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Found 77 results

  1. AVELIONS 5 - GOD REALMS Latest version : Not available yet SETTING STORY CHARACTERS +FEATURES+ +SCREENSHOTS+ +VIDEO+ +CREDITS+ +DOWNLOADS+
  2. Hey, all! This is my very first RPG Maker MV project for Android, entitled 'Magical Stone'. I hope you will consider downloading it, it is totally free. I've poured a lot of time and effort into creating it for Android. It is in 2 languages: english and spanih. Enjoy! A boy lives a happy life until he turns 18 years old. Then he discovers a horrible lie that has accompanied him all his life. How would you feel if you had always believed that your parents had died in an accident and now they are alive, kidnapped and you have to rescue them ...... DOWNLOAD LINK https://play.google.com/store/apps/details?id=com.Villita.Production.MagicalStone IMAGES/SCREENSHOTS CREDITS Plugin Programmer Yanfly Galv MrTrivel Tor Damian Design Gameus Himeworks Soulpour777 Atelirt Rgss Procraftynation Villita Artwork RPG Maker MV Cyanide Hiddenone PandaMaru WhtDragon Villita
  3. m working on a game at the moment and one of the side thing i'd like to do is have a monster breeding and racing/battles minney game area like they do in sonic adventure is it possible to do in rpg maker and if it is how can i do. this
  4. Hello, I'm using Yanflys equip core and I may have ran into a bug wondering if anyone else has experienced this before. I am using Yanflys Equip Core to add a second Accessory slot through the equpiments tab. Then I have a new party member which is added through an event to the party but comes equip with a unique accessory in the original accessory slot. What's happening is the second Accessory slot is populating with an extra accessory item (not a duplicate) for the character when they join the party. The character itself is not set to have an accessory in this slot and the only option for the slot is the "none" option i' m assuming due to limitations between the plugin and MV. Any idea what causes this?
  5. Abstrack : Legenda Kristal is an adventure game using a historically accurate Indonesia as a base, to preserve it's history among it's young people. It's story focuses on the struggle of a young man convincing heroes of the past to defeat Dajjal, and his troops, from destroying mankind in the future. Tags: Game In Progress Game Progression : Story (50%) , Maps : 100% , System: 100% , Music: 80% (Game Complete Schedule : 12/28/2018) Commercial Game Type Language : Available in Indonesia & English
  6. Chaos Prophecy (Working Title)

    Chaos Prophecy: Abstract: A lengthy RPG adventure of magic, chaos, and the apocalypse. Genre: High Fantasy RPG Game Progression: Prelude Act complete. ETA Unknown. Recruitment: Scripter for one script, and one modification. Music, and possibly sprite assistance. Average Demo time: Once it's ready, the demo is to encompass the whole first act as one of the main characters. This ought to be about 5 hours of play. This does not include side quests... or dialog skipping. Required: Story / Setting / Purpose: Chaos Prophecy is about a pair of characters who were brought together by the intervention of some jerk from the future who thought he could end some crazy prophecy by killing them. The main characters, a pugilist and a mage apprentice, end up needing to adventure due to this jerk's intervention. At the beginning of the game, the player gets to choose between the two (a la Star Ocean 2,) and the course of the story varies quite a bit depending on who is chosen. During Act 1, the pair must dispel the jerk's magic that has swapped their souls, making them control one another's bodies. They must travel across the continent, either by way of deadly spider caves, or by meandering around through three different towns in order to reach the temples of the goddess of order, whose powers can restore their souls. Trouble is on every step of the way, as monsters become more active and the temple becomes overrun with the undead. They must battle the forces against them in order to restore themselves, only to then get pulled deeper and deeper into the clutches of the chaos lords who are desperately trying to stop them. Over the course of this lengthy tale, the main bulk takes place on a world inhabited by 4 main species, humans being one of these. The others are