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Found 14 results

  1. So, What are you working on? What genre is your project? What is your project's story? What elements of your game are you focusing on? What features and scripts will you be implementing? Post a short summary below.
  2. gendfleur

    game title ?

    hello !!! i'm working on a game right now that's still in the very early development stages, and i'm trying to come up with a good name! my working title has been "divine providence," but someone told me they hated that name, so i've been rethinking it ^^;; my game follows a fallen angel, who can be named by the character but is "officially" named divinity. they wake up in hell with no idea where they are, no idea what happened to get them there, and no knowledge of anything that's happened in the last few days - their last memories are of just kind of angel-ing in heaven. with the help of three other demons, all of whom became demons in different ways, they make their way through hell and uncover why they got booted down to hell and figure out if they can get back. the main theme of the game is going to be about kind of reinterpreting people's ideas of heaven, hell, and religion. i have a very, very tumultuous relationship with religion and it's going to kind of come out in this game. there's a lot of emphasis placed on personal choice, and a few different endings that can be achieved, each relying on the way you treated NPCs, your party members, and enemies. "divine providence" was chosen for a couple reasons: it was a play on the main character's official name (divinity), an already-established phrase that people could recognize, and acknowledged that there was going to be a strong theme of religion. if you think "divine providence" is a good title, feel free to comment that! if you think you have a better idea, feel free to comment that too! if you have a vague idea that you think might inspire me to create a super awesome better title, that would make a great comment too! i'm The Worst at naming things. i like to think my idea is pretty solid, but naming things is.... not my forte, to say the least : p thank you !!!
  3. Chaosian

