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Found 1,849 results

  1. tlbearer

    Of Man and Machine

    Of Man and Macine: Lore: The people of Unda are a diverse people, comprising of elves, humans and dwarfs. They all mostly got along each helping the other to grow and expand the civilization. The dwarfs helped by building machina that could build things faster, and destroy monsters in their way. The elves helped with their magic and the humans helped with their ambition for more land. So they grew and expanded until a war happened between the north of Unda and the south. The people of Unda had gotten greedy and wanted more for themselves. They used the machina that were created to help people were used to rob and kill to achieve power and fortune in any way possible. The war ravaged the southern part of Unda, turning it into a desert wasteland. Many of the small towns and cities were destroyed and abandoned to the desert sands and lost to time. Many of the people of the southern part of Unda hate machina and believe that they are the root of all evil. The northern part of Unda believes that it depends on the user and that they can learn from the past. The elves hate machina more than ever because it destroyed most of their forest homelands. The dwarfs are for machina so long as it is used for good and to help people. The humans are spilt because half of Unda because a desert wasteland while the other stayed pretty much the same. Story: Cara and her brother Kyn live in a small village in the southern part of Unda. Machina and anything to deal with it is outlawed in south. Cara was told by a passing dwarf that it was the people that had corrupted the machina and used it to get whatever they wanted in the past and cause a war. This made Cara question the way that her people thought and decided that the dwarf was right. She and her brother begin to do quests to collect the money they need to collect machina parts. When it is found out by the townsfolk that they were doing this they were banished from the town and told never to return again and put on the watch list. Demo: Send space: <removed link>
  2. Star's Keep Story: The world of Havaar is thick with blood. The land is still recovering from the two-century long Purge: a war that eradicated the demon-kin from the land.It was not a simple task; they were many and they were merciless. In the end, only six countries were left among the dozens. Desperate for a victory, the mages of Havaar united to destroy the demon-kin. Their success came at a heavy price, and the scarred land begun to rot. Salvation came in the form of the Monuments, seven pillars that held the remaining essences of the land in place. Seven of the world's strongest mages sacrificed their lives to create these life-saving relics. Slowly, the land recovered, and people came to forget the demons that nearly destroyed them. One day, the Monument of Earth begins to act strangely, catapulting the surrounding area into chaos... Character Bios: Malcom Age: 23 Hometown: Rosewood Bio: A laid-back guy with a mischveious streak, Malcom is a big prankster with a carefree lifestlye. Though his lax nature may make him seem irresponsible and childish, he is very reliable. He has a major crush on Jasmine, but he can't seem to win her attentions... Ian Age: 25 Hometown: Zephyr Bio: A rather dour man who can't seem to lighten up, Ian is a childhood friend of Malcom. He is serious to a fault and a bit overprotective of his sister, Jasmine. Jasmine Age: 22 Hometown: Zephyr Bio: Jasmine is a sweet girl with a shocking temper. Her greatest ambition is to become an alchemist, but Ian has a hard time with letting her leave to become an apprentice. She continually sneaks out of town, only to get caught time and time again. Her recent illness has left her bedridden though... Rin Age: ??? Hometown: ??? An enigmatic elf with an energetic, outgoing nature. She seems very much clueless about human life and is extremely curious when it comes to them. Credits: All graphics, sprites, and scripts are default RTP or generator made. (Except Jasmine's bed-pose and Rin's neutral face. I just did a very simple edit.) Features: This game will include classic RPG-style puzzles, mini-quests, mazes, and more! All done without custom scripting! The main goal I have is to prove that RTP and default scripts does not equal bad game! Changelog V0.2 Simplified the vine map slightly and fixed several odd bugs. Demo: http://www.mediafire.com/download/fnurw16el4aer3b/Project1.exe