the ri'pado, the dodeeja, and the eikarians. Respectively humanoid rabbits, rats, and monitor lizards. At the end of most of the acts, the party is pulled into another world by one chaos lord or another where they attempt to thwart the party on their own ground. The game's climactic act occurs during the apocalypse, where after obtaining the ultimate weapon from Death, they must face off against the deity of chaos mid-resurrection. Character Bios: This game gives the player the opportunity to recruit up to 8 characters along their quest. Some of these only available depending on which one you choose to play as, and some of them requiring certain side quests. The current list has 12 characters of different lands, backgrounds, and personalities. Kreyshi Tholdon - A pugilist guardian of Springvale, the starting town. She is stoic, but usually does the right thing. Often she responds to injustice with her strong ri'pado legs. Aramil Moonbrook the 12th - A mage apprentice. He is the 12th in a long line of ri'pado sons who were given the name of their bloodline, then sent off to learn the secrets of magical absolution. He's shy, but as the game goes on, he comes further and further out of his shell. Padlan Hemlock - A monster hunting ranger. The only way to get him is to agree to slay a psychic boss giant spider. Having him increases money gain greatly, as he's able to retrieve body parts and valuable goods from fallen enemies a lot easier. Mareanne Windsong - A priestess who joins the pair in order to help them with the ritual. She's the only character you're forced to have in your group for most of the game. She is, however, silently judging the team and their actions the whole way. Tozo Ironhand - A goodly knight who leaves his land in order to investigate the chaos cultists, (if you convince him to.) He's a tank. A spear and shield and heavy armor tank. He's also annoyingly noble at times. Todoza - An inquisitor who's already investigating the chaos. The resurrection of the chaos deity would not fall in with the plans of her own religion, and would get in the way of Uzzadujoza's reign. She is likely to follow along with the group with her own agenda... and more in following acts... Credits: Currently I'm using quite a few of YanFly's scripts. I'm also using one of Galv's. (The character animations script.) One of DreamX's (random augments.) I'm looking for at least one more script... for more control over SV_Actor images. I'm doing most of the sprite re-working. Making fighting-game style SV battlers. I'm looking to furnish the game with more music and sound. Currently not top priority. Screenshots: Features: Story! Characters who feel a little more realistic in personality than the anime-style thinking of most RPG characters. Multiple game arcs, depending on who is chosen, and what choices the player makes. (Because I... love Dragon Age. So inspiring.) Fighting game inspired SV Battlers. (Now, if only I could figure out how the get more frames and more flexibility of what battlers show.) Humanoid animal people! (Four species populate the main world. Humans are one of them, and no traditional fantasy species were used... unless you count skaven and lizardmen, which two of the game's species resemble.) In depth combat and monster AI design. You won't be getting away with simply attacking everything to death. Known Issues: No demo yet.
  7. Twice Upon A Time (v0.1.1)

    Twice Upon A Time Latest Version: v0.1.1 Made in RPG Maker MV. Available for Windows. Current Gameplay: ~2-3 hours. Genre: RPG, Fantasy Download Now! Ending Notes: I appreciate your time for reading this thread, trying out my game, and any feedback you may provide. You're the best!
  8. As the title says I need to add options from the Female part of the Character Generator to the Kid part. I'm trying to make a small character, and the Kid part of the character generator works great (it is actually a shorter sprite than the Male or Female ones), but I can't get it the way I want because there haven't been any options added to it since the last update. I was thinking I could add in parts from the Female part of the Generator because you can only make a Female Kid right now, but I don't know what to label them to make them work in the Kid part of the generator. If you need any clarification, let me know. Any help is appreciated!