    general Copyright Law and You

    Greetings reader, I'm Chaosian, I'm a professional game developer by day, and a game hobbyist by night. Overview This is a tutorial intended to give some (relatively) quick and in intuitive instruction, free of crazy complex legal-ese and forms, on the concept of Copyright Law. This tutorial will cover the fundamentals and basics, that everyone should be aware of whilst making their own RPG Maker game - as well as a few nuances. A lot of developers, (especially new developers) can easily loose themselves in the miasma that is copyright law, and decide to just say "screw it", and continue developing their game any way they want. After all, they're just a developer, and they can't be bothered with such silly affairs such as federal / international law! For the most part, these people won't actually see any repercussions for doing this (more below: Copyright Law is Perfect and Should Never Change), but for those wishing to be responsible, professional, or would just rather not see a cease and desist (example) in their mailbox - this is the tutorial for you! I will post a disclaimer as many do who give this kind of basic law advice will: that I am by no means a lawyer, and have not studied law, but have merely been educated in the basics of it by teachers, peers, and through my own private investigation. I have also- never been sued! That means I'm totally qualified to talk down to people about copyright law. Also bear in mind that copyright law changes, depending on the country the creation (your game) is being primarily made in. This tutorial will cover the more universal aspects, but expect details to shift between countries. What's the Big Deal with Copyright..? For the uninitiated, the concept of copyright might seem pretty strange, really broad, and really messy. It might seem that people are legally lashing out at one another seemingly randomly and without any real reason- and that's not too far off. Does anyone remember this scandal that occurred a few years back? Naughty Dog, the developers of the multi-million dollar AAA title, Last of Us, found themselves in the proverbial dog house because of a completely innocuous map that could be found in the game. Perhaps someone is familiar with the names of fan projects like Chrono Trigger: Crimson Echoes, Fighting is Magic, Streets of Rage Remake, Metal Gear Remake? These were all projects shut down because corporations threatened lawsuits against the developers. I assume everyone is familiar with the Ninendo Creator Program, or tangentially, the danger of Youtube's copyright strikes? Or the absolute fallout with the public because of it? It's all because of copyright, and copyright law. If you don't take precautions with your game - you have absolutely no legal defense for these kinds of things happening against you. You deal with the ramifications or you get sued. Fear-mongered enough yet? Great! On to the meat of the discussion. What is Copyright? Copyright is the label that is placed on a creative work to signify that the creator has the rights to. Put simpler: it's who owns stuff, and how they say it can be used. It's essentially how someone legally comes up with an idea or piece of art, and legally has the ownership to it. What is Copyrighted? When just like "copyright" when something is "copyrighted", it is labeled as being the creative work owned by either the creator, or a license holder. It's pretty much as simple as that. Typically, a lot of the time people who know nothing about copyright law will ask if some piece of art they like "is copyrighted" or not. The answer is pretty much always: yes. Since the late 1980s, every creative work is owned by it's creators, and they hold the copyright to it. They do not need to write on any kind of paper they own it, nor do they need to display notification for the copyright - by default they own it regardless under intentional law called the "Berne Convention". So what's © then? "©" or just "the copyright sign" (it really doesn't have a cool name), is a bit of a hold-over in the times since before the 1980s, when it's presence actually meant when something was a registered material or not. It is not required anymore to signify that something is copyrighted under the aforementioned Berne Convention (of the previous section). For the general public it mostly serves as a reminder now that, no, you are more than likely never going to be able to do anything legal with this material. It is relevant in another sense but only to your great grand-children (more below: Public Domain). What is my Copyrighted Material? For RPG Maker, you own the copyright to your games, probably including the whole shebang of character, story, scenario, plot, map, design, and name. You probably also own the copyright to the project file (I don't know for sure, but it'd be very difficult for anyone to fight your ownership of those). What don't I own? The RPG Maker Engine for one, some things around your actual .exe file as you signed away in the End User Lisence Agreement - but probably most damning, potentially the assets in the game. Enterbrain has granted you license to distribute RTP materials (you don't actually own the RTP assets at all) when you bought the program. They can also revoke this license from you at any time, but seemingly only if you break the agreement. It's in Japan Law though, so good luck fighting absolutely anything against a Japanese corporation. What can I do with my Copyrighted Material? Pretty much anything you want. If you create something, you are only limited by the law and materials of the pieces you used to create it. Would you like to show something you made? Put it on DVDs and distribute it? Sell it? Advertise it? Go ahead and edit it? Remake it? Change the license for it? Burn it and snort the ashes? Sell the rights to it so other people can do these things instead of you? By default, you can do all those things! Legally! And what can I do with other people's Copyrighted Material? This is where all the real problems come from. By default, there is VERY little you can do with another person's copyright. What may be able to do in some abstract cases is take someone's image, or music, have it on your computer, listen to it alone, and never do anything with it ever. Oh joy though, if you wanted a list of what you can't do with other people's stuff, then this is the page for you! You can't steal their work. That's called theft. You can't quote someone's work without attributing it. That's called plagiarism. You can't distribute, appropriate, or obtain any part or any amount of someone else's work. With credit, or not. That's called piracy. You cannot make derivative works (stories, songs, games, videos) about another person's copyrighted material. That's generally considered theft of intellectual property. You cannot take parts of someone else's work and integrate it in your own. Even if those are fictional and intangible such as “charactersâ€. That's also considered theft of intellectual property. You can't name your work after someone else's work. If you do any of this you are infringing copyright and are eligible to be issued a Cease and Desist / be sued (more below: Copyright Law is Perfect and Should Never Change). It's worth noting though that a lot of this can be negated by getting permission first, so it's great to have that, it opens a lot of doors (written word is always a lot more valuable than spoken word). Is it really so bad? I appropriate stuff all the time! You would, wouldn't you? But that's the thing, we all do! Web 3.0 is based upon doing it! It is highly likely that the use of your forum avatar is an illegal offense that you could be prosecuted for. It should be noted that the law often has stipulations about the severity of offenses based upon how much of the original work was