  3. Working on this project for the last 6 months on and off (as time allows), I feel it is to the point where I can confidently announce it (without it being looked at as vaporware). Yes, this is my first project and even though I have dabbled in RPG Maker over the years (dating back to 95), I have never actually dedicated the amount of time to one as I have this one. Maybe it's because of what VX Ace offers, or maybe its because I've learned how to plan out a project so I actually finish it. Either way, I pride myself on perfectionism and attention to detail, so I more than welcome constructive criticism, suggestions, and compliments. I hope to have a playable demo available in the next month or so as I wrap up the balance, database, and enemy encounters. You can follow my progress more intimately, see how the game has changed since the beginning, and even watch a couple (bland) YouTube videos I have posted for it on my blog at: BesusProductions.com Anyhow, without further adieu... Just over a thousand years ago, humans were seen as the superior species on the planet, however their physical limitations held them back. Because of this, Idol’s (the guardians of the planet Vole) helped to aid their physical shortcomings by granting them Enchantment. Using Enchantment, humans were able to accomplish tasks that were either too difficult, or downright impossible to accomplish physically. For decades, humans thrived from these powers. However after a rebel group began to abuse these powers, the Idols thought it would be best to take it away from everyone before more began to abuse them. Now, two-thousand years after Enchantment was taken away, humans go about their lives as normal; often yearning for the days they had those powers. Shortly after these abilities were taken away, the Idol island of Graven fell from the sky. Little is known regarding why, but when the island fell, it took all traces of Enchantment with it. Lately rumors have begun circulating that Enchantment may still be present on the planet. This has caused some excitement throughout the world and caught the attention of Armor. Because of this, Armor’s entire focus has gone toward re-discovering this lost power, changing the once-respected organization in to a common enemy of the people they once protected. Armor’s obsession will soon lead them to find out just how powerful Enchantment is; and what repercussions pursuing that power will have on them and the planet of Vole. Sideview, ATB-based combat system. Ability to chain skills together for one long combination of attacks. No random encounters! Enemies chase or flee from you based on your level. No "walls of text" throwing countless story elements at you. Everything is shown through cutscenes. Still fine-tuning gameplay aspects, so other features may find their way in to the game. Updated 5/28/2013 The Ethereal Plains Demo (Version 1.03) Or if you want it with the RTP included: The Ethereal Plains Demo with RTP (Version 1.03) You can also find the official blog post about it here: http://www.besusproductions.com/?p=524 Finally, please report any bugs you encounter, or provide constructive feedback! Patch Notes (May 26th, 2013) - Version 1.03: Per some suggestions received, added some guidance for some of the more “cryptic†parts of the game. Notable in the sewers and Ocean View. Reduced the volume of the sound effects in the training scene. Patch Notes (May 26th, 2013) - Version 1.02: Resolved an issue with the game crashing due to a missing music file (referenced in a script). Resolved an issue where the player could get stuck in a NPC while moving. Resolved some (mapping) passability issues. Resolved an issue where it would always highlight the first character while selecting a target for spells that can only affect the caster. Resolved an issue with getting stuck on the edge of the screen while riding the logs in Verona Crossing. Resolved a switch conflict resulting in the command codes being automatically entered in the Mines. Added an ability to Alaric. RPG Maker VX Ace: Enterbrain Scripts Battle Symphony Engine (and addons)/Bubble Messages: Yami Battle Engine/Event Chase and Flee/Buff and State Manager/Active Chain Skills/Slippery Tiles/Ace Menu Engine/Ace Item Menu/Victory Aftermath/Debug Extension: Yanfly Fog and Overlay/Pixel Movement/Moving Platform: Victor Sant Awesome Lighting Effects: Khas Weather EX/Save System/Chain Commands/Anti-Animation Lag: Moghunter Mode 7: MGC Terrain Tags: Neon Black Advanced Dash: Helladen Expanded Choices/Counter Skills: Tsukihime Pearl Anti-lag: Falcao Sleek Item Popup: V.M. of D.T. Animated Map Name: Dekita CSCA AutoSave Plus: Casper Gaming N.A.S.T.Y. Animated Menu: Nelderson Message Text Sounds: Zerbu Website Launch From Title: Modern Algebra Graphical Object Global Reference: Mithran Graphics Tilesets: Enterbrain, Celianna, and Mack Kaduki Sprites: Kaduki Additional Sprites: Mack Foliage Clumping Tileset: Paladin-Cleric
  4. Welcome Hello Fellow Dev's. In a testament to listening to advice and basically in the hopes of finding my way with this project of mine, i decided to start a blog for that very purpose, This blog will be updated regularly with information about the game, What that entails exactly will be explored more later on. First though a little Information as to what TFS (The Four Stones) is all about, and why i'm choosing to "market" it this way. The Four Stones is a mold of countless ideas, merged together into one. It started life as " A tale of watcher world and dreams", Which then developed into "Label". Each progression focused on a different element of eventing, and so my very first project with RPGmaker was in fact " A tale of watcher' " and this well and truly failed. The idea was far to grand for my "skill". Label worked a little better, but the premise of that game was to place the player in the middle of events which happened regardless of the players "taking part". This "not about you" approach really interested me in terms of developing a story line. Since it created the