  9. 3x3 Legendary Daegon

    3x3 LEGENDARY DAEGON DEMO version Developer : Radian F (cradth) Latest version : Demo v1.02 +STORY+ Three thousand years ago there was a great war between the three Clans of the Demon World. Lucifer and his Diablos Legion had almost won the war, but somebody from the Daegon Clan was appeared, and stood up against the entire legion, supernaturally undefeated. His name was Lahar. Later he claimed the Fire Throne and conquered the Demon World. Three thousands years later... Three great heroes are destined to save the Kingdom of Trilands from the evil Demon King, Lahar, who want to destroy the Human World for no reason, indeed an evil plan of total destruction. But in the final dungeon, the heroes are defeated easily. It's strange, since the fate does the opposite of what the prophecy told the humans to believe : the destined heroes will prevail, no matter how strong the villain is. This questionable "destined" claims will be investigated by the Demon King himself, Lahar. +CHARACTERS+ +FEATURES+ + 3 Main characters x 3 Villains obviously + 3 Main Quest & 3 Side Quests + 3 Different endings with 3 different epilogues + 3 Worlds with 3 Towns and 3 Dungeons + 3 category of items, with 3 items per category. + 3 Swords with 3 upgrades and 3 enhancements + 3 Magic Schools with 3 basic elements and 3 elemental modifiers + 3 x 3 areas with 3 x 3 tiles per area. + and the other 3's... +SCREENSHOTS+ +CREDITS+ +DOWNLOADS+ I hope you like my works. Support my games and enjoy.
  10. Hello, looking to commission 5 main cast character animated sprites for rpg maker MV (including walking, battler, and damged sprites). I have full body designs of each character I can send if you are interested sprite artists can name there price, please send your portfolio or a sample of your work thankyou -tyler
  11. Greetings everyone, i'm looking for someone who can transform some 16x16 generic tiles (not made for RPG Maker MV) into 48x48 RPG Maker MV tiles usable into the tool. Of course auto-tiles (like water, water borders and similar stuff) must work into the tool. If interested, PM me and we can discuss the job
  12. Gone Fireflies has been released! You can find it on Steam, GMG, GamersGate and Itch.io Version: 1.3.0 Engine: RMMV Release Date: February 20, 2018 James Reed is a detective called out one night to investigate the apparent suicide of a woman and the sudden disappearance of her husband, Thomas May. Play as both of these men in this short story-driven experience as you learn about how they lived, how they loved, how they lost, and how the decisions they made changed not only their lives, but of those around them. Gone Fireflies, is a brief, linear experience that lets you turn the story one page at a time by talking with the game's characters, finding and interacting with objects in the environment, and making choices in both action and conversation which determine the final pages of this interactive tale. This is a slower paced game that emphasizes dialogue and story over traditional RPG elements and adventure. An emotional story-driven experience Multiple dialogue options during conversations Investigate, and discover optional content Multiple endings based on the choices you make Beautiful music by Jeremy Wray, Nicolas Gasparini, and Kevin MacLeod Gone Fireflies - Trailer 1 Gone Fireflies - Trailer 2 Facebook Twitter Youtube
  13. 3x3 Legendary Daegon

    3x3 LEGENDARY DAEGON DEMO version Developer : Radian F (cradth) Latest version : Demo v1.02 +STORY+ Three thousand years ago there was a great war between the three Clans of the Demon World. Lucifer and his Diablos Legion had almost won the war, but somebody from the Daegon Clan was appeared, and stood up against the entire legion, supernaturally undefeated. His name was Lahar. Later he claimed the Fire Throne and conquered the Demon World. Three thousands years later... Three great heroes are destined to save the Kingdom of Trilands from the evil Demon King, Lahar, who want to destroy the Human World for no reason, indeed an evil plan of total destruction. But in the final dungeon, the heroes are defeated easily. It's strange, since the fate does the opposite of what the prophecy told the humans to believe : the destined heroes will prevail, no matter how strong the villain is. This questionable "destined" claims will be investigated by the Demon King himself, Lahar. +CHARACTERS+ +FEATURES+ + 3 Main Quest & 3 Side Quests + 3 Different endings with 3 different epilogues + 3 Worlds with 3 Towns and 3 Dungeons + 3 category of items, with 3 items per category. + 3 Swords with 3 upgrades and 3 enhancements + 3 Magic Schools with 3 basic elements and 3 elemental modifiers + 3 x 3 areas with 3 x 3 tiles per area. + and the other 3's... +SCREENSHOTS+ +CREDITS+ +DOWNLOADS+ I hope you like my works. Support my games and enjoy.
