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Found 25 results

  1. kyonides


    KItemAlert XP + VX + ACE + MV by Kyonides Introduction It simply displays a small notification alert somewhere on the screen depending upon the configuration of its KItemAlert module. The script will show it whenever you gained or lost any item, weapon, armor, or gold coins. It is possible to change the position of the icon and the item's name. Screenshots Download Now! Terms & Conditions It's free as in beer. Include me in your game credits. Do Not Repost It!
  2. KTouchNewMapEvent XP + VX + ACE + MV by Kyonides Arkanthes Introduction Did you ever want that the engine would autorun events right after being touched by the player or another event? Especially once it finishes transferring the player to a new map... Now you can do that! Just copy and past the following snippet on your script editor! Download the Scripts! XP Version # * KTouchNewMapEvent XP # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_temp.player_new_x == @x end def player_new_y?() $game_temp.player_new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX Version # * KTouchNewMapEvent VX # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX ACE Version # * KTouchNewMapEvent ACE # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#setup_page class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_setup_page :setup_page def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end def setup_page(new_page) kyon_touch_new_map_event_setup_page(new_page) check_shared_location end end MV Version //================================== // * KTouchNewMapEventMV.js //================================== /*: * @plugindesc This plugin will be triggered if any given event's coordinates * match the player's and its trigger is either a Player or Event Touch. * @author Kyonides Arkanthes * @help Date: 2023-01-29 * */ const KTouchNewMap_event_setupPage = Game_Event.prototype.setupPage; Game_Player.prototype.newMapX = function() { return this._newX; } Game_Player.prototype.newMapY = function() { return this._newY; } Game_Event.prototype.setupPage = function() { KTouchNewMap_event_setupPage.call(this); this.checkEventTriggerNewMapTouch(); }; Game_Event.prototype.checkEventTriggerNewMapTouch = function() { if (this._trigger == 1 || this._trigger == 2) { if ($gamePlayer.newMapX() == this.x && $gamePlayer.newMapY() == this.y) { this.start(); } } }; Notes Honestly, there are other ways to trigger events without using scripts. Yet, you can still use my scriptlet to make it possible by setting its trigger as Player Touch or Event Touch. Terms & Conditions Free as in beer and as in speech. Please include my nickname in your game credits.
  3. KSkillNeedsState XP + VX + ACE by Kyonides Arkanthes Introduction Do you need to restrict the usage of a skill by forcing the hero to get a specific state first? Now you can do that! In XP's case Adjust the Constants you can see below as deemed necessary. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end In VX & VX ACE The only thing you need to do is leaving a very specific note in the skill's note box. _need state ID_ Replace ID with a number. Download the Demos! XP Version # * KSkillNeedsState XP * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Adjust the values of the SKILL_ID and STATE_ID Constants at will. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill_id) KSkillNeedsState::SKILL_IDS.include?(skill_id) end def has_state_dependent_skill? state?(KSkillNeedsState::STATE_ID) end def skill_can_use?(skill_id) result = kyon_gm_btlr_skill_can_use?(skill_id) if result and skill_need_state?(skill_id) result = has_state_dependent_skill? end result end end VX Version # * KSkillNeedsState VX * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_can_use?(skill) result = kyon_gm_btlr_skill_can_use?(skill) result = skill_need_state?(skill) if result result end end VX ACE Version # * KSkillNeedsState ACE * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_cond_met? :skill_conditions_met? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_conditions_met?(skill) result = kyon_gm_btlr_skill_cond_met?(skill) result = skill_need_state?(skill) if result result end end Terms & Conditions Free as in beer. Include my nickname in your game credits.
  4. KSafePoint XP by Kyonides Arkanthes Introduction I was bored and decided that I should make a Save Point Tent script of my own. It will handle the items, the terrain tag, the charset, the music and the timer! Download Now! Terms & Conditions Free as in beer! Include my nickname in your game credits. Please send me a copy of your finished game. Do Not Repost IT! XD
  5. Hi For those who have played the original Romancing Walker, a popular game developed by Flare on Rpg Maker 2000. I received permission many years ago to make a sequel to the project, albeit at the time I lost focus and abandoned the project. This year I started work on the sequel to realise my dream of expanding on this games universe. The original game had a lot of charm and managed to produce a very playable game with interesting concepts. I introduce to you Romancing Walker II. Sixty years have passed since the end of the original game. Ryle Laster and his companions are remembered throughout Factoria as heroes for defeating Chaos. Although the world has been at peace for so long, Chaos has found a way to return. You set out as a part-elf part-human martial artist, his name is Ryu and he has chosen to move to East Factoria, Lavas Town (Previously known as Lavas Ville) where is grand father resides. He sets out on an adventure to experience Factorian culture, food, meet people and make friends. Along the way he may find something more than friendship or may find himself going it alone, it all depends on the player's actions. There are tons of easter eggs for fans of the original. TileSets are by Inquisitor of RPG Palace (With additions from myself) CharSets are a combination of RTP (used sparingly) and Sithjester (With modifications by myself) New orchestral mp3 quality music from the original Romancing Walker soundtrack and music by Tanner *Will add other credits when i build the list properly I will add and update information when appropriate. Please check out the screenshots. Let me know what you think, I'd love to hear from any fans of the original game. Thanks Latest screenshots (01/01/22) (New Romance system, Quest system, Lighting, detailing, new areas and customised battle system) Older screenshots
  6. TheRamenGirl