sense of realism which isn't really found in games ( i could name a few in this style, Way of the samurai for example had elements of this). i stopped working on Label because the massive amounts of Story line it required, and The Four Stones was born. Through both of those ideas it became a medley of ideas. which slowly came into its own. Writing is my "skill" in terms of game making anyway, i'm more a writer than an artist and so like any good writer, The Four Stones is a living breathing world to me, I know its origins, its demise, and everything in between, i know the people who inhabit it, all of them, there flaws there strengths, the twists and turns the weak and the poor. My aim with TFS is to make this come alive in the game. Whilst the focus of the game might not be on "the big picture" like with label, i really want the world to come alive. Setting TFS is set on a world called Terrae, home to a rift in space and time. Life was created through this rift, and the inhabitants of this world feared its power. They created The order of the Watch. Four sacrifices linked together and turned to stone to protect the world from its "mother" as spirits. As time went on the influence of the order, and the faith attached to it waned. The people of Terrae forgetting about the sacrifice and the protection, choosing to live their lives unburdened by thanks, and as the order dissipated into the background a patient man chose his moment to act. Manipulating the power of the Watchers to draw a powerful being through the rift. This being threatens the world of Terrae, That's where you come into play. Drawn through the rift as a natural accident, you find yourself in a strange world with no memory of your past and a strange mysterious lady calling on you for help. In return she promises answers, and a way home. Don't let this simple synopsis fool you. This is a very deep and detailed story, which is really hard to leak information about since i want to keep the twists and turns secret, perhaps this is the place to share those... if it is let me know and i may share more information. Lets just say, the deal is more than you bargained for, and as you journey and adventure through Terrae with the weight of the people on your back and the friends you meet by your side. There is no true happy ending only loss, sacrifice and betrayal. The choices you make impact the very world around you, They have a real impact, effecting the journey a head. Messy details TFS is currently in development for the PC, i'm using RPGmakerVXace for the development, with heavily edited default graphics. This is not going to contain completely original work, the reason for this is there is only me working on the actual game elements, and a "partner" to the founded Indie Dev team "Soft-Squares" working on the music. (least their is that to look forward to). Apart from a few scripts to alter battle and the Class system, most of the game is controlled via background events which work on a rota basis. (this is to ensure low processing, each event rolls through when needed and turns off when its not needed). Although we are using a script to control for the class system this too is "managed" by a event, controlling what options are available etc. Users will be able to switch class on certain characters once they are unlocked should need be. There is plans to release this game for android, this wont start till the PC version is completed, and obviously will be produced under a different maker (most likely Game Maker). There aren't many details on this yet however, because we don't know the limitations of androids or the game size for that matter. Most likely the game will be released in a sort of "chapter" style (so four main parts). Features The game has many features already even though it is so early on in its development, Most of these systems have been adapted on or rewritten, so the "announced ones" previous to this date may have changed. I will only cover these briefly as i plan to elaborate in future posts as part of the plan for this blog (which i will mention at the end of this section, so bare with me). Time, that's the first feature for this game, and i can understand as a gamer how this may seem like an un-exciting feature, and so why talk about it? well its more for the elements it adds to the Dev side of things. and as this is a site for Developers alike, i think some of you will be pretty excited by the options our In game Clock brings to the development and eventing options. Our time accounts for both real and in game time simultaneously. This opens up our control for events even more than default, we can now use the in game clock and calender (which counts weeks, months, and years) to control exactly when a event will be active. For example say we wanted an Easter egg in the game, and for sake of argument say we wanted everyone in the world to celebrate Easter Having egg hunts ect. we would simply make it so every time Month was equal to 4 a switch was activated, lets say its called "EASTER TIME". when this switch is active, everyone's Easter time event is turned on! its exciting as a developer since it brings so many options to the table. The main use of this clock is to add a sense of urgency, As the player you will eventually be asked