed a vitality reflected through her continuing the work of eldermother Jeneva, whom likened his mother to the flora; Transformative, persevering through the bitterest of season, alluring beauty, yet as alway, with it's dangers. He could not disagree.] Lorde Draken Dianisia~ Classical I If there was ever one to be called kin of blood, a brother to the Arcturus, it would be Dianisia. Whatever virtue dwells in their blood, it has been a constant since the time of Calamus. This loyalty has not faded with Draken Dianisia, the current Old Lord and master of the house. One could say it has grown all the stronger even when it was believed the royal line had fallen with Lithavania. Immediately Draken and Engel became brethren and would he known their bond would cost him all, it would not be remiss to say he would hardly count himself one so worthy. Lady Prominette Dianisia~ Classical I What a gift it is to see behind the pale between the flesh and ethereal. For the eyes that see, their blood has been touched most of all to discern and navigate the abyss. What is seldom ventured in discussion over the Serpent's Eye, is the curse. Prominette is the first of those to understand the ominous extent of her abilities.
  22. 1 point
    This is a test sheet of the 3 heroes drafted so far. I'm doing 2 versions (minimum upon draft. Extra, custom versions for scenes in your script are welcome bring 'em on. It's what I'm here for) of each. One full appearance "regular" version, then a cutscene version where a main clothing item like a hat or duster has been removed. This will prove useful for your plot structure. Characters could remove their hats when they go inside certain buildings and interior areas, or during scenes when your characters are resting at inns, in someone's custody, or gathered at an ally's home, you can have them in a more casual indoor sprite to work with. Again if at any point you need some custom scene sprites like Roy with his badge removed, Jack with a badge added, or all of them in a certain disguise, let me know.
  23. 1 point
    Never mind, it worked! Thanks a ton.
  24. 1 point
  25. 1 point
    All very good advice, but I think I'd like to add emphasis to a key word here: "motivation". Blowing up the world, is a terrible motivation, because omnicide and suicide very rarely cross paths and world domination is hardly any better with how stock and shallow it is. If the villain's motivation can in a twisted or even perfectly sound way be seen as understandable, loftier, or even more noble than the hero's, then there's a lot of very interesting ideas that can be reached very quickly. I'm not much a fan of the word "villain", myself, because I far more enjoy the more ambiguous "antagonists". Watch Blade Runner, play or read Metro 2033, Spec Ops, or even Dark Souls - then tell me who the "villain" is. I dig nuance and depth, and I think the ideas behind the antagonist should be just as fleshed out, if not even more fleshed out than the hero. Fiction is based upon conflict, and the antagonist is the avatar of the conflict, if your antagonist doesn't work, your fiction doesn't work. There's something to be said for very classic stories of good and evil, but there's nothing that hasn't already been said a hundred times over with that dynamic - media, especially games, is ready to take a step beyond simplistic black and white world views.
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