  14. On Gear, Part 1, Weapons.

    I know it's been over a year, but it's good to be back again. Apparently having a full-time jobs cuts into your Blog and Game making time, who knew ? Today I want to talk about the gear in my game, more specifically weapons and armor, and why I chose to trim it all the way back. Now that I've been away from my game and had some time to think, I wondered, why does my game need heaps and heaps of weapons and armour? It is not the focus of my game, it will lead to endless menu micro-managment because of all the splitting up and regrouping of parties, endless shopping trips and grinding, because every character (up to 20) needs to be kept up to date on gear, it affects balance if they are under or over equipped, … The list goes on and on and on. So I made a seemingly radical choice. I dumped weapon and armor upgrades. Now don't get me wrong, there is still gear to be found, but no piece of equipment is “strictly better” then any other. To illuminate : strictly better is a term that I first heard about in Magic the gathering. It means “Identical in every way except the numbers are better”. Applied to RPGs, this would mean tossing your dagger for a mythril dagger because it is identical to the dagger, but has a higher attack stat. There is no reason to use the dagger over the mythril dagger. In some games, this is part of the fun, and it certainly has it's place in games, but not in mine, not with the character focus I wanted to have. So I did away with the endless mill of +1 swords and chose a different path : Incomparables. Meaning I wanted no weapon to be mathematically better then any other, but unique and different. As people who may have read my Elements ands skills blog post might remember, all of my elements are intrinsically different. For example, fire raises the users magic attack, lightning is luck based , … Now what if I did the same for my weapons and armour. This necessitated my split of physical damage into 3 categories to allow for variety : Piercing , Slashing an Crushing. Each of these types has its own damage formula. Piercing ignores part of the targets defense, Crushing deals more if the targets hp is low, and Slashing deals more if the users hp are high. A weapon can have more than one damage type, for example, a morningstar is both piercing and crushing. Some skills require the use of the correct type of weapon. Next, I divided my weapons into 9 weapon types, with each type getting about 3 weapons : Sword, Dagger, Axe, Hammer, Spear, Peasant, Bow, Gun and Artillery. Each of these categories has an additional effect: Swords are Skillfull, which means that they generate more TP when used. Daggers are Fast, which means they raise the users agility. ( I use a ctb battle system, so agility is very important) Axes are Punishing which means more damage on debuffed opponents. Spears have Reach, which gives the users a big bonus on counterattacks Hammers are Pulverizing, dealing more damage on a crit. Peasant Weapons have Underdog, which means that when the users has a stat buf, the effect is greatly increased Guns have Penetrate which means they ignore physical defence, and just deal damage equal to a.atk stat instead of a.atk²/b.def. Bows are Silent, generating way less noise, therefore not raising the alert level as much. Artillery has Unavoidable, meaning they negate block, and deal unresistable (Almighty) damage. On top of that is the small, medium, large system. Small weapons can be dualwielded. Medium weapons are the standard, and allow a shield or small weapon in the off-hand. Large weapons deal splash damage. Each weapon also adds a skill unique to that weapon. So to bring it all together, some examples : The longsword is a Medium Slashing and Piercing Sword, so it can be wielded with a shield or small weapon in the off hand, it deals more damage if the user is at high hp, generates more TP, ignores part of the targets defence and allows the users to use Slashing and Piercing Skills. It has the ability to let the user enter a parry mode as a special ability. The Quarterstaff ( different from a mage's staff) is a Large Bludgeoning Peasant weapon. So it deals Bludgeoning damage, deals more damage if the target's hp is low, raises the users attack when buffed with something, deals damage to multiple enemies when attacking and allows the use of Bludgeoning skills. As a special ability, it raises the users block, and counts as a shield. Most of this is realised by using Yanfly's Weapon Unleash system, to give every weapon an different attack skill, instead of filling up the formula bar with 200 if-statements.