to go and protect the watchers, using the game clock, we can give the player a set amount of time to get their asses in gear and get over there, otherwise, the watcher is taken. The player loses that objective and the typical "evil guy" gets stronger. We also plan to use this to make the main story "objectives" scale in difficulty the more time that passes. Dynamic Party System is the next feature, This system presents you the player with a realistic party to manage, and journey with, more information will be posted about this in the next post. So this blog right... The plan for this blog and all future updates is to offer a little something for everyone, My main strength with RPGmaker is eventing. There is nothing i can't make this program do. And since most of the elements of this game are controlled through events i thought it would be interesting to share some of the inner mechanics at work with each update, along with providing a "show" of the update in question. Something for both the Gamers and the Developers. At least then someone can take something away from this blog, be it inspiration or (hopefully) the want to play The four stones. For now i have rambled enough, Say hello, and let me know what you think. Your opinion is important to us, always will be. Thanks for reading OmegaDSX
  5. The Intro to my RPG game Amnesia The World of Amoria once a world thrown into darkness and conflict,corruption,political anarchy. Till one day a hero arose who was considered a aeon of good and righteousness. He swept through the world of Amoria one by one destroying capital powers of corruption and evil ridding the world of all its blight. Gaining fame and renown. He created the realm of Edicdale becoming the king of the realm. All worshipped the new found king and his kingdom as they should since he brought peace to the world of Amoria. The King of Edicdale had a son a hope of continued peace and prosperity. So then for 25 years Amoria knew peace. Till the day the King died beasts and other unworldly beings started to appear from no where attacking villages sacking cities laying waste to the world of Amoria. Some believe it was an assassin who slayed the King some say natural causes other believe it was his own son. One dark black night the undead begain to arise and started to march on Eddicdale. The son of the newly departed King became the new King of Eddicdale and with quickness Assembled his armies. The new young King amassed a force of 60,000 men to his side. To face the larger force of the undead which had 120,000 troops. Finally both forces came face to face after 2 weeks of tactical maneuvering the King chose his battlefield. A narrow cliff with an ocean behind him and the large undead force to his front. for 3 days the battle raged on it seemed victory was close at hand for the King and his men till a surprise attack came inside the Kings camp and it was said everyman was killed from that attack accept the body of the king was missing. No one ever knew what happend to the King neither did his brother who was the prince and high commander of the Kings army. Even till this day the Kings brother searches for his lost brother.................It has been 4 days since the battle. This Image is a sneak peak at one of the dungeons you will run into in Amnesia.......Still need some work but I believe it is looking good .
  6. A teaser to a project I want to take far, I should have a demo available with in the week so let me know if you are interested in playing it Demo Now Available! http://rapidshare.com/files/3019243761/Project2.exe Features: -Huge character roster -Imaginative Story -Kingdom hearts type world format -Large end game/side quests -Custom actor sprites and attack animations https://www.youtube.com/watch?v=xDPH8Mbnch4
  7. This effect is activated when an attack is successfully made. The user will take some amount of damage according to the effect. Download Get it at Hime Works! Installation Place this script below Effect Manager and above Main. Usage Tag effect objects with <eff: recoil_damage formula> Where the formula is any valid ruby statement that evaluates to a number
  8. Hello, and welcome to yet another installment from Devil's Advocate Gaming. Today, I'll be showing off the new demo that I have made in the past two weeks, called The Last Prince. Since completing The Promised Land, this project has taken up a majority of my time, and I assume that it will remain this way for the next few months. Current Version: 1.5 Story Gameplay Characters Screenshots Credits Currently Using: Tsukuhime's Port of KGC Battle Difficulty Victor Sant's Engine + Follower Command YANFLY Khas Enterbrain Mr. Bubble Casper Gaming (CSCA) Faces taken from Mr. Dai at http://momope8.blog67.fc2.com/ and usui.moo.jp Music by Jason Shaw from audionautix.com and McTricky, as well as Kevin MacLeod. Version 1.5 Link: https://www.dropbox.com/s/g7v1jjueqban8yd/The%20Last%20Prince.exe