stolen, what the context was, and what how much harm the end result was. The nice thing about Canada here is that there's quite a lot of stipulation around this, “Purposeâ€, “Characterâ€, “Amountâ€, “Alternativesâ€, “Natureâ€, and “Effectâ€. In practice these all exist so courts can throw out extremely petty cases. It won't stop you from being sued over your wedding music though, which is surprisingly common. (More on that all in: Copyright Law is Perfect and Should Never Change.) But-! But-! Fair Use! Yeah... no. And stop being so defensive, gawd. I would be quite surprised to hear if 0.1% of the activity RPG Maker is used for what actually constitutes as Fair Use. Let's take a quick peek why, and really take a moment to chew through the text. Fair Use in the United States consists of: commentary, search engines, criticism, parody, news reporting, research, teaching, library archiving and scholarship. Other legal structures such as the Commonwealth's Fair Dealing are quite similar. So… Are you making commentary on the subject? Highly unlikely. Are you a search engine? No you are not. Are you criticizing the subject? No you are not. Are you explicitly making fun of the subject? Highly unlikely. Good luck getting fair use parody laws to work for you in Canada. Are you reporting the news? No you are not. Are you doing research? No you are not. Are you teaching as part of an accredited, federally recognized institution? No you are not. Are you creating an archive for a public library? No you are not. Are you writing for scholarship? No you are not. You are not doing anything under fair use. Learning to read copyright, where to look? So now we understand who, what, when, how, and why copyright is but the question remains: where? As stated above, it's pretty much to be expected now that by default, something is copyrighted – even if it isn't labeled. But, a lot of things still are labeled, and it's up to you to find where those labels are. Here's a few basics to look out for: The words “licenseâ€, “licensedâ€. The words “EULAâ€, or “User Agreement†The word “copyrightâ€, or that aforementioned copyright symbol. The words “Creative Commonsâ€, “CC†(more below in: Creative Commons) Small text. Text at the bottom of a page, or in the sidebar. Occasionally, text in “About†pages. Here's some example images of where I found copyright information, and licensing terms. Linkin Park's Song “The Catalyst†on Youtube: Labeled with a “Standard Youtube Licenseâ€. This means that “The Catalyst†is a complete no-go for me, as I highly doubt Youtube's standard license is going to give anyone on the street the ability to just use the music (more the recording of the video, actually! More on that in: Additional Concerns / Pitfalls) however they'd like. Some RPG Maker sprite work I found on Deviantart: Labeled with “Creative Commons Attribution Noncommercial 3.0 Licenseâ€. This is a good sign, and a good license (More on that in: Creative Commons) but it doesn't mean I'm totally out of the woods. I can't sell content that uses these materials, and I might want to consult a lawyer about taking donations for my work – if my only work involves this. Newgrounds: ...had an interesting side-box that didn't have any technical licensing terms, but it had a nice and easy to chew set of rules for a good song I found on it. YouLicence: I found actual licensing terms, and proper financial compensation for the use of the song awesome song “Standalone†on the You License website. The SCP Wiki: A large psudo-creepypasta website, has text at the bottom of it's footer stating that everything in it is part of the Creative Commons Attribution-Sharealike 3.0 license, which is honestly pretty brutal to read, but survivable (Again, more on that in: Creative Commons). It's not always easy though. I for the life of me cannot figure out where one would begin to look if they wanted to license Frank Sinatra's “Fly Me To The Moonâ€. I suppose it's by a contact / offer only: something for a lawyer to already know about, and be able to perform. I would possibly have the same problem if I actually wanted to license (and pay for) “The Catalystâ€. Good Alternatives for RPG Maker Developers. So? Life sucks then 'ya die, right? Well, it's not all doom and gloom. There exist quite a large repository of resources out there for you to exploit legally take from. It's all about where you look! Free for Use / Royalty Free / Stock / Library What exactly is something when it's “Royalty Freeâ€, or “Stockâ€? In truth, I couldn't properly define it, but as I understand it - when something is “Royalty Freeâ€, it means that you do not have to continually pay money to the license holder for using their music. If I wanted “The Catalyst†to play in my game, I might have to pay $5 for every sale of the game, in addition to $50K in distribution rights. That isn't the case with Royalty Free or Stock Assets / Libraries. It doesn't mean that you own the resources you use, nor does it actually mean that the resources are free, you may have to pay even several hundreds of dollars to obtain them. What it does mean is that you get to keep them once you own them (often times for as many projects as you want). It's very much the fire and forget way of buying things. Creative Commons Creative Commons is a massive sub-topic in copyright. Essentially, Creative Commons is a foundation that's created a bunch of universal licenses for people to use and refer to, called in turn Creative Commons licenses. Creative Commons could have it's own tutorial, but the gist is: it means other people can do things with someone else's work and it's all around a nice, altruistic, thing. It's especially nice for video games, because a lot of licenses forget that video games exist, and won't specify if you can use that material for video games or not; with Creative Commons you can use the material for just about anything. Creative Commons has gone through several legal iterations with 3.0 (and 4.0 now I think) being the latest and most commonly used versions. Creative Commons has a few permutations and variants that almost work like plug-ins. They can effect the license from ways that specifying the requirements for use, to the very license your own work has to be under if they use it. Once something enters Creative Commons, it cannot be undone – you are essentially giving up ownership of it. Attribution: Means don't be a jerk, and give credit to me if you use my stuff. Non-Commercial: Usually means, nobody can sell my stuff. You might be able to sell it with permission. No-Derivatives: Means you can have it and use, but you can't change it at all. I'm not sure how far remix goes (is fading in and out the beginning / end to a song considered a remix?), but it's best to err on the side of caution. Share-Alike: Is something you can think as a zombie virus of freedom. If something is under the Share-Alike license it's free, but any material that uses it, or parts of it, also has to be under the same Share-Alike license. Unless you want to completely give up ownership of your game AVOID. The term “Copyleft†often refers to this kind of freedom zombie license. 