  15. I still have a lot of work to do, but I think it's a good time to show off some story bits of chapter 0. ...Or, in this case, the whole thing. It's not entirely finished yet and there are still some bugs that need to be squashed. However, I'm quite happy with how it turned out regardless. I seem to enjoy making cutscenes look the best they can thanks to Galv's Camera plugin. The gameplay is every basic and I haven't gotten around to making any actions sequences, yet. This is mostly just to show off some bits of the beginning story. I might also try to get my topic back up again since I have some new stuff lined up, but I want to wait a bit longer just to make sure. Anyway, here's Chapter 0!
  16. The Last Summer

    A psychological horror game about life, childhood memories and fear of growing up -- Genre: Psychological horror adventure Game Progression: 100% completed Year 199X: Timothy is a young 10-years old boy very passionate about videogames and living his last days of childhood. The last two days of summer holidays between the ending of the elementary school and the starting of the middle school will teach him something both important and terrible. Behind the mask of a normal family, lies a secret that is slowly consuming Timothy's mind. Who is Mr. Knight? Who is the mysterious girl appeared all of a sudden? Who is the real Timothy? Explore Timothy's house, discover his family and prepare for a weird journey: a lonely child, a videogames lover with a very special friend. But friendship can end if something new comes to break the spell, and as your best friend becomes your foe, will you be able to live on? The Last Summer is a top-down adventure game that will let you follow Timothy's life during a very special period of his life. TRAILER: KIBOU ENTERTAINMENT TEAM: Simone "Lord Macbeth" - Storywriting, mapping, eventing Dave "Mishima" - Additional pixel art, character designer, artwork designer SCREENSHOTS: Features: - Two different endings - A deep story full of childhood emotions and fears - Old school videogames references - Very detailed mapping to improve visual feelings Download the full game http://kibou-entertainment.itch.io/the-last-summer Known Issues: Nothing known at the moment, but if something is found please feel free to contact me on Twitter at http://twitter.com/KibouEntertainm
  17. I have converted several .wav files to .m4a & transferred them into my game's BGM folder but they do not show up in RPG Maker MV? Am I missing something? For instance, do I need to adjust the quality of the sound file? Anyway, I will also attach a free M4A I was meaning to share. I do not own the rights but I did compose this file myself. I hope it is enjoyed...
  18. 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
  19. Finished sewer puzzle

    I just wanted to post and say I completed a simple sewer valve puzzle. I'm pretty proud of it.
  20. The Adventures of Kusoge

    ​Game Title: The Adventures of Kusoge Abstract: In a land where fantasy meets insanity, one hero (and three allies) fights against the tyranny of Tyrant King. Genre: M-Rated Comedy/Fantasy RPG Game Progression: Released on Steam: PAGE LINK Recruitment: Graphics, Music, JScript Programmers (Volunteers Only, Please) If you include a Demo. please indicate the average demo time: ~5 min Required: Story / Setting / Purpose: *The Kingdom of Settingsland has suffered under the thumb of the evil Tyrant King for too long, and the Candy Cane Knights are prophesized to be the only ones capable of overthrowing him. You play as Kusoge, one of these fabled knights, looking to overthrow the Tyrant King... after all, ladies dig a world-saving hero. Character Bios: Kusoge: The main protagonist, a Candy Cane Knight who is one of the few who can master his order's ultimate weapon Baby Daddy: Kusoge's father, who is also a 50 year old baby and war veteran. Rat Bastard: Trained assassin and friend of Baby Daddy who joins the party for plot reasons. The Fourth Guy: Gun Kata specialist who the party recruits because having four people is just how things are done. Credits: *Using RTP assets, including self-generated characters using the character generator tool. *Using music by Komiku aka Monplaisir, with permission. https://chezmonplaisir.bandcamp.com/ *Using HeroMachine 3 assets for battler images. With permission from Jeff Herbert and AFD Studios LLC. http://www.heromachine.com/ Screenshots: For some reason my third screenshot isn't showing. Link. Features: *Comedy! Lots of it! Lots of adult comedy too! *Everyone who gets the game also gets a free pony that shits ice cream... wait, sorry, that's something Peter Molyneux promised for Fable 3. Yeah, I can't do that. Download the Demo: https://www.dropbox.com/sh/b6mththga2tadcx/AABlGX84SmxiPlNZ1LvSDm0Ga?dl=0 Known Issues: None yet.