  9. CSCA Title System By: Casper Gaming (Casper667) Last Update: January 11, 2013 Latest version: 1.0.0 Introduction Modifies the title screen to cycle through maps as well as the title image. The maps are actual map files and can use events to tint screen and show weather effects/animations. You can also use CSCA Light Effects in the title maps (other light effect scripts may work, but are not tested). Screenshots Screenshots include other scripts than just title system. How to Use Place in your materials section. Setup required. Instructions in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Demo can be found here: LINK Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  10. CSCA Random Loot By: Casper Gaming (Casper667) Last Update: March 21, 2013 Latest Version: 1.0.1 Introduction This script allows you to randomly generate loot in treasure chests with varying quality and rarity. Features -Easy random loot generation -Specify the quality of the loot generated -Specify how rare each loot item is Updates Version 1.0.1 - Added support for CSCA Currency System How to Use Place in your materials section. Setup required. Instructions in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Requires CSCA Core Script to work properly - Get it here! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  11. CSCA Menu MOD By: Casper Gaming (Casper667) Latest Update: March 7, 2013 Latest Version: 1.1.1 Introduction This script will modify the gold window in the main menu. In addition to separating the gold amount with commas now, it also displays playtime and location which can be set by using the notetag <CSCA mapname> in map map's notebox. For example, <CSCA Overworld> becomes Overworld. Features - Modifies the gold window in the main menu. Screenshots How to Use Place in your materials section. Script is plug 'n play. Updates Version 1.1 -Faster, more optimized -Commented Code. Version 1.1.1 -Made compatible with CSCA Currency System Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Requires CSCA Core Script to work properly: Get it here! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  12. CSCA Extra Stats By: Casper Gaming (Casper667) Latest Version: 1.1.1 Last Update: March 6, 2013 Introduction This is a creator's tool. This script will track a few extra stats for you, such as how much damage enemies deal to you and how much damage you deal to enemies in battle, how many items you've used, how many items bought/sold to shops, and how much money spent/gained from buying and selling to shops. All these values are stored in variables specified by you, so it's easy to clear/manipulate the values. Can be used in a wide range of ways, from an end game text message displaying these stats to, say, a battle event where your objective is to use as few items as possible. Features - Tracks some useful stats listed in the introduction not tracked by the default program. - Easy to clear/manipulate the stats should you need to. Stats Tracked: Gold spent at shops Gold earned at shops Items bought from shops Items sold to shops Damage taken Damage dealt Items used Gold looted from battle Update History Version 1.1 -Added tracking for gold looted from battle -Aliased everything -Added support for CSCA Skill Shop Version 1.1.1 -Added support for CSCA Currency System -Added comments How to Use Place in your materials section. Further setup required, instructions included in script. Demo 1.5MB download here: LINK (Demo running outdated version of script. Recommended to get script from text link below) Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  13. CSCA Menu Organizer By: Casper Gaming (Casper667) Latest Version: 1.0.6 Last Update: July 20th, 2013 Introduction This script will allow you to easily add any CSCA Scripts to your main menu. You can also easily change default commands too. NOTE: This script will be updated consistently to include future CSCA scripts that can go in the menu, however support for all custom scripts is not planned. Yanfly already has a script for that, if that's what you want: http://yanflychannel...ce-menu-engine/ This script is meant for those who just want to easily add CSCAScripts to the menu without all of the other features. Features - Easily remove unwanted default menu commands. - Easily add any CSCA script to the main menu that is compatible. - Easily change number of commands that show in the main menu before scroll starts. How to Use Place in your materials section. Further setup required, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK This script currently supports: CSCA Encyclopedia w/ Bestiary (all versions) LINK CSCA Dungeon Tools (v1.3b +) LINK CSCA Treasure Maps(all versions) LINK CSCA Achievements(all versions) LINK CSCA Quest System(all versions) LINK FAQ Q. I get a "stack too deep" error? A. You are using either another custom menu script that does the same thing, or a CSCA script that adds itself to the menu through an option. You'll need to turn that option off in that script (old version of the CSCA Encyclopedia can do this). Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  14. CSCA Event Conditions By: Casper Gaming (Casper667) Last Update: November 15, 2012 Latest Version: 1.0.0 Features - Allows you to have unlimited event conditions. How to Use Place in your materials section. Plug and Play. Instructions for setting up additional conditions in events included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  15. CSCA Vehicle Interiors v1.1 By: Casper Gaming (Casper667) Last Update: May 26th, 2012 Introduction This script will allow you to press a button and be transferred to the interior of a vehicle if you're currently riding that vehicle. Only Ship & Airship are supported. To return to the exterior of the vehicle, all you need to do is call a script. More info on how to do this in script itself. Features - Easy enter / exit of a special vehicle map. Updates Version 1.1 -Fixed bug of map bgm playing very briefly before and after vehicle transfer. -Fixed bug of CSCA Menu Theme conflicting with map bgm playing after off vehicle. Screenshots Not needed. How to Use Place in your materials section. Further setup required, instructions included in script. Demo 1.5MB download here: LINK Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  16. CSCA Region Switches v1.1 By: Casper Gaming (Casper667) Last Update: January 9th, 2013 Introduction This script will automatically turn a switch ON if the player is in a region, and OFF if the player is not in that region. Meant to be an eventer's tool to help you create events such as multiple square transfers or possibly some puzzles easier to create. Features - Turns switches ON/OFF based on the region the player is in. How to Use Place in your materials section. Script is Plug and Play. Updates Version 1.1 - Added ability to turn switches on by terrain tags. - Made code more compatible (Now works well with CSCA Event Movement). Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  17. Cecillia

    Translation for TBS

    http://www.lemon-slice.net/ADbank/mat_rgss3-01.html Can somebody translate this please. I really really really want to use this badly
  18. casper667

    CSCA Game Info

    CSCA Game Info v1.0.1 By: Casper Gaming (Casper667) Last Update: August 23, 2012 Introduction This script draws some additional information on the title screen, as well as opening a file at game start/exit(commercial games may use this feature in demo's to prompt the player to buy the full version). Features - Can draw a version number on title screen. - Can draw copyright info on the title screen. - Can open a file at game start and game exit. Screenshots How to Use Place in your materials section. Script requires additional setup. Further instructions in script. Version history Version 1.0.1 -Bugfix, game info no longer appears above load window. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  19. CSCA Menu Theme v1.2 By: Casper Gaming (Casper667) Last Update: July 24th, 2012 Introduction This script will play a BGM specified by you in the menu scenes, and then automatically replay the previous BGM and BGS on menu exit. Features - Plays a BGM when in the menu. How to Use Place in your materials section. Further setup required, instructions included in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Additional Materials: Special thanks to Hortator for making these! Remember to credit "Hortator" if you use these menu themes! Menu Theme 1 (Peaceful, Calming, for a more traditional game) Menu Theme 2 (Dark, Tension, for a horror or dark game) FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/ Menu Theme 1 and 2 are free to use in commercial or noncommercial projects as long as credit is given to Hortator.
  20. casper667

    CSCA Snippets

    CSCA Snippets By: Casper Gaming (Casper667) Last Update: July 15th, 2012 Introduction This script includes many little additions or functionality changes such as adding a TP bar to the main menu or allowing events to pass through followers. If you don't want to use a certain feature, simply delete the snippet. Features -Adds TP bar to the main menu for each actor. -Recovers all on level up. -Disallow changing formation of first actor -Allow events to move through followers -Show animation by variable ID Screenshots Not needed. How to Use Place in your materials section. Plug and Play. Special instructions available for a few snippets. Demo Not needed. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  21. CSCA Item Limits v1.0 By: Casper Gaming (Casper667) Released: June 19th, 2012 Introduction This script will allow you to restrict certain items and skills to be usable only on certain maps, such as an escape skill for dungeons or a tent item for the overworld. Features - Five seperate map arrays for skills and items to restrict skills to, for example a different skillset for overworlds and dungeons and towns, or 5 different skillsets for 5 different dungeons. You choose! - No effect on battles. Screenshots Not needed. How to Use Place in your materials section. Further setup required, instructions included in script. Demo Not needed. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  22. Hey y'all ! I'm Cag3000 ! I'm a young 111 years old man who is a HUGE fan of gaming ! (Yes, the 111 is on purpose, but no, I'm not 11 >_<) I play all sorts of games (FPS, RPG...), and love all sorts of characters (Mario, Cloud...) I have a lot of knowledge of Gaming, from the NES, to the N64, passing by the PSOne... I just love Gaming ! As for RPG Maker, I started with RPG Maker VX. Back then, I was really bad at it, so I was just fooling around in the editor, making games (which sucked), practising mapping, eventing... Now, I'm in RPG Maker VX Ace, and I'm starting my 1st real game ! I have posted my game on this forum already I have already posted my project (in progress) in another French forum, which I'm also called Cagt3000 there, and I have also posted it in the rpgmakerweb forums So yeah, hope to have a great time here ! Signed, Cagt3000 FRENCH FORUM : http://rpg-maker-vx.bbactif.com/t11812-cagt3000 RPGMAKERWEB FORUM : Gotta wait for the admins to approve
