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Hey guys. I'm your perfect example of a dumb person getting in over his head trying to impress his future son. I thought it be super cool if my boy can brag at school how his dad made a video game... (Smh). Anyway, hope is not yet lost because you friendly people are here. Now if you're feeling charitable and would like to help this poor, old dad.... then.... "Everything is Awesome... everything is cool when you...." sorry Lego the movie got stuck in my head. Right what is my problem, basically everything. I have no clue what I'm doing but lets start with one thing first. How can I make a movie with RPG maker. I want my character to have this super, horrible, solemn nightmare but I don't know how make it. Could someone please help me. please.... Thank you so much. You are Awesome.... P.S and so is this forum by the way, to the guys and gals who made this forum.... you are awesome. thank you for making a place like this, where people like me can come to ask some help.
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I will be lessening my time making plugins for three valid reasons: Everything is already made. I mean, if there are systems I can think of, it'd probably be something existing. But if there's a new concept I think I should make, it may come in soon. It's just my 10 hour research period is down to 3 hours. I will be focusing on finishing my plugin scripting tutorials to help the hopefuls. Throughout, I give this 3 hours as well. I will be concentrating on learning Chinese Martial Arts, I would also be reading a few sutras that has something to do with Buddhism. So if you're wondering why I don't post plugins here anymore, I am probably somewhere practicing and reading. My time is limited in Game Development, sadly. Since I pay people making custom resources for me for the game, I need to work as well. My money is limited, so I need to put some extra effort.
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You know one big problem I tend to have is that I have absolutely no interest in like 99.99% of all of the RPG Maker game projects I see, even ones made by people I think of as my friends. Really I think one problem is I no longer have as much interest in RPGs in general and JRPG-style games in particular, and most of the other genres of games commonly made by RPG Maker uses (such as horror games, more pure narrative games) don't really hold that much interest in me either. It just kinda seems like most game projects I see seem to kinda end up seeming the same to me. Ultimately, I think I am just getting old. I am sure 10 or so years ago things might have been different. Maybe even five years ago. I think I have gotten more and more picky and lazy about games since then. Ever since around the end of the PS2 era at least, when I basically decided I didn't really have that much interest in any newer consoles. For a while I switched mostly to handheld games like the DS and PSP, but eventually I sorta almost fell out of gaming altogether, only partly getting back into it with Steam a few years ago. It's not really that I "grew out" of gaming either. Gaming is still a major part of my life. Almost 90% of how I entertain myself online is gaming related somehow, usually in the form of let's plays, or game reviews/discussion, or something related to gaming culture. I just don't really play very many anymore. It's just a lot easier to watch and discuss then to play. Part of that is no doubt because games in general have become much more focused on story and "cinematic" elements to the point where it's almost pointless to play them anymore. I still haven't actually played Undertale for example, though I own it, partly because I was waiting for a Linux version (which is moot at this point since my laptop with Linux is being replaced by a new one with Windows 10 installed anyway), but mostly because I just don't think playing it myself will really add that much to the experience. It really won't. I never was the type to believe that experiencing something myself made it any different. Everything for me just seems like random sense data anyway. It's not that I can't tell the difference between reality and fantasy or anything like that, at least intellectually. But emotionally it seems more and more that everything is almost equally out of touch and remote. I guess it's kind of like depression only I am not sure if it actually is. Maybe this is normal for fairies actually. This doesn't mean I don't enjoy games, I just think it means I