    rpg maker xp side doors XP Animated Side Doors

    I was looking for side doors and i didn't find any, so i made them. Here they are, free to use. Find Them Here and for VX ACE. Opening Preview: They are in both left and right sides. With and Without Shadows. RPG Maker XP - XP Animated Side Doors.rar
  7. So i spent many hours on a map for the game I was creating. It took a VERY long time, and I didn't really save my project during the construction of the map. Anyways, when i finished the map, i looked at it with all it's glory, and there was a lot of space at the top of the map that i didn't need. No worries, I'll take off the top by removing the height (the amount of units I didn't need was around maybe 90? the map itself was 134. So I took off 90 from the 134, and wouldn't you know, it deletes everything from the bottom, not the top. So now, the hours i spent creating this map that i was reaaallly proud of, is gone. I tried the undo button, it didn't work. I tried control z, and it didn't work, I think i did everything possible to try to get it back, and now i just give up. there probably is not a way to fix it, but now I'm going to be unmotivated and stale to work on the game for another long period of time. can you update the program so you can undo things like this? the damage is done, but if i ever even feel like getting back to the game again, it would be nice to not have to go through that again. thank you, and respond back soon
  8. CHRONO TRIGGER I tried this jewel, for me the biggest in the crown, if not the crown itself when it comes to RPG video games, when I was about 5 years old. I played it 30 minutes and lost it, because I was playing it on an Xbox emulator that had multiple Snes games. But they were enough for me to never forget it. Years later I was able to play the DS remake, and then I played the original on a Snes emulator, and to this day I am playing it again on PC. What I always loved about this game was its BATTLE SYSTEM: The System is Rpg in turns but in continuous time, you can stay stopped and the enemies will attack you. It is positional, that is, your attacks will have an effect according to the position of your PC, such as Chrono spinning with his katana, or attacking in a straight line. The battlefield is the same map you move on, so there are no randomized combats, at all times you can see your enemies and when you have contact with them the fight will begin, except in cases where some enemies are hidden and mugged. As the battlefield is the same map you play on, THERE ARE NO TRANCISIONS, like a clasical Final Fantasy or Pokémon Game where the screen goes dark and you switch to the battle screen; saving the player a lot of time and keeping it in a constant rhythm. The attacks of the characters are combinable, both of your team and those of the enemies, the latter forcing you to think which enemy you eliminate first so that he cannot throw you at his partner as a projectile or wait for the lesser enemies to be accommodate to execute them of a technique. Chrono Trigger Battle Tutorial Short Gameplay Finally in Chrono Cross (the sequel), the transitions came back, and it changed the whole game but they added an interesting component, the Weak Strike, Medium Strike and Heavy Strike from a classic fighting game, they moved it to the RPG, giving the opportunity to do combos according to your strategy in battle. It would also be interesting to add weapons that break, or the use of ammunition such as arrows The question is, can a Chrono Trigger Battle System be achieved in RPG Maker XP? With the additions that I mention I have repatted several forums in both Spanish and English and I have not found any Script with that Battle System. I have seen the Script of Weapons that break, that of ammunition, but not the battle system on the map. To what I found were several real-time combat systems but always side battle Even though! There is a Script called Vision Sensor that causes an event to be activated according to the player entering the sensor zone, which