  23. CSCA Vehicle Encounters v1.1 By: Casper Gaming (Casper667) Updated: March 19th, make sure you have the latest version. Introduction This script allows you to have encounters in the boat, ship, and airship. You can change the encounter rate for each and turn off encounters in one vehicle without affecting encounters in another. Each vehicle uses a separate encounter list set by you(example, you can encounter slimes walking around on the map, but not bats. However, on the same map you can encounter bats if you're in the airship but not slimes). Almost every option can be turned on/off with a switch. Features - Toggle on/off random encounters on each of the 3 vehicle types - Customize the encounter rate for each vehicle - Each vehicle can have it's own unique encounter list - Customize the battle backs for each vehicle(Ace Only) Screenshots Not needed. How to Use Place in your materials section. Further setup required, instructions included in script. If you encounter an error, try placing this script above your other custom scripts but below the default game scripts. Demo 1.5MB download here: LINK Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  24. Zachary Marsh

    The Transition of Film to RPG's

    I've spent the last significant portion of my life in the film and entertainment industry. Having helped spark two television series (Flip Men, and Sister Wives both of which I developed the promo footage for and got no credit!), and currently working on two other reality series and a documentary, I've learned a lot about myself and what I'd like to do with my life. I've met some extremely interesting people and continue to do lots of fun work. But there's at least one thing I gotta do, and I have about a month to do it. (Meeting some of the most creative people in the world) (Directing a zombie short film) Growing up, I only knew of the Nintendo games, and due to the sporty nature of my older brothers, I never got to play any RPG games. We played NBA Jam, Madden, and the most extreme RPG I played growing up was Legend of Zelda: A Link to the Past. Then I moved to California. It was here that I discovered two things. First and foremost, my love for film. My friends and I would make ridiculous movies in our backyards. Knife throwing competitions, sports from the future (including one about trying to convince your friend to seppuku). Ah, the gold old days. Secondly, one of my friends saw me playing Diddy Kong Racing and I'm sure his brain was exploding. He brought over his Playstation, and I said that it was lame, Nintendo is the best (which was accurate sales wise at the time). I played Metal Gear Solid for the first time. I was completely and utterly blown away. This game had a plot 50x more in depth and complicated than all over the Nintendo games I had played put together, minus Zelda. But it far surpassed Zelda. I wasn't some cartoon, "fake killing" cartoon people. I was a super spy, sneaking around, breaking necks, sniping, and blowing the hell out of stuff. I didn't know games like this existed!! And while I did love Goldeneye 007 for the N64, it doesn't hold a candle to MGS in terms of story. Then he showed me another game. Final Fantasy 7. I had never seen anything like it. A steampunk type of scifi mixed with fantasy. I went to the story the next day and bought a Playstation, FF7, and a memory card. I was glued to the screen for the next couple days. Not knowing all the intricacies of these types of games (I had no idea there were complicated side quests that unleashed Knights of the Round Table...Diddy Kong Racing didn't have anything like that!), after several tries I managed to down Sephiroth. The world opened up to me, and I have been trying to make up for all the RPG's I have missed since. I have never had a knack for programming, but I come up with good story lines and have been able to use that ability to help my film career. I've wanted to make an RPG, but haven't had the tools that I've wanted. I discovered RPG Maker and while I have helped people on forums with their issues and consulted on games as a hobby, I haven't been able to make my own game. Well, by some form of luck, I'll only be working a little in April (trust me, it is luck! I pulled more than one 90 hour work week this last year), and all the knowledge of storytelling and experience in RPG's I've made will go into the creation of a little RPG Maker game. Hopefully, if it goes well and there's enough interest, we'll use kickstarter to make a much grander scale game. So what's the point of this blog? To vent as I make the game, to show my process that I'm going through to accomplish it, and what pitfalls I can avoid in the future. It will be an RTP game for the first one. Possibly with custom scripts (depends how long someone takes to get an SBS script out, although I'm talking to a programmer buddy who may be interested in doing one for me). Hope someone reads this and you can share in the fun with me. Take care!
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