  21. Overview: Engine: RPG Maker MV Genre: Mystery, side-scroller Recruitment: Pixel artists, menu designers Synopsis: Chance knew from the day he was born that he was bound for greatness. Unfortunately, Chance was horribly misguided in this assumption. In the far-away city of Los Cactus, there have been murders most foul. Monster-kind is being shunned from the streets, the blame for these murders falling on their shoulders. An election on the horizon threatens to jeopardize their position in the world even further! Just who will step up to save them? Unfortunately for the monsters, that person is Chance Thomson, a hopelessly errant detective who struggles to tie his own shoelaces! Monster-kind's only hope lies in he and his new partner, a mysterious lady named Grace. With her help, can Chance shape up and solve the mysteries surrounding Los Cactus? Play as Chance in a collection of mysteries against tricky foes and cunning set-ups! Piece together clues to discover the villain's narrative, and do your best not to nab the wrong guy! Meet a wide cast of colorful characters, from zombie waitresses to your very own Slime Friend™, and try to break a very inconvenient sleep cycle! Characters: Gameplay Features: Screenshots: Credits: Of course, this project wouldn’t be possible without the help from my wonderful team, and many of the generous contributors in this community: Want to show your support? Here's a banner!:
  22. (Title Unknown) Basic Rundown:: Game Engine:: RPG Maker MV Genre:: Fantasy, RPG, Comedy, Crushing Drama Release:: Commercial Graphic Style:: Two different styles to reflect the real world and the fantasy world. The "real world" will be shown through simple animations, with a semi-realistic art style. The "fantasy world" is to be portrayed in the traditional pixel art form. Synopsis:: A child is diagnosed with cancer. As his family crumbles around him with stress, fading hope and unanswered prayers, you, a young doctor, see the pain on this child's face every day. He knows nothing of what his illness is, only of what it's taking. He knows not that it's not his fault, but the impurity inside him. He needs a friend, but all he has is hurt. Until you. You begin to visit him, during your breaks at first, then after work. Soon enough you spend whole days with the young boy when most would be resting after the long week. You conjure up amazing tales of bravery in which both yourself and the boy fight monsters and save princesses, marrying them sometimes (often multiple, as bigamy means nothing to the child). The stories do nothing to help the child physically. He grows weaker with every day. But every once in a while, when the day has been saved once again, you see a smile on that young boy's face, and you know that this whole thing is worth it. One day you know you won't be able to go into that room, and you won't be able to recite another story, and you won't be able to see that smile again. It'll kill you, but you tried your hardest up to that point. Wherever that child is, he'll remember everything, especially the young doctor who took what little time they had and spent it making this broken child whole once more. The Amazing People I Need:: Writers:: The focus of this game is the relationship between the doctor and sick child. While much of the game will take place in a hyper-fantastical world where there are no serious limits, the relationship between the protagonists needs to be grounded in reality. I need a writer (or a few) that would be able to switch between the hyper-fantasy and the real world to give the player a sense of the world these two come from, that the fantasy is an escape, but one that can't be simply used as a cover-up. Concept Artist:: I need someone, or a few people, with the creativity to design environments, creatures and concept images for the rest of the team to build off. Sound Effects Design:: A game wouldn't be complete without sound effects. I need someone talented to create the physical environment of the game through the use of ambient effects, as well as active effects (opening of doors, cries of mystical dragons, etc.). "Real World":: Artists/Animators Much of the style of the real world is less blatantly cartoon/pixel art styled as the fantasy world. So I'm looking for people whose prominent style, or are proficient, in this area. Furthermore, as the game progresses, the use of grey and black tones will be especially important. Animation is not a necessity, but would bring an extra dynamic to the game. "Fantasy World":: Pixel Artists (Characters/Tilesets/etc) The fantasy world is very much a pixel world, full of color, happiness, hope, and life. I need creative pixel artists to not only portray this in the world, but to also create unique environments for the characters, through the use of art. Still Artists/Animators Cut-scenes within the fantasy world would use a similar pixel style to the game-play. Again, this will also be brightly colored and innocent. As with the real world, animation would only bring an extra dynamic to the game and is not a necessity. Scripter For the full game to stand out, I need someone to find/create the necessary