may well be contact with an enemy, or an enemy seeing you and heading towards you as in Pokémon. Nor have I found a script that does weak, medium and strong hit. Is it difficult to learn RGSS2? I deviate, what I'm really looking for and I have hopes, not that it exists, but that it can develop is: Is there a script in RPG Maker XP that uses the map as a battlefield? Is there a way to recreate Chrono Trigger's combat system in RMXP or is it Impossible due to its programming language Finally, I know that this is possible in RPG Maker MV, that there is a whole Engine that Moghunter made: Otherwise I guess I'll have to move to RPG Maker MV (?)
  9. Hello Maker! Thanks for stopping to read my post. The following happens: I understand that the Tilesets in RPG Maker XP are 256x sizes ??? Whatever you want long, and each tile is 32x32. The problem is that I downloaded some resources, they were not at 256, but at 96. I opened Photoshop, I converted it to 256 wide and when exporting it to the XP editor the Tiles were cut or merged, that is, they are not 32 by 32. The only solution is to build Tile resources by Tile? That is, open the resource that interests you, cut, let's say a sign to 32x32 and copy it to another 256xYYY image? Can you do Parallax in XP? Well, it is easier to do the whole map in PS and just add it as an image. Thank you! I add image of the resource that I used as Tileset (But it is not the only one in which I have had this problem) Sorry about my English, I'm using a translator. [spoiler="Recurso"] [/spoiler] [spoiler="Imagen del error"] [/spoiler]
  10. Hi! It's me again. I'm dropping the Persona crossover thing, so it's easier for us, but the project is still progressing. I wanted to know, RM XP has this window on the skill tab, which manages the status changes, but it doesn't let me adjust the exact % of the spell changing the target status. In this case, it is a Fire damaging spell that will have a 15% chance of "burning" the target. How can I set this? Is it with a common event?
  11. Hi! In my "first" project (I tried to make some things before but i was like 12 lol) I'm tackling an ambitious idea: Remake the first Danganronpa game in a Persona 5 style RPG Obviously I don't plan to mimic every single mechanic of Persona 5, neither to keep every kind of Danganronpa minigame, but I need guidance about how should I approach the development. I seriously have no idea. As RM XP has a fixed number of stats (DEX, AGI, STR, etc) I think it would be better if I just managed all of it from script. Is that right? That way I could just define Persona stats and assign each Persona different ones so the Main Character can change Personae like in the game. Similarly, status ailments from Persona are very different to the ones I see on the status tab of RM. I should manage them from script as well, shouldn't I? I think that should be enough, for now. Thanks for your time, seriously<3
  12. Hey, I need help with a cutscene in my game. In the cutscene, the main character has just gotten over a battle. They walk up to something and they break it. I don't know how to make the main character walk though. How do I make the main character walk up to the thing?
  13. This was a while back but still. My game crashed and I got an unexpected file format. How do I fix it? I don't think I can build my game up again. I have no buckups. I'm mortified...
  14. I need help, I'm planning on having a kinda short game to somewhat test the engine before doing better stuff. I'm planning on making 3 bosses, all with different songs, the problem is that I can't seem to get the music for the first boss to play, I tried telling it to play the song in the troops commands but that didn't work, I tried telling it to play before the battle but that also didn't work, I then tried to tell it to play after the battle starts but that didn't work and I'm getting frustrated over it. How do I make it play during the boss battle and make it stop when the battle's over?
  15. Megamimiku

    rpg maker xp How do I make a trade?