0: Or Zero. Is the Creative Commons way of saying “public domainâ€. Anyone can do anything with work under Creative Commons 0, though they don't technically own it. There are no restrictions, and credit isn't even needed. Public Domain / GNU / Open Source I'll admit, this is the field I know the least about, and that's a shame, because all these similar license types basically mean: go nuts. Public Domain is the end-all result of all licenses after they expire in a long, long time – it's like the white dwarf star of licenses. When something enters in the Public Domain, it can be used in absolutely any way by anyone. Sherlock Holmes is a great example: anyone anywhere can make a story about Sherlock Holmes – he's part of the zeitgeist, our collective consciousness, nobody owns him. How do you measure Public Domain? Well, things can be placed into the public domain by their creators, or the license can expire after a lot of time has passed since the death of the creator. It's pretty messy to figure out when the actual copyright for something expires, but thanks to those colossal [censored] lobbyists at Disney the rule of thumb for the US is until all the authors die + 70 years. Sinatra Singing Fly Me To The Moon will enter the public domain in roughly 2067. Fantastic, everyone hates you Disney. It could be better / worse though. That 70 is 50 in Canada, and 100 in Mexico. GNU, “General Public Licenseâ€, mostly commonly used in Wikipedia is a completely foreign entity to me. As I understand it, it's an awesome free reign license just like Public Domain. Software under GNU seems to always be copyleft however (See above: Share-Alike). Open Source, as my pa says, “is gonna save the worldâ€. Pretty much exclusive to software, Open Source means that the license and ownership is maintained, distributed, and moderated by a singular entity, but, anyone can go in and edit it / mod it / customize it for themselves and publish their own iterations of it. Pretty irrelevant to RPG Maker, but good to know what it is anyways. Maybe some scripts are under Open Source. Additional Concerns / Pitfalls… So you're all in the clear now, right? You know what you want: Handle's Messiah. It's perfect. There's no country in the world where that's not in the public domain. You go to put that in your game, and BOOM HEADSHOT! Lawsuit right in-between the eyes. What happened?! The problem is that while yes, Handle's Messiah is in the public domain across the entirety of the world – the recording of Handle's Messiah you used was not. When obtaining potentially licensed material, you need to be careful of absolutely any and all people who might have been in the process of the work. That is to say: All this is okay. This is not. This is okay. This is not. Recommendations. So it's a super-big super-scary super-lawsuit-headshot world out there, right? Is there anywhere that's safe?! Well, the good news is that yes, there is. Here are some of my findings... Art Steam Store: All packages you buy from the steam store are free for your use for as many projects as you want. Just don't redistribute the packages, that'd be that good ol' piracy again. Restaff: Each restaff package is free for you to use, but individual assets may have some terms of use, as included inside the package. Mostly it's just attribution (credit), and stipulations about commercial use without prior contact. Resource Requests: As part of the terms of agreement when you fill out a resource request for someone, they can have free reign on it. I personally, put all my content under Creative Commons Attribution 3.0 when I help someone out with a resource. Distributed Resources: It's often difficult to find any actual terms of use, or licenses for them, but it is the generally accepted that when someone puts a sprite sheet up on the internet for RPG Maker as a resource, they are saying it is free for use, with credit. This would probably classify as a royalty free license. Be very careful not to steal resources though! Especially on the forum here. Many artists are simply looking for feedback. Always ask for permission, if you're unsure. Deviantart: Take this with a good grain of salt because a lot of artists, understandably don't want you to use their work without them saying you can. There is however, a modest community of people making art on Deviantart (often under a Creative Commons license) which is free for use. Be sure you aren't stealing anything, and be sure you give credit! Clip Art: Kind of an odd-ball, but often Clip Art is placed under the public domain. Take a look, you might be surprised. Music / Sound Kevin MacLeod: Ow, my credibility. Despite being a very, very, tapped well on the Internet, Kevin MacLeod's work is of high quality, and the community he's fostered is an impressive one. All his work is Royalty Free, and individual pieces are also free of charge. It's always nice to donate to such an altruistic soul though, or if not, purchase the entire library. Newgrounds: Ahh Newgrounds, my childhood. Newgrounds audio in particular is a massive repository of pretty much exclusively free music. Very friendly for indie developers. Freesound.org: Mostly for sound effects, this website is great! Each sound has it's own license it's placed under, but for any aspiring audio engineers, or anyone competent with Audacity, it's an awesome place to find a huge amount of uhh… free sound. Free Music Archive: Spanning all genres of music and all shades of Public Domain / Creative Commons – the only downside is that the search isn't all too powerful. Be careful though. Share-Alike plagues a massive amount of the archives. You License: If you're a serious developer (probably more serious than anyone who'll ever be reading this), and you're willing to shell out some cash, this looks be a GREAT website to get high quality (mostly indie, or small time) music. Vimeo Music Store: My secret weapon that no one else knows about. ._. Vimeo's store is one definitely for the savvy who how copyright works. A lot of the licenses for music require dissection, and don't support games, but they still have a very notable amount of people who contribute work under Creative Commons, especially my favorite of Creative Commons Attribution 3.0. Use it in good faith, my brothers and sisters. [Edit: as of November 2016, the Vimeo Music Store has been taken down. Fuck.] I Understand Now: Copyright Law is Perfect and Should Never Change. It wouldn't be a copyright lecture without someone standing up at the end and saying “nahâ€. And that's a perfectly valid response, even after this entire tutorial. The truth is that copyright law exists to protect corporations, so that their precious IPs that they run into the ground aren't touched upon the filthy, disgusting, plebs. Thank you again Disney. That big list of illegal things near the beginning is a list of things that happen hundreds, if not thousands of times over every minute across the world: the law does not suit the state of the world. That doesn't justify any of these things you probably do on a daily basis, it's still illegal, you can still be fined / go to jail / be sued over any of those things – but it is just a testament to our ever changing social contract. It's pretty much an unspoken rule, known to everyone, even corporations – that's why EA pays big names to do otherwise technically illegal Let's Plays of their games: because the world acts against the law, and it'll continue to thrive while doing so. Copyright is a rigid and ancient thing, actually pushing 150+ years old now, with the last big revisions occurring about 40 years ago. Copyright use is a fluid and spontaneous thing that happens every second, nearly always undocumented when it happens. If you, as a game developer, feel no obligation to copyright law, or feel you are not a target worth bothering over it, is a perfectly valid, and common occurrence to ignore Copyright law, and make your game using whatever. It's not professional, or responsible, it doesn't exempt from the ramifications, or the fact you could technically be a felon, especially if you're profiting from your work in any way – but, it works out for a lot of people. You survived! Thank you for reading my tutorial on Copyright. If you learned something through this whole tutorial, that's enough for me – hopefully it got you thinking at least. And even if you didn't, then… maybe that's a good thing too. If you have additional questions, comments, corrections, or concerns, please PM me, or post them below. Have a good one, folks.
  4. Jeanne d'Ys