enjoy different types of games. I am more interesting in mechanics I can play around with, things with a huge possibility space, like a lot of roguelikes, or Minecraft or Dwarf Fortress, or any game where you explore and tinker and do things. RPGs can be like that too for sure. I guess that is one reason (along with others) I hate Final Fantasy IV with a passion (though the DS version was way better) but really liked Final Fantasy V (and thought VI was merely pretty good, and VII was probably the one I thought was the best in the series, but over all liked the SaGa series more). That doesn't mean I hate stories either. Stories to me after all are more or less just the result of an author playing a game in his own mind. Kinda like D&D really. You have the rules you set for how the world you are making works and work out the implications. You have a personality and traits for a character and work out what they would be like and what they would do. It's really a fascinating process, a way for the author to create their own worlds. Games and stories I think are in the end almost two sides of the same coin, two ways people try to do the same thing. But when I am playing a game I want to basically create a story, not be told one. And let's face it, even a beaching storyline like Undertale with many clever paths and things it keeps track of is still you being told a story. All the paths are there from, the start and you just choose one. It's The Stanley Parable problem really. I won't deny that as a artform story and gameplay can reinforce each other's point in some cases. I would never deny Undertale should have been a movie or a TV show or anything like that. I am just saying watching someone else play is just as impactful as playing it yourself, if for different reasons maybe. I will say that both Undertale and The Stanley Parable basically require a player, but whether you are playing and reacting to events or whether you see how someone else reacts to it I think doesn't matter as much. Blah, okay maybe all that is sort of besides the point. I am sure I have said that all before I think. The point is, I find it hard to take interest in most games that are narrative focused. But honestly? The fact they are narrative focused is only part of the problem. Maybe even not the main part, though it might be the easiest part to pinpoint and try to justify. Another big part is just that a lot of games are tedious. They are annoying. JRPGs in particular. It's hard to get into menu based combat sometimes, though at the same time I often want to defend it, because honestly realtime action-rpg combat is worse, especially in RPG Maker. My favorite style of RPG combat personally is roguelike-style single step turn-based on-map combat, and has been basically since one of my first RPGs, Ultima VI. It's fast, gives you a ton of tactical depth, allows a unified way to explore and fight things without switching between screens, and still gives you plenty of time to plan everything out. Alas, that style of combat has basically completely vanished outside of rougelikes. Anyway, yeah. That's another big reason. I know it sounds kinda like the kind of dismissive of JRPGs and people do enough of that but that's just how I feel sometimes. Another big part, and this is hugely subjective, is setting and style. I just don't care that much for most typical medieval European fantasy, or Tolkien-style "high fantasy", or typical sci-fi settings, or mystical eastern settings, or modern day settings, or post-apocalyptic settings, or Judeo-Christian mythology based settings, or basically any kind of setting that hasn't been done a million times before, and let's face it most of them have. It's not that you can't do creative stuff with these settings, but I am just not interested. Really the only exception is if you really really do your research and make something that has so many references that it seems to weave seamlessly into an existing mythology/setting already, and even then I am not sure. I guess there are other reasons, but that's all that comes to mind at the moment. Though I have to say there is one common exception that always seems to perks my interest. One kind of RPG Maker project I still play sometimes. Naughty X-rated RPG Maker games. The more depraved and fetish filled the better. I know, I know, I am a total pervert, and truth be told most of them are quite bad or forgettable, but they can usually be relied on for some brief, ahem, "entertainment" at least. What can I say? Sometimes I have a one track mind. Tee-hee!