scripts to have the game function to its best possible potential. Eventers Sometimes we can't always find that event solution to a certain problem, so more than one eventer would be useful so that we don't get too crazy stuck with a problem. Housekeeping:: Compensation:: "I never carry a wallet while I'm working; ruins the lines of my suit... But how about a crisp high-five?" - Deadpool Of course, I'd totally credit you in the final product, and if it makes money there's that sweet revenue share! (which would then have to be discussed). And I can always help with a project of yours! Other than having this wonderful face, I'm a great composer~ Communication:: Yes. Probably through Discord, e-mail, and PMs. I do pay attention to my messages! There'll also likely be a google drive/docs things going for notes and file sharing. If you wanna help, let me know! I'll pay attention to all my PMs. Or e-mail that works too~ TransitionDivided@Outlook.com
  23. Radar Chart for Parameters

    Hello, I'm looking for a script that will allow Stats to displayed as a Radar Chart whenever the parameters are shown (in the status menu, when using equips, etc.) Description: A Radar Chart, or Spider Chart as they are sometimes called, displays values in a circular, or hexagonal type fashion with the numbers going outward rather than horizontal. Here you can find some examples of the chart style. Important features that I think it would need are the ability to change the names, colors and even add icons for the stats, even change the color of the chart lines depending on the actor. There are a few VX ACE scripts that allowed for this functionality for parameters, but I wasn't able to find one for MV. Compatibility: This would effect wherever the stat parameters are shown in menu, so I think it would at least need to be compatibility with basic menu scripts (Yanfly Core and the Yanfly library). That's probably the major one ,but if anyone else can think of a necessary script compatibility then be my guest. Thank you for taking a look at my topic!
  24. Bhavacakra

    Game website Game download (Mega) Current version 1.0.0 Bhavacakra (Meaning the Wheel of Life) is a fantasy RPG game made in RPG Maker MV. The game is typical in a sense that nothing stands out. It has a main plot, choices, and side quests. The focus of this game is lives, people's lives. And their lives are side quests. This game boosts 100+ side quests in around 30 ~ 40 hours gameplay. There are also three endings with one ending leading to post game world. You play as Juan, a young country man from a village of Loche. There is a rumor that a war is going to break out. As you explore the world, the war does break out, leaving you three choices. You can either fight for your country OR fight against your country. And, finally, you can turn your back on the war. Whichever choice you make, Juan's life changes for good. There are several things I focused while making this game. The game world is consisted of four nations, with each nations containing about 2 major cities and 3 ~ 4 small villages. There is an exception though; there is an off world nation. All in all, I consider the game world to be fairly large.I did mention 100+ quests. They are side quests. Few get complicated and will go into post game. Some are hard. Some are simple fetch quests. But side quests will have stories to tell. This game is about lives. Oh, and defeat the big evil thing. Actually, no, there is no real evil being to defeat in the game. But the wheel of life works in mysterious ways.Monsters do not drop money at all. Why should they? They drop their body parts instead. You either sell them to proper places (trading posts) for bigger profits or use them to cook.Main characters and other important characters have unique CG portrait. The game also contains CG scenes I made.You can pursue your relationship with your heroine all the way into marriage if you so desire. Characters This is Juan, the main character of the game. You will control him and make decisions for him. Depending on your choices, he can become an adventurer or he can fight for his country against a national invasion or even fight against his country. 21 years old at the start of the game. Sue is pretty much the heorine of the game. She becomes Juan's girlfriend shortly into the game and marries Juan if it is his choice later on. Seemingly carefree, she has some darkside to her due to her lonely upbringing. She starts out as a village hunter and later becomes a professional archer. 22 years old at the start of the game. Decon is a scholar from Alcella. He is intelligent but sometimes lacks common sense. He is found captured by Red Turban bandits and rescued later on by either Juan or Maco. After that, he tags along with Juan. Depending on Juan's choices, he may leave the party. 29 years old at the start of the game. Marat is a weapon vendor. Well, she is a weapon seller in Cizna department store. She is under heavy debt when found by Juan. After getting her out of debt, she joins Juan and Co. Depsite of her petite physique, she acts mature and can persuade people a lot better than others. Age unknown.