    Hello, I have a thing in my game where at the beginning, there's this old guy, he's sad because his friend did and you half to give him an item to make him feel better so he can give you an item that let's you get the real ending in the game. How do I do this? I would also like to know how to add multiple endings. Please help me. I use rpgmaker XP if that helps
  16. Lord Vectra

    Deciding Leveling System

    So I'm deciding on a leveling system for my game. In this thread, by skills, it means proficiency. It's how well you're skilled with fire magic, earth magic, swords, axes, etc. It ranges from 1 - 100 but at the start of the game, everything is at 15. I'm trying to decide how I'm going to implement them, and I came up with some ideas, but I don't know which one to go for. Skyrim-Style > Skill proficiency increases on use > Player must raise skills in any combination X times before level up > X required to level up increases per level up > Skill proficiencies get harder to increase the closer they are to 100 Distribution-Style > Player must level up and increase the skills themselves Leveled-Skill-Scaling-Style > Skill proficiency increases on use > Player accumulates pts when a skill increases depending on where the skill level is currently at (higher skill level = more points) > After you accumulate X points, you level up > Threshold increases by X amount or X% per level up Potential-Cap-Style (Not a stand-alone but to be possibly combined with the ones above) > Skill increases will increase your potential % by a certain amount > When potential reaches 100%, skills can no longer increase and you cannot level up Note: But they can still increase via ailments, armors, weapons, etc.
  17. So I'm using Rpg Maker XP, and I've been playing with the damage formula, and I have a few ideas and want to know what you guys think. This is mostly me trying to figure out what to do about physical defense. This is a game where you put points into the stats you want per level. I know it depends on game type but I'm asking for, in most scenarios, which of these would you think you would favor most? If you have any additional ideas to add to what I have, Im open to hear them. 1) Direct damage reduction: Basically defense is subtracted from the damage and there is your final damage which is the default formula of ((power + atk )* rate) - pdef Note: "rate" takes in your other stats depending on what % of that stat is taken which you specify via database. 2) Damage Resistance: Turns PDEF into a % of physical damage is reduced. So same as above except instead of subtracting it as an integer, it is multiplied as a %. (power + atk) * rate * pdef 3) Ratio-Based (User.atk + rate) / p,def * power This one takes the ratio of your atk and stats vs the target's defense. 4) Ratio-based+ (rate / user.atk) * (user.atk + power) / pdef Similar to above but this makes it so your stat has to match the weapon or you'll be punished (so you can't run a 1000 atk dagger with 20 STR). Tho a debuff in, for example, STR in a str-based skill would increase the damage so idk anymore. Open to ideas about how to fix that issue. 5) Temporary HP If your pdef is 70, for example, you have 70 temporary HP at the beginning of battle (AKA HP shield or whatever you want to call it). Once it depletes, it's gone until the end of battle. 6) Armor Health As armor health depletes, so does the amount of damage it reduces. This one isn't exactly a stand-alone idea as it can be mixed with the others, but thought I'd put it out there.
  18. vexdestroyer123