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List of Current games: After playing around with Camtasia Studio for a bit, I realized that I should actually be doing something worth it. So I came to the conclusion of trying my hand at the infamous Let's Play/Try scene. I'll admit I have never had to do this before, so I'll probably be nervous as hell. But it's pretty nice to review games in the format of video, and I've always been drawn to it, and now it's my chance to make it shine. With that being said, though, if you want some feedback for your game, I'm not going to say no. Just be sure to: --Leave a post here with a link to your game. --Specify what kind of platform it is (RPG Maker XP, VX, and Ace games only (EDIT: I'm willing to make an exception for IGMC since I refreshed myself that IGMC is any platform, but this will be the only time)) so I can get the appropriate RTPs. --NO ABSs GAMES. ABSs in RPG Maker are horribly optimized, which makes recording a pain. It's already enough of a struggle to play the game at 2 FPS with your stupid ABS, don't make me record it as well. --NO HORROR GAMES. It's not anything against you, or anything against the engine that it's used in, but horror games in general are terrible by my standards, mostly because of many things. Most people don't really have the same "experiences" that they have in real life when they go to make a horror game, so they can't really establish a connection between with what's "scary" or, what's supposed to flow correctly in this scenario or how it's supposed to play out. Which usually ends up with either lots of needlessly graphic gore and violence, or something that just isn't concrete. Again, it's nothing personal, but when I look at all of the RPG Maker horror games, 99% of the time, they aren't concrete enough for my tastes, or I'm left confused at what is going on. Or there's excessive amounts of violence in it. Which is a no-no. --NO BACKSEAT GAMING! A.K.A. DON'T TELL ME HOW TO PLAY YOUR fricking GAME. LET ME FIGURE IT OUT FOR MYSELF. THAT PISSES ME OFF. --Please tell me before hand if your game is a demo or a complete game. Demos of games are considered Let's Tries (unless they're mere moments away from actual release), and complete games will get a Let's Play. (There is a difference between the two.) --Just to be warned, I can get pretty intense with my critique, and if your game looks like there was no care put into it, I won't care in return. If you can't handle criticism/ranting very well, look somewhere else. --THIS IS GOING TO BE DIFFERENT THAN THE ONE ON THE MAIN SITE. Only games featured here will be Let's Played exclusively to this site. If you want it to be featured on the main site, you can visit this thread to suggest your game. Just to make sure that I'm not swamped with games that I can't complete, I'll only allow 5 games to be LP'd at any one time. This makes it easier on me because it's organized and that I don't forget whose game belongs to who. The list will go at the top of the thread. Lastly, leave a thank you. You have no idea how much a simple thank you makes me feel enthused. COMPLETED VIDEOS:
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Hey, community. Here, Kiler, I mean, Shantae DiLeo with a new forum game. So what do you do in this game? One poster must write in his native language, and the next person must translate that text to English (identify the language is optional), writing text in his/her native language after that. There is be a point system. Text tranlated correctly = 2 points. Text badly or poorly translated = 1 point. No translation = -2 points. Rules: - You reach -10 points? You are out. Don't worry. You can reenter when someone wins and the next round starts. - You sabotage the point system? -5 points. Watch out. - You must post your own points and notify posters about their translations. - Have fun. Get ready...Set...GOOO!!! --------------------------------------------------------------- Olá. Só quis criar um jogo e é o que estou a fazer. 0 points
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Astralon [Demo: "Truth" 2.1.1]
Pumamori posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
(Quality loss due to shrinking it down to a appropriate size was unavoidable. Will be fixed shortly.) Starting a project, once again. It's been quite some time since I last worked on a game, but I'm rather confident that this project right here will be completed to the best of my ability. Astralon's story developed over several months, and underwent quite a few complete reworks. Originally, it was named "Alastron" (yes, rather creative indeed!), the completed story that lies before you right now, is pretty similar to this predecessor of sorts in the way it plays out, but the whole focus of the story is something else entirely, for example, the characters remained the same, but the roles they play changed drastically. Either way, what are my plans for Astralon anyway? Well, I wanted to create a classic RPG, in terms of gameplay and story, but mix in some new, original features, that should make it the hopefully great game I've envisioned it to be. "Everyone who did something wrong lies, so nobody would notice. But I will uncover the truth, no matter how much it hurts, because there has to be someone, who fights for the people who have noone at their side, no matter the cost." ~ Rayden "Oh? I didn't see you there! Let me tell you a story. It's about a war. A war of epic proportions. A few years ago, the world was plunged into darkness, every country shrouded by a mysterious darkness, monster attacks were the daily fare. It was a terrible life, I tell you... Until they came... I saw them myself! Four brave adventurers, who fought for peace in the world! I can't remember their names clearly, I don't think I've ever heard them either, but these brave souls faced the darkness. They dared to find the cause of all the pain and suffering, whatever monstrosities they had to face. The records tell of a legendary fight against a single human, whose lust for power took over his humanity, a human, who's only referred to as a "demon". Nobody knew his old self, but that's another story. One of the four heroes fell in this last battle, but in the end, they were able to defeat the demon. The world was saved, so it seemed. The death of this creature, driven by his endless hunger for power, led to a huge impulse. Yes, I remember it as if it happened just yesterday! I felt so strong... magical energy flowing through my veins! From this day on, all the people of these lands were able to channel their powers, casting spells. A miracle, if you ask me. Either way, let's not get off topic too much. The three adventurers grieved for a long time over the loss of their fallen comrade, but they were able to overcome these emotions of sadness. Chosen to rule these lands since they were the only ones able to fully control the magic, they have introduced a new form of government, the king keeping power over a single piece of land only. The council of justice. An era of peace. But not for long..." Rayden, a young adventurer from the village of Aeston seemingly never experienced this impulse. He is the only one in the entire village who is not able to use magic. As an earthquake interrupted his training, he stumbles upon the Astralon, a mysterious artifact with unknown powers. How will this influence the world? Rayden, the Adventurer. Rayden is a young adventurer from the village of Aeston. He's brilliant when it comes to handling melee weapons, which is pretty unusual for the times after the great war. His mind is quite keen and he bears the mysterious Astralon. Through the newly acquired power of the "Revelation", he's able to uncover the lies of his opponent and directly confront them with the matter. Nem, the Dreamblade. Nem is quite adept in close combat, especially with the sword, but he's also able to use magic. He even managed to master a long forgotten technique from ages long past that involves manipulating the power of dreams to smite his foes or enhance his abilities. Because of that, he established a good reputation among the people. Avena, Bulwark of Hope Avena is a member of the royal guards, however, nobody knows when or how she joined the ranks of these elite knights. She's skilled with light-type magic like most knights, but also tries out the other elements when she got the time. At the moment, she is training with Rayden, to enhance her melee skills, in case someone was to develop a resistance against magic and she wouldn't be able to protect the people close to her. ???, the King's Son Little is known about him, except for the fact that he's cold and dismissive, nobody knows about his goals. Rumors, that he's trying his hands at alchemy are spreading, but there is hardly a reliable source. Josh, Raph and Clyde. Copycats of a Legend. This group of adventurers is eager to live up to their heroes, the council of justice. However, despite their confidence, they more often stumble through the world rather than achieving any heroic deeds, like when they start to challenge the first stranger they see to a duel again, just to test their newly developed techniques. Hendrik. Lilian. Loki. The legendary council of justice, consisting of Hendrik, the melee-expert of the group, his strong desire for justice often leads to him, charging into the most dangerous situations, Lilian, a master of the spear, who enhances her allies ability to fight with multiple spells, even by setting their weapons ablaze and Loki, a mage who's known for only one thing: His merciless nature when he destroys everyone who opposes him in the blink of an eye. ??? A mysterious person, interested in the Astralon. He watches silently, preparing his actions. You can totally walk BEHIND trees! Incredible! A completely uninteresting plot, with no character developement at all! A plottwist, obvious from the beginning! Alright, I'm obviously just kidding here. But you see, it's hard to list features nowadays, that are unique to a game. You see, everyone can just copy a script and slap it as a feature on a list. It just doesn't mean as much as it did years ago, haha. Either way, I'll try and list everything that matters, even though these features are not unique to Astralon alone. After the last major update, good-looking maps with a lot of passion for detail. Tons of secrets and hidden items, just waiting for you to find them! Exploration is being highly rewarded, even in the demo! A protagonist, who can be played the way you want him to be played. 