    Boss Battle Design

    Welcome to Maki's Boss Battle Design Tutorial! Intro: Boss Battles have been pretty much a staple in almost every RPG out there. What make Boss Battles (and Bosses themselves) stand out is that they're usually pretty different and unique in design and executions than the usual battles. However, designing a nice Boss Battle is a challenge in and of itself. Yes, you can probably just take the graphic, make its stats triple than the party, make it immune to all status effects, insert it in its lonesome into a Troop, and call it a Boss... But doing so would make the battle bland and boring; and it also took away the fun in designing! Always remember that designing... is art! Well, that's why I write this guide. I want to share some advice, ideas, guidelines, etc. in creating more interesting Bosses, especially to the newer users of RMVXA. I'm not saying that you cannot create generic, "plain" boss. It's just... Wouldn't it be fun to spice up your boss battles with unique seasonings? Oh, and you can help to if you'd like! Just leave your feedback and, suggestions in the comments, or even additions you think would make the guide better! I'll see if that could be added later into the guide~ So without further adieu, let's begin! Chapter 1: ~What is a Boss?~ "Salazar went Berserk!" Yep, let's start and reflect from the very basic: What is a "Boss"? or What makes enemy a "Boss"? Answers may vary a lot, but I personally think that Bosses are special and usually stronger enemies that are there to either advance the plot or serve as "checkpoint" for the player in learning to play the game- It's not unusual to get a certain ability only to find it crucial in the next boss battle; the Zelda games are particularly fond of this. Some are locked into thinking that Bosses needs to be bombastic, one-of-a-kind enemy with 4xxxxx HP, scary stats, specials attacks and hours to beat. But in actuality, you don't need to fill all those criteria to make good boss fights. Looking at the beginnings though, these "cliches" are actually justified; it's just that they're just so overused they became tedious and sometimes annoying to go through. Boss Battles are usually set-up differently than usual enemy battles. There's a cutscene, the dialogue and stuff, and even a random winged lion in the forest usually have a short cutscene just about the monster appearing to the player. RMVXA itself has its own settings to determine if an enemy is a "Boss" by enabling the user to choose different collapse effect, SE, and the RTP is bundled with more than one "Battle Start" SE just in case the user wanted a different one to use in Boss Battles. Chapter 2: ~Boss Types~ There are a lot of Boss Types, it'll be quite difficult to explain them all here. I'm just going to highlight some of the more simpler ones, and you can expand from there. Be creative! "The Damage Sponge" As its name implies, the Damage Sponge can take a lot of punishment before going down. It also has a lot of stats, and usually the best strategy is just beating it to death with every offensive move you got. Sounds familiar? Well, it's the "basic" template for a Boss, and usually, when people think about Boss, they think about this type. Unless they play too many SMT games, probably. This boss type can be commonly found in older, retro games. The Final Fantasy series are also particularly fond of these. Example: Too many to count and give. Just grab your nearest RPG and play it, nine out of ten you'll encounter one. "The Puzzle Battler" The polar opposite of the Damage Sponge, the Puzzle Battler requires certain strategy to be taken down. This usually involve out-of the box tactics, but once the player figures out the way, they're usually pretty easy to take down. More prominent in platformer or side-scroller, but can be found in RPGs too. Examples: Wallman from Castlevania: Order of Ecclesia. House of the Red Rose (Second Battle) from Yggdra Union. (Gotta love that game's difficulty...) "The Elemental Changer" This Boss mess with Elemental RPS. They constantly change affinities, and can be pretty annoying in games that use the "Accumulate actions, then execute turn" mechanic as the player usually can't help but seeing their Whirlwind gets absorbed by the Boss' new WIND -150% affinity. They usually stand in the border between Damage Sponge and Puzzle Battler, depending on the Boss. Examples: A certain "Hipster Angel" from Persona 4. Seiryuu from Final Fantasy V. "Undefeatable" Undefeatables are... Well... Undefeatable. You can't beat them because the plot said so. However, they're usually not Game Over-inducing, and some even give Game Overs if the player actually manages to beat them. Additionally, a Boss might be Undefeatable and/or certain point. The player could do something to make it defeatable. Examples: Beauty Queen Etna from Disgaea 2. The Black Knights from Final Fantasy II. "Multi-Limbs Boss" One of the favorite classics, Multi-Limbs Bosses are those who needs to be taken bits by bits, until ultimately brought down. They may be a giant octopus, a multi-headed dragon, or even a mob of angry people! Usually, there's a "core" part that serves as the hub/main part of the boss. More often than not, destroying the "core" instantly wins the battle. May overlap with Multi-Stage Boss if the limb-tearing takes multiple stages. Examples: Polaris from Shin Megami Tensei: Devil Survivor 2. Menace from Castlevania: Dawn of Sorrow. "Multi-Stage Boss: Another classic favorite, these are Bosses that transcend a stage to continue the fight. They usually do so by transforming into their "stronger" or "true" forms. Most of them takes really long time to beat, and they usually gets all their stats fresh like a jar o' skippy during the transition while your party have to cling on those Mega Potions or Greater Heals. May overlap with Multi-Limbs Boss if the battle involves battling various part of the boss. Examples: Kefka from Final Fantasy VI. Death from... Almost every Castlevania game he's in. Chapter 3: ~Tips and Tricks!~ Here are some of my tips, tricks and ideas in designing Boss Battles. You don't need to take them fully, these are just suggestions and advices for you. I'll be happy if they could help you out~ 1. Sense of Progress How convenient. Make sure that the Boss Battle is meaningful to the player. Or at least, not just a button-mashing galore (Except if your game is a hack-and-slash, probably.). I don't mean you can't pop a Chimeric Steed out of the mountains. You can. What needs a meaning is not the Boss, it's the Battle. Unneeded Boss Battles can be a hassle to some players, so take account into that. Of course, you can just ignore this advice completely for Bonus Bosses or Secret Bosses, as they're purely optional. Just make sure that the players don't feel like they're just wasting their play time by fighting the boss. 2. No "Attack Spam", Please... Just sleep, just dream. It's only a battle... One of the most glaring thing I saw when playing some RPGs is some of the Boss Battles consist of nothing but Attack-spamming. (Although it's inevitable if you chose 4 Warriors in Final Fantasy XD) The battle becomes pretty tedious by that, and the Boss Battle would just turn into a glorified random battle. Don't misunderstand- I'm not against it, everything can be cool if properly executed, it's just that I advise to be against Attack Spam design just for the sake of it. 3. Let's Party! (Author's note: It kinda looks like Oscar is dodging the rubbles ._.") How about making the Boss do something to the Party? It doesn't have to be the Boss joining after battle like pictured. You can use other options such as: a. The Boss being a bertraying party member all along! The reverse from the above situation happens, and the boss is removed from the party member. a. The Boss is actually a nice guy, and one of your party member's a traitor. The Boss joins in the middle of the battle, and a new battle starts against the betraying party member. A mix of the example picture and example a. 4. Utilize Those Status Effects! Aah... Succubus! You make Enchanter-chan sad Nine out of ten, you know that feeling. When you play a game where there are like 15 "Ailment" States present... But none of them worked on the Bosses. What's the purpose, then? The Warrior and Mage can just slash and burn through the small fries, so it's usually moot to Ailment them. So how useful would the Enchanter be? So my next suggestion is, make States more meaningful to the mechanic. Although, you'll need to manage which are affected with what. It probably wouldn't be a good idea to make Firespirit affected by Burn or Toxic Wyrm affected by Poison. Although I also suggest that the "Death"/"Knockout" State should not be able to be used on Bosses, since it could break the game's challenge. Or alternatively, don't add insta-death Skills. 5. Make a Duel Boss! Natalie would actually look pretty sweet as a cheerleader... Duel Boss is a kind of Boss where only a certain number of your Party may join the fight (Usually only one). You can specify whether only the Chosen Twins may fight the Twilight Ruler, or that only the Star Princess can soften the Solar Dragon's anger. Executed well, Duel Boss can make a Boss Battle challenging and/or fresh without looking too cheap. 6. Make "Irregular" Battle A Hero Arrives! (Spoiler: It's Noah) Alternatively, you can make a Boss Battle that ended in an unusual fashion. Be it a mysterious hero rescuing your Party and defeating the Demon once its HP reaches 40% or below, a Greater Demon that kills the Lesser Demon and replaces it during battle... The plot potential is strong! 7. Alternate Win/Lose Condition! You take care too, Isabelle. We need your Spells but your MHP seems to be against that. Usually, the main goal of a Boss Battle is to take down the Boss by making its HP reach 0. However, you don't have to always stick upon that. You can make alternate goals such as surviving for 30 Turns, protecting a friend who's channeling a Barrier, or walking the usual beat-to-death route, but with a mix such as making the Grave Squirmer only killable by casting Holy Spark! 8. Linked Enemies! SLASHTHEM You can make Multi-Parted bosses too in RMVXA! There are scripts for that I'm sure, but you can also make simpler ones with eventing. Multi-Part Bosses are essentially multiple Enemies set up in the same Troop. Once the "Core" dies, an event triggers that places Death state into the others. 9. Reverse Multi-Limb! Of course, talking is easier than executing. ... ...That pun. How about making a twist to the usual Multi-Limb fight, and make that you're easier/possible to win the less you bother with the "Core" enemy? If that sounds too easy, then remember that you could "Invoke" (Guess the hint?) the player to attack the forbidden. Be careful with balancing, though... There are many possibilities with this one: A Chaotic Spirit that is unaffected by all Magic but has Magic Seeker skill to turn all Elemental Magic toward him? Your hero's hostage girlfriend forced into an armor that redirects all Sword Skills toward her? Up to you! 10. Outside Battle Tweak (Suggested by AlliedG) MY EYES!!! (I luckily captured this state though SS ) Who says you cannot tweak the battle externally? You can apply circumstances that makes the a Boss Battle different depending on your doing outside it. You can make a Boss gets a weakness to Fire by completing a sidequest involving sabotaging the Boss' magical capability, or makes an NPC that will strengthen the Boss if you failed his request! XX. Hair-Pulling Edition: Yuu Narukami Myriad Truth SWAG (Requested by Casta) This basically emulates the final phase of the final boss fight in Persona 4, where you manually cast a certain skill on the boss in a scripted fight, which finally leads to winning. It's quite tricky (and long), and requires multiple Database setup, so please read and proceed very carefully. 12. The Persona Reaper Encounters! (Requested by Casta) This one is more into map eventing than battle eventing, but still cool for me, nonetheless! The Reaper encounter style from the Persona series 3, 4 and 4 Golden. The Reaper itself is a really tough special enemy that appears in Persona 3 and 4/G that is well-known for its extreme difficulty and special encounter method. And now we're going to mimic those encounter systems! This request would be separated into 3 parts, divided by the game the Reaper appears in, because the encounter method is different in each game. This is another one that's a bit more into the intermediate-to-advanced skill level, so please read thoroughly. Especially the P3 one. I spent the whole night figuring that one out, while the others don't even take 10 minutes. 12. 1. The Reaper Encounter (Persona 3) 12.2. The Reaper Encounter (Persona 4) 12.3. The Reaper Encounter (Persona 4 Golden) I hope you find these useful~ Useful Links: "Boss Battle" on TV Tropes. Basically a witty exposition about Bosses and Boss Battles, complete with a huge list in Tropenese. Are you One of Us, too? http://tvtropes.org/pmwiki/pmwiki.php/Main/BossBattle "Battle Systems 101: Creating Bosses" by Lowell Richards. A neat guide found in this very forum. Has a well-written pointers and insights, including some small details not found in here. Despite seeming a bit incomplete, it's definitely worth reading! http://www.rpgmakervxace.net/topic/1098-battle-systems-101-creating-bosses/ Outro: Well, I think that's all for now! I'll update the guide once I got more, so stay tuned for that! Don't forget to give feedback and leave comments if you have any! I hope this guide would help you in designing cooler, more interesting Bosses and Boss Battles. Happy designing! -Maki
  5. Redweaver