    rpg maker xp Health Bar

    I want to create a green health bar Without an icon on the left like some health bars or take up the entire screen in RPG maker XP, but I dont know how, I would love any help on how to do this, thank you if you help me in any way, because i dont want like a combat interface in RPG maker XP i want it where if an enemy touches you, you lose health
  19. I want to design a Pokemon clone game, as Pokemon fan games have a tendency to get into legal trouble if they are good, but clone games are technically original games, as Pokemon, thankfully isn't the only JRPG monster catcher out there and a lot of them are very similar as far as game play (player can only keep a handful of monsters in his / her party, player has to travel to different regions to defeat leaders in a monster battle; in Pokemon, they're called "gym leaders," but it's the same concept, different name, in other monster catcher JRPG's, and the story is advanced when each new region is unlocked.) I could just copy script from Pokemon Essentials to make the game function the way I want it to, but PKMNE was only intended for Pokemon fan games, and I wouldn't have all of the rights to my game if I used script from PKMNE. I want all of the rights to my game, so I want a system that is allowable for commercial use if I ever decide to maybe sell my game on the app store (not to say that I would because even though clones are technically legal, I imagine I would have to go through a lot of headache getting it licensed as an original game but maybe some day). Anyway, here's what I think I need: Battle screens: I want something that shows the monster battler characters from kind of a side view instead of just showing the enemies, like the current RPG Maker XP does. Storage and databases: I want something that will give me more a "Pokemon-like" database for my actors, providing me room in my party for only about six or seven members and letting me put the rest of them in a PC to be withdrawn and used later. Random encounters: This shouldn't be too hard, but I want something that will allow the player character to get into a random battle with a monster when he / she steps on certain areas. I want each map to contain different monsters. Battle sequences: I also want the player to also be able to battle other monster catchers to win prize money. Again, like I said, I could use PKMNE for all of these mechanics and more, but I don't want to use PKMNE because one day I may actually want to publish my game and make a little money off of it. If I ensure that it's a Pokemon clone and not something that violates trademarks or copyrights, it's my right to do so if I please as long as everything in the game belongs to me.
  20. I was looking at Pokémon Essentials (I got the free trail of XP to look at what it had) and I have a question that 3 of my friends could not answer. The below are taken from the engine (sadly the Pokémon Essentials' Wiki seemed to be gone, at least of this post) but for the life of me I can not figure out what they are. "<c2=7E105D08>", # Blue "<c2=421F2117>", # Red "<c2=43F022E8>", # Green "<c2=7FF05EE8>", # Cyan "<c2=7E1F5D17>", # Magenta "<c2=43FF22F7>", # Yellow "<c2=63184210>", # Grey "<c2=7FFF5EF7>" # White I was looking around so I could add more colored text for when characters spoke (\b gives blue text while \r gives red) and figured it was tied to the above. But when we searched the codes don't yield any colors at all. One suggested it was code only RPG Maker used so....does it? The question - What form of code are those colors and how can I add more? Further more when I used \c[5] I got pink text?
  21. Hi all, new to the forum and just got Pro Motion NG and RPG Maker XP. Now, I don't have a story yet, I'm just practicing and making a house with a bed, furniture etc like so: Now, I'm trying to export this map into RPG Maker so that I can add a spawn point etc. Is there a trick to it? Googling doesn't help, and so far i've managed to export the tiles as individual images, but cannot seem to import these into RPG Maker so that I can place them individually on my map. Any ideas?
  22. Hello folks. This forum is pretty quiet, so I hope my RMXP question doesn't go unnoticed I'm using the classic Mog Menu script for RMXP, and with much blind tweaking everything is working perfectly, with two exceptions: 1. I can't figure out how to make my menu text fade in, or already be there after the default transition, rather than slide in from off screen. The design of my menus doesn't support the slide in effect. 2. Similarly, when exiting the shop menu, all of the pictures sort of stretch and slide off screen. How can I make these stay where they are for the default transition? Here are the relevant scripts. Scene Equip: Scene Item: Scene Menu: Scene Shop: Scene Skill: Scene Status: Any help?
  23. acet