100%. Not only are you able to change his stats how you see fit, you can also adjust his style of fighting, equip a lot of different spells, that even regularly change when you upgrade or change your weapon, and you can even adjust the way Rayden's reacting when he's close to death! Three incredibly helpful party members, that complement your main character, no matter which way you decide to play him. The "Revelation" system. More on that later. There is no real antagonist. No "ultimate evil" that needs to be vanquished. It was already taken care off, a interesting, promising story waits for you to explore it! A whole lot of different weapons and armor, to, once again, complement YOUR play style. Diversive Skills. They change even by equipping a different weapon. Heck, even two swords should never play the exact same! Dynamic, well-balanced fights. I've learned a lot about balancing these past four years, and I dare to say that I know what I'm doing when it comes to balancing. A "Last-Stand" like fighting system. Just because you're close to eating dirt doesn't mean that you are doomed for real! Every character in your party starts to react differently when they are close to death, completely turning the way you play them around. They could panick, or decide that it's over anyway and go All-In! It's up to you! Balanced Item-System. Buy all the stuff you want, you can't just tank a boss by buying a bazillion potions beforehand. Every character is allowed to take three items with them, and that's it. All this fuss about this system, but no explanations yet? Let's fix this. What is a "revelation" anyway? To explain it in a easy way, Rayden, in combination with the Astralon, possesses the power of sensing when his opponent lies, or tries to hide vital information on purpose. If he realised that the person in front of him is lying, there are multiple ways to approach the lie. Either, you directly start unraveling the mysteries, or you wait a bit longer until you've gathered more facts and evidence, before you try to confront the liar. If you reached the phase of "Revelation", Rayden goes through all the evidence and facts, and then recalls which statements his opponent uttered. If the liar is indeed lying, there must be a contradiction in what he says, compared to the evidence to question his entire statement. This isn't that easy, especially if his opponent is lying without being aware of this fact himself, but more to these twists later. (Every screen that is shown here, may change appearance in the final product.) Did you suceed in finding the contradiction, it's high time to confront the liar! In the process, a discussion between Rayden and the person commences, you often have to argue, why his statement couldn't have been farther from the truth and explain, how it wasn't possible for the things that happened to have gone down exactly as the liar said. If the liar confesses at the end, you completed the revelation. It's worth noting, that not all revelation scenes look the same. Depending on the complexity of the whole situation, the layout of the map, amount of statements could change, and roadblocks appearing. Often, people lie without noticing it themselves, which makes things even harder, sometimes, Rayden himself gets locked up in a difficult situation, that might hinder his ability of logical reasoning. One thing is for sure, no two revelations will be the same. But that wasn't even it. I just summarise all the systems I've worked out under the term "revelation", in fact, there are two more systems, not yet present in the demo, I didn't present anywhere else. The first, is the "Reconstruction". Rayden will try to re-create a scene that was mentioned in the statement of the liar (for example), and the player will be able to explore this dreamed up place to look for contradictions there. If one is found, Rayden will adjust his version of the scene, including the new found information, until you get the perfect picture. The second one, would be a "Battle of Wits", a fast paced discussion that most of the times happen, when Rayden doesn't have enough evidence to confront a liar yet. He will try to outsmart his opponents to reveal vital information for his cause unter a time limit. These vary in difficulty, depending on the person you are trying to trick. Less of a "Plan" list in the future, I'd rather include a list of what I'm working on right now. A new HuD for the battles, as soon as the Luna Engine comes out, I will try to implement it as fast as possible. I really like designing GUI, so that will be a fun thing to work on. The village of Aeston, pre-mapping, parallax mapping and general re-design. Indeed, it's not much, because I'm working on a project just as important as Astralon. But I will progress, slower or faster. Astralon: Fall of Order - Demo v.1.0 Download - Walkthrough (PDF) Known Issues: Nothing as of yet! However, some users noted that fights were too hard, while others told me that it was "challenging, but fair". I'm unsure on what to do, but a rebalancing isn't out of the question. Maybe difficulty levels for fights as well!Latest Changelog - Fall of Order 1.0 [General] Added the same launcher the old one had, but fixed it up. It's all in english now and looks a little nicer. ... [bugfixes] ...I'll write down Updates as they come. [Pre-Data Loss] Astralon: Demo "Truth" v.2.1.1 - FINAL Download Known Issues: Small mapping issues, that I don't bother resolving as of now. They may be gone after the final polish.Latest Changelog - Truth 2.1 [General] A new launcher way of extracting the game