    general Tutorial Town 2

    Hello, friends, and welcome to the next Tutorial Town! In the first series (Click Here) we made a game using the default editor and had loads of fun doing it. In this new series, we're starting totally from scratch. Deleting the database, importing as many new resources as we can make use of and integrating loads of scripts to try to make a truly awesome player experience! Join us for a new journey into game making. https://youtu.be/mqWAuFyNnYM
  6. Lord Vectra

    general How to do Expansions :)

    I am Vectra. I know a lot of people are wondering how to work expansions. There is some limitation to this which will be explained later in the tutorial. How to get your game ready for expansions Make 2 copies(or more) of the game. Note: Know what expansions you want to add ahead of time Warning: Keep ALL data in the original game in the expansion one!!! This allows the player to keep everything he has in the original one to the expansion one and not doing this can create serious bugs in your game. If it's after the main quest & is not separate from the actual game You need to activate a switch once the final boss is killed ahead of time before you make the expansion. Transfer them to whatever(Ex: The Main Town). Therefore, people who already beat the game can play it. Have the player go somewhere to start the expansion. For example, go to the prophet in the main town and he'll tell you that some Plague Lord will come to kill everyone and you start the quest. If it's during Example: Guilds, Factions, etc. Do you know them three files called "Game"? Transfer the encrypted one from the expansion to the original and you should be fine or transfer save from original to the expansion. Either one works. Note: Just to be sure, don't forget to transfer the .dll in the systems folder. I don't know if that does anything but just to be sure, do it. If the expansion is a totally different game Example: Dragon age: Origins and Dragon Age: Awakening If Expansion is only playable after player beats the 1st one You need to activate a switch once the final boss is killed ahead of time before you make the expansion. Transfer them to Map 1. Create the expansion game as usual. In the beginning of the expansion game have a conditional branch of switch X has to be on. When you're trying to play this game from the original, you need to do something special. Vectra, does the coordiantes of MAP 1 have to match MAP 1 in expansion? No, I suggest making the Xcoord less than 17 and the YCoord less than 13. You can relocate the player by having a transfer player in the expansion game. Once you transfer the player to MAP1 MAKE SURE THEY GET A CHANCE TO SAVE IT!!! Vectra, you said we needed to do something special... what is it? You can do two things. Do you know the three files that all say "game"? Transfer the encrypted one from the expansion to the original. That has all the current variable values and whether the switch was turned on or not. Note: Make a copy of the original and then take the expansion one and insert it into the original one(the copied version) Note: Just to be sure, don't forget to transfer the .dll in the systems folder. I don't know if that does anything but just to be sure, do it. OR If you want to be different, you can have the expansion ask a question or ask for a password. You get the answer only when you beat the main quest. You might want to do something like a code you need to input in a variable to play the expansion. Like the code is 629475 and the player only knows that when they beat the 1st game. Vectra, people can cheat and tell each other the password! If all the monsters are high-leveled ones, I promise you they will regret coming in at lvl.5 against lvl.30 monsters lol. Note: If you use the code idea, remember to make it long so the player will have a really hard time guessing. Make it like 6 digits long. If it doesn't matter You create the expansion game as usual. The player just have to move over the save file. Note: Just to be sure, don't forget to transfer the .dll in the systems folder. I don't know if that does anything but just to be sure, do it. If you want more than one expansion I don't know. If they're separate expansions then it's very easily. If not, it's best to think of ALL your expansion packs you want and put them into one big one because when it comes to adding things like Factions, you can only do one. Same thing goes for separate expansions if you have expansions for the separate expansions. Perks from doing expansions Like Dragon Age: Origins and Awakening, you can have it where choices you make in one game and their effects will follow you to the next one. Like I said, expansions will have to be thought-out before hand UNLESS the expansion is created separately from the original game. Use your imagination and this can be really good for a game if done correctly. Warning: If adding scripts, make sure they are compatible!!! I think I've covered everything. Any Questions? Do you need anything explained more?
  7. charlesthehurst