  25. Hello everybody, I am Viper, a musician from Ecuador. I decided that my first project will be something rather ambitious; whether that's a bad idea or not is up to debate, but unlike most people I get more into a project the more special it is, and I'd probably quit before finishing if it was "just another RPG maker game". I don't know if it's allowed to introduce oneself with ideas, but in my opinion introducing oneself isn't right without introducing the reason why one is joining. I want to work on the fabled crossover between Shin Megami Tensei and Fire Emblem from the teaser that would have happened if they didn't re-imagine it as Tokyo Mirage Sessions #FE; meaning that I want a straight crossover with characters of each series meeting and a combination of tactical RPG gameplay and dungeon crawling, SMT press turn battles. Dungeon crawling mixed with tactical gameplay can be done, as shown by like Fire Emblem Gaiden/Echoes: Shadows of Valentia, I just thought that the traditional RPG ideas in Gaiden/SoV could mix very well with any dungeon crawler/battle system. I plan on having a duality between battle systems to represent both series. From a tactical grid (Which you can access from attacking enemies on the dungeon or story-based chapters) you can use two combat options: Summon and Echoes. -Summoning battles are what I want to use for the SMT representative, you summon 2 allies that can be SMT demons or more minor characters in FE to fight in press turn combat. These battles are a mixture of Devil Survivor's and Nocturne's, they are more time consuming and the enemy human can summon his allies as well, but can offer for more strategic options to beat a single human in one swoop or recruit his demons/allies. Graphic style would probably be like Golden Sun or the first two Personas to have more detailed models. SMT characters get extra damage and skills for this. -Echoes skills (The ones that cost HP in Echoes but have special effects) are what I want to be used as the FE combat representative, they could have special effects related to the map (AOE or Movement) and bypass enemy summoning (So you only fight the leader/s and not his minions). They would transfer you to FE styled RNG based side view battles, and would change their animation accordingly depending on the skill. Due to not having control once the battle starts, these have less options for fighting strong enemies, but they can be very effective for fighting mobs and MP conservation. FE characters get extra damage and skills for this. The story concept is similar to Nocturne and Dissidia. Both the SMT and FE worlds are going through a conception. After the Nocturne True Demon Ending, the only way to stop the cycle of conceptions is to make a universe with that as its rule and that isn't allowed by the great will without some huge sacrifice, as Kagutsuchi isn't infinite. Due to these circumstances the only way to stop the cycle is to have a great cataclysm across many worlds, so the new Vortex is both universes hamstrung together and the protagonists team up depending on what they want the new universe to be like. It is like Dissidia in that overworld maps in FE are turned into SMT-like desolate areas, like the FF1 map in Dissidia. Many allies will be trying to reject the radical reboot to return to their worlds in peace and others accepting the reboot so that no more worlds are destroyed. Tell me if you are interested and I'd be glad to use recommended plugins for the desired product.
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