    Elemental Fragment

    Abstract: RPG of Summon Story Genre: RPG, Fantasy Game Progression: The game is complete but the translation is about 25% done. Recruitment: - If you include a Demo. please indicate the average demo time: 3+ hour. Setting Elemental Fragment tell the story of the world in the era of "Hero and Demon Lord". Every 1000 year, Demon Lord will awake from slumber to cause trouble on human. No one know his true purpose. But every 1000 year at the same time, There will be a boy born with courage and strong mind to protect humanity. That boy will be named "Hero". He is the only person who can deal with Demon Lord. But to be the true Hero, the boy need to be tested by representatives of the world. Known as Summon or Spiritual Element, who represented 6 element, protecting world's balance. Hero need to be recognized by all Spiritual Element. He start by making contract will 4 basic-level Spiritual Element which is Heat Eddy Gaia and Aero. Before travel through the Rainbow Path to where Goddess and Angel lived. To make another contract with high-level Spiritual Element which is Shine and Night. When Hero make contract with all Spiritual Element, they will recognized him as a true Hero and give him the power of the world. Hero then travel to Demon Lord castle, and defeat Demon Lord with his newfound power. According to the history, There never be a Hero losing to Demon Lord. No matter how tricky or deception the Demon Lord is. Story The story takes place in time of world peace. In the place of Heat Spirit, There is a group of bandits smuggle into stealing its treasure. Heat Spirit aware of this and try to drive them away. But a bandits use a mystery magic to absorb its spiritual power. Heat Spirit, now in human form lie down in confustion to what happened. That power is like its identity to protect world balance. How is this happening? What is the bandits true purpose? A reclaim adventure in style of Summon in the world of "Hero and Demon Lord", without a Hero has started. Character Bios Flame A Spiritual Element who represented Heat element of the world. Upbeat and kind-hearted personality. Have high respected over "Hero". Waty A Spiritual Element who represented Eddy element of the world. Gentle and understanding personality. Have closed relationship with Flame and will support everything she do. Thief He came to steal Heat Spirit's treasure. He have mystery magic which can drain up target's Spiritual Power. Credits Battler - Naramura, Cyanyurikago Character - Naramura Graphics - NASA, Etorie Application Icon - Icon Archive Sound - Blue Legna, Jpopsuki, The Iso Zone, Kingdom Heart Insider Animation - Etorie, Naramura Script - yf30 Screenshots Features Release Transform Character can transform in to their spiritual form when they have enough spiritual power. When they transformed, their parameter will be risen, their aliments will be cured and they will be able to use magic. Healing Shield Character can use Shield Command to regain their lose HP. Auto Attack Player can issue a fast commanding by select an auto-attack. There is 2 type of auto-attack, Repeat and Shield. Targeted Chance Target Chance is percent of being hit when fighting an enemy. Adjust Target Chance allow "Tanking" to happen. If you have charcter with advantage element over an enemy in that dungeon. Allow that character to Tank will make it easier to play. Raira Permanent Join Raira, Spiritual of Shine will now permanently join party In this game version. She also gain new move which make her deal damage more than other. Download Elemental Fragment Version 2.2 !! The game can be played without RTP. Just download and start playing. Known Issues -
  24. Denna

    Listen - Just a game.

    "Listen" is a short adventure game about life and being alive. The game was created by a team of five RPG Maker developers. This was a contribution to the RPG Maker Web Contest. What is it about? The puppetman is a creature that wanders the earth, unseen by almost everybody who is not close to death, but always ignored. He has almost given up on finding somebody to listen to his stories, when he meets a young girl who lives in a german hospice. As they open up for a quite unusual friendship, the little girl learns more about the puppetman's past and the reason he remains unseen. But can she save him? Or does he save her? Some details Team: Alexis Hiemis, Crazy_Leen, Denna, Evrey, Pilzchen Genre: Puzzle, adventure and a bit drama Setting: Modern setting, a hospice in Germany Languages: English, German, Spanish, Italian, Brazilian Portuguese Playtime: Short game: 1- 2 h Game Progression: Revision of the full version released at the rpgmakerweb contest 2014. Beta phase: Beta starting on 04/30/2015. Release date: The offical release is intended for the 06/01/2015. Recruitment: Translators (e.g. Italian, Portuguese, French etc. ), see for further information on that matter the Listen website. Website: https://listen-game.de/en/ Main characters Girl The girl lives in a german hospice and suffers from her lonelyness and boredom. Her bigest wish is it to leave the hospice behind and to ride a Ferris wheel. The puppetman The puppetman is an invisible creature that wanders the earth. Always looking for contact to others and friendship. But his will is nearly broken. Features Some tricky puzzles Charming characters Secrets! A minigame with a record-modus after unlocking Screenshots All screenshots Credits Download (all languages included!)
  25. Ratty524