    Charlesthehurst's Mechanics Demo

    DEMO LINK: https://www.dropbox.com/sh/ln0ncans8jz64n6/AAD8rO45tFPydaaDKkiiOWE5a?dl=0 This is a demo that I will hopefully add onto in the future, but I will go ahead and post what I have now so far. This demo includes 10 or so mechanics using the engine. Some are puzzle mechanics, some are system mechanics. There is at least one that is just a basic mechanic that can be used and expanded upon. At the top left corner of each map there is a Comment event that gives a brief description of what the events are all doing. Please look at each event on the map to see how they were setup. Included in the database is 50 pre-made animations for use with skills items or whatever else you want. These animations use only the basic RTP graphics. Several are repeats of similar concepts. Feel free to use as you see fit. There is an event graphic I created for use with one of the event demos. Feel free to use this graphic with credit to me. You will be able to find it in my resource thread. If you have any questions regarding the demo, feel free to comment below. BONUS Tutorial: Instead of using the resource manager, you can directly import graphics into your project by copy and pasting them into the correct folder in you Game Project's graphics folder. This allows you to bypass picking a transparent color.
  8. Made this simple tutorial that players can add to their game to add some spice! Using basic Variables anybody could do this no matter how experienced with the engine.
  9. Tsarmina

    general Tsarmina's Mini-Lab

    Good morning! Good night! Good anything-in-between! It's me, Tsarmina, back again with her lab goggles and chemical explosive reactions. I feel that my Laboratory has been relatively successful, and I thought I'd spread the love, science, and art by starting a mini-lab for all you budding interns out there ^-^ I can't have you working in my lab though--it's too dangerous! So you guys get a mini-lab instead. You can explode as much stuff here as you want, because it's all for your practice! I'll be posting everything I can think of helpful-wise here--art tutorials (if you want to draw like me), Photoshop and Corel guides, VX Ace step-by-step tuts, and tidbits from the depths of my crazy mind. Anything for you guys~ <3 1. The Bare Bones of VXA 2. Tilesets Minilab 3. Static Opening Cutscenes! *customizable 4. Turning to Watch 1. Hair Colors 2. I'm Watching You: Eyes 11/27/13: The Mini-Lab is open for all scientists! <3 Also have 1. Bare Bones open, but it's like...baby steps. 11/28/13: Second tutorial is added ^-^ Just a mini tileset lab. 12/04/13: Art Materials requirements added. 12/11/13: More tutorials! I'm so happy ^-^ 01/02/14: The FIRST art tut 01/08/14: I'm Watching You!!! Support me!
  10. This is an overview of the program itself. I try to cover what every button does. Feel free to skip ahead. You may want to watch directly on youtube so the links below are clickable: 1:40 - Map Properties 5:03 - Toolbar 7:40 - Drawing a Map 9:13 - Game Properties (keyboard remapping) 11:00 - Database (Actors, Items, Weapons, etc.) 15:36 - Tilesets 25:55 - Resource Manager ("DLC" and RTP) 28:28 - Script Editor 31:14 - Built-In Character Generator and Game Character Hub (separate program) 33:47 - Events, adding an NPC and simple event 39:34 - Regions Part 2: Basic Events and Quests in RPG Maker VX Ace (Beginner Tutorial #2) Part 3: Switches, Variables, Self-Switches, Move Routes, Scripts - RPG Maker VX Ace (Beginner Tutorial #3) https://www.youtube.com/watch?v=ctnPTSbOf7w Visit http://crackedrabbitgaming.com/guides/rpg-maker-vx-ace-tutorials/ for a list of scripts I use in these videos.
  11. This topic mostly covers some "hidden" stuff in VXAce's Tilesets. I say "hidden" because majority don't notice it haha. But if you highlight or select a tile, this happens: What is this for? I think it's unavoidable that some tilesets would raise a few questions on what they are. I am also one of those people that can't understand tilesets until someone tells me what they are or if I was able to magically use them right. How to do the same with your own Resource Packs? It's really easy actually, just make a txt file with the same filename as the tileset you want it to describe. The real problem however is how it's listed. I had to make a reference list for myself so I won't get confused! The numbers indicate how they'd appear in the editor. For empty spaces, you have to add NONE as blank spaces aren't counted. Tile A1 Example Text File: Tile A2, A3, A4 They all follow the same format in labelling. File dimensions doesn't really matter except you know, the number count. It's Left to Right until you reach the edge, then new line. Tile A5 Tile A5 sheet is long, but you get the point. Tile B, C, D, E The highlighted black part are the ones that are counted first, then it goes to the next half. By the end, you will end up with something like this! And that's about it!
  12. AJNR

    "Hard" Mode

    (To Mods: You can move this to Theory and Development if you want) Hard Mode Hard Mode is the highest difficulty given to a game (there are many exceptions where the difficulties will have custom names that exceed "Hard Mode", but the highest difficulty of a game is what we will consider "Hard Mode"). I will specifically only mention games that are Role Playing Games, or at least considered a Role Playing Game. Traditionally, RPGs are all about numbers; so upping the ante commonly pertains to increasing the number of an opposing forces' (Enemy's) parameters. This change is received differently based on the mechanics of the game itself. For example, the tactic of wearing the best items for a Turn-Based RPG will probably not work as effectively for an Action-Based RPG. But for sake of the RPG Maker, we will mainly consider the Turn-Based mechanic. (Because to be honest, the ABSs of RM are rarely as good as actual Action RPG Games, with the limitations of movement and flow with the RM Engine). Hard Mode: In Popular Media Since I mentioned that we will mainly be talking about Turn-Based RPGs, games like The Witcher 2, Dark Souls, Dragon's Dogma, Phantasy Star Online, Skyrim, Fallout, you get the idea, will not be given too much spotlight. This is because (as mentioned before) mechanics and design will not work as effectively in Turn-Based as they do in Action-Based, and vice-versa. However, we can include Turn-Based Strategy Games (such as Fire Emblem and XCOM: Enemy Unknown) since they are still Turn-Based. I'll mention examples of games, their difficulties and differences, and what it means to the player. All mentions are debatable and suggestions are always welcome. Development of Hard Mode Now we get into our own personal discussions about Hard Mode. The way we perceive and create Hard Mode in our own work is reflected by our experience with difficulty modes in the games we played personally. Some of us may just increase the enemies' stats, some of us may give enemies' new abilities, some of us may allow the reward to be increased, it all varies with how we have experienced these difficulty modes. Along with it's accessibility, such as changing the mode in-game, unlocking the mode after finishing the game, or allowing it as a feature to increase stakes in specific areas (think WoW's Heroic Mode). Usually we want to create our own mechanics, original or not, and then decide how difficulty changes that. Above Difficulty (in terms of priority), is Mechanics and Balance. A sum of par games published using the RPG Maker Engine seem to suffer a loose perception of Balance. Balance can go much, much further than "Enemy takes 4 hits to kill, Actor takes 6 hits to die", because if that is how you view balance in your game - it will honestly be criticized as bland and stale. It's very possible to make a difficult boss that doesn't deal ¾ of the Party's Maximum Health, it's very possible to make a difficult boss that doesn't practice common gimmicks, it all varies with your game's mechanics, and limited by your creativity. Playtest your game, fiddle with it in various ways, how many strategies does this increased Difficulty allow? How many would you allow? Balance compensation with punishment, that is what makes difficulty fun. Compensation doesn't have to be an Item, it can be a simple mechanic - such as FE: Awakening's "Rescue" mechanic (as mentioned before). Another thing is to also test the balance of how long it would take the Player to accomplish this one objective? Are you willing to have them grind 2 hours for a boss? Or are you going to allow the difficulty to raise experience gain? Or are you going to create an average threshold of experience that allows you to level up at a fair pace? These are all things at your discretion as a creator and developer. Your Thoughts of Hard Mode After reading all this, what is your opinion of this topic? What would you like to add personally to the concept of Hard Mode (and difficulty in general)? What's your advise to others about it? What are some ideas that you feel could benefit others? You're free to debate about what I've said, to add your personal thoughts about difficulty, to insert your ideas and why you chose them, your examples from games that you have played, and all that jazz. Things you could consider about development of ideas for Hard Modes could address things like: Is Level the main factor of success in higher difficulties? Would you allow to lower level characters to maintain efficiency? Does your game allow access to Hard Mode as New Game+? Does you think that grinding is a prerequisite for success? Do items have totally changed effects in higher difficulties?
  13. When you first start a game, you've already decided on game play, sex of the target and age of the target audience. This is about some general tips about how to create an interesting story, not about avoiding cliches or embracing them, but seeing what each type of story with what has been done before. Let's discuss some terms: protagonist and antagonist, not good and evil. I think too many people have this idea that mature means demons, blood and plenty of gore. I will give you the definitions of what these terms mean and why we want to change to these terms. Protagonist: This means from whose point of view the story is being written in. In Lord of the Rings, Frodo was the protagonist and the challenges he faced when trying to destroy the one ring of power. Antagonist: This person, thing or object is merely trying to halt his progress, no evil intentions, but merely because they have different agendas that conflict. By looking at a character with agendas and goals in life, you see them as human beings, even if you don't agree with those agendas. It is up to you to write the character, showing that he is a bad person, not just telling us that he or she is bad. How do you show a character is bad? His actions are the most important thing, not what he thinks as humans base opinion based on other people's actions. He burns down a village and kills everyone in the village. He murders the King and ascends to become King. He rapes women and takes what he wants. His actions should be most important in showing people why they should hate him. Take Final Fantasy IV, Kain was a man, who loved Rosa, who loved Cecil and as a result, there was conflict between the two. He wasn't a bad guy, only had feelings that he didn't state. Let's have a basic character sheet Name: Age: Parents: Important things from his parent's past: (This will effect what happens to your character as it affects what happens to him) Siblings: His life (only important details) up until now: His goal or dreams for his life: His reality or what stops him from accomplishing those goals. Strengths: Weaknesses: A character has to have something to overcome, but let's discuss real people. Gene Roddenberry the creator of Star Trek was a man, who had very positive things going for him. He was intelligent, creative and his greatest flaw was that he was a womanizer. Yes. So, your characters should have real faults that you can understand. Even great men have faults. Now, the next tutorial should discuss about other details of story that I feel are important like the rest of the character types. If we understand these terms, and how they relate to stories, you can create stories that are more mature. One last definition for ya: Mature means things are not black and white, but has shades of gray. I suggest you practice by looking at established characters in your favorite tv shows or movies to see if you can identify things on the character sheet.
  14. LeviCore.exe

    In the philippines today .. its like ..

    I don't know if Im happy or sad ... :/ Im supposed to have my midterm exams today yet to say all classes have been suspended including people who work in certain areas because of a low pressure area , Its going way to shitty here in the philippines . floods everywhere , all over the country .. then again since there are no classes and my exams has been moved . I have time to progress on my game . mixed emotion . yeah . how awsome is that ?
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