    rpg maker xp Tina of the Stars

    Abstract: Take the role of the cute fairy Tina as she treks across three dangerous worlds to save her fellow fairies! Inspired by the game "Pacman" Genre: Action/Puzzle Engine: RPG Maker XP Download Tina of the Stars Final release v1 Tina of the Stars is an action game with a focus on clearing the level within a given time. The objective of the game is to clear out all monsters on the screen. Unfortunately, Tina is very weak early on and a single touch from an enemy can kill her. However, every level is filled with stars for you to collect. Once you get all the stars in a stage, you can achieve your "powered" form and go on a rampage! Controls: ARROW KEYS: Move Tina 'A' KEY: Pause the game ... That is all you need to play Tina of the Stars! Game Objects: HUD: These include you Lives and a timer. You are given a maximum of 3 lives in the game. If Tina comes in contact with a monster outside of her powered form, she will lose one life. If all lives are lost, then the game is over. Tina can recover lives in two ways. The primary way is by eating a magical fruit called a Peacheak, which appears randomly when an enemy is defeated in Tina's powered phase (you will hear a sound confirming its presence). The second is by successfully clearing the 2nd bonus stage in the desert world of the game. Note that both life gains will only occur if you are below 3 lives. Every level has a unique amount of time for you to complete, displayed at the upper right hand corner of the screen. If the timer runs out, the "Perforato" enemy will appear and kill Tina, costing you a life. It is recommended that you keep moving to collect stars and defeat foes to avoid running out of time. STARS: Stars are scattered about each level. Tina must collect all these in order to obtain invincibility and defeat the monsters in the field. There are certain areas, like the bonus games and final boss battle, that don't require stars to complete. MONSTERS: Every area, except for bonus games, has a certain amount of monsters you need to defeat. Initially, Tina is vurnable, as if she comes in contact with a monster before collecting all the stars, she will lose a life. However, when Tina becomes powered, she is immune to monster attacks and can defeat them by walking straight into them. The "punched" monster will be launched towards a wall and explode, turning into a gold coin. Tina may collect these coins to convert to bonus points at the end of a level. Special Areas: BONUS GAME #1: This is a game where you attack as many "Targit" enemies as possible to gain points. The game ends once the timer runs out. BONUS GAME #2: This is a memory game. Tina is required to form a shape out of pink blocks within a given set of time. If Tina touches a "good" block, the block will be destroyed, but if Tina touches a "wrong" block, the game will end, and no bonuses will be rewarded. FINAL LEVEL: This is the only boss fight in the game, the time where Tina finally faces Lord Grimm himself. Put your skills to the test and defeat Grimm for the good of your planet! Tips: - Try to learn the movement patterns of the enemies in the game. You can find ways to exploit these patterns to your advantage. - You do not need to collect all of the gold coins that pop out from monsters to clear the level. If you are running out of time, make some sacrifices. - The faster your clear time, the more bonus points you will receive during the end of a level. ACHEIVEMENTS: March 2013 Featured Game on RPG Maker.net Graphics: > Green Raven (Tilesets) > Mea (Animations) > Ccoa (Star/sparkle characterset and Animations) > Myself (Charactersets and a few Autotiles) Sound: > Jun Chikuma > Clickteam (Multimedia Fusion sound package) > vgmusic.com > Sonic Team > Ragingmullet > Sillythewilly Scripts: > Punk/Punkid (Score display script) > Moghunter (Scene Title) > Trickster (Looping animations) > Ccoa (UMS) - Pacman-styled, non-RPG gameplay - Colorful graphic environments - Fun, easy to pick up game designed for replay value. - Two planned gameplay modes: Normal Mode for beginners and Challenge Mode for advanced players Progress Levels: 100% done Scripts: 100% done Graphics: 100% done Event System: 100% done Known Bugs -Minor graphical glitches may be present in the game, but unless reported, this game is bug-free! RPG MAKER VX Ace COMMUNITY TOP 10 PLAYERS: Beaten the game? Got a sick score? Post it here to make it to the list! - 24860 Deathspark - - - - - - - - -
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