was created. It now has a nice icon, description and logo while extracting. Big thanks to "LucyFox" from rpgmaker-vx-ace.de for reminding me of this possibility! Re-wrote certain parts of the dialogue. Huge thanks to Tsarmina, who took the time to play through the demo's entirety, just to help me improve the dialogue in every way possible. It should be more enjoyable now than ever. Again, huge thanks, I couldn't have done it without you! ^-^ The beginning got 0,2893% more mysterious. [bugfixes] A few small typos were still present after polishing the demo. [Fixed. For real now.] "Last Stand" messages were being displayed even out of battle. Ironically, they weren't displayed in battle. [Fixed.] Enemies could "notice" Rayden even after they've passed away. [Fixed.] The revelation HuD wasn't shown, if you picked a certain statement with the wrong kind of evidence. [Fixed.] And with this update, the beta phase here ends. This is the full version of Astralon - Truth. I won't update this one further, except if gamebreaking events happened while changing stuff. -Scripts and General Help- Yanfly Yami Tsukihime Moghunter / Atelier modernalgebra Galv KilloZapit TDS DiamondandPlatinum3 Kread-Ex Ramiro Pacman TheoAllen TinyMine JayArr ShiroiAura JayArr Cynder Everyone else who tested the demo before presenting it here! -Music- Aaron Krogh And of course, Calbert Warner, also knowns as the "Schematist", who created a few pieces of original music for the revelation scenes. Take a look, he's creating some seriously awesome music! -Ressources- Pandamaru Tchaku GrandmaDeb Celianna Indrah http://eurs.blog65.fc2.com/ http://usui.moo.jp/ I really hope I didn't forget anyone, but these were all I noted in the list. If anyone was not credited, please, tell me immediately, so I may adress this issue and credit everyone properly. And that's about everything I have to say about Astralon! Do you like this project? Do you want to support it? That's awesome! And I have just the thing for that! Yes, a banner! You can put it into your signature, linking to this thread or the demo download, or you could just put in there and say how much you despise this way of advertising and want to kill off an alien overlord llama because of it! Thanks for lookin through all these pieces of information, have a great day!- 23 replies
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Continue wait command while off event-containing map.
TheOddTruth posted a topic in Editor Support and Discussion
As I mentioned in my thread in the "Introductions and Farewells" section of the forums, I am currently working on a "mock-mmo-atb" style RPG. As an individual who is a novice to RPG Maker VX Ace, there are many concepts I am picking up on rather quickly, yet there are those that I'm still unfamiliar with (yet learning how to use them daily). In my RPG, I am currently utilizing a quest and ATB script system (basic quest system v1.3 and sapphire action system iv, respectively). Each of them seem to be working fairly well on their own and together so far, and I have managed to establish several different types of quests with the system including kill, drop, fetch, and area discovery. Each of them work pretty well, but I have encountered a problem with mobs. As an ATB, I use events that feature charsets as mobs with the ATB system script controlling the mobs to become active battlers. Upon killing these mobs, a sub-event is activated and another graphic is revealed in its place to represent that loot can be picked up. Once loot is picked up, I have a parallel process wait timer located in another page that represents a respawn timer. This works well while on the current map, however, once I leave the map and return, that timer resets and I have to wait the entire duration for the mob to respawn. In short, is there a script or a clever way to implement a means for said wait timer to continue while I'm off the event-containing map to where if that timer ticks down the event will trigger from the beginning as soon as the map has re-entered if the timer has ended? ... I know, it's a mouthful, but I'm hopeful that you all understand my question. Here are a few screenshots of what I have so far. Thank you all in advance for your assistance with this. I look forward to any replies. --Odd- 8 replies
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How to import characters you made in game character hub into rpg maker vx ace?
mcronesixteen posted a topic in Editor Support and Discussion
Okay so I searched it up in the fourms and they said put a $ infront of it so I did and it does this now. How do I fix this? -
(Evil Ways) Abstract: Story: The World: The Characters: Features: Screenshots: Credits: Download ________________________________________________________________________________________ Glossary: KNOWN ISSUES (reserved space) CHANGELOG (reserved space)
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I want to remove the part of the menu where it shows your party members, as well as the part where it shows your currency, so that the only thing it would show would be the menu commands. As this game only has one party member, and no form of currency, those screens are just sort of awkwardly there and don't really belong. Also, I would like to center the menu commands. How would I go about doing all that? Sorry if this is a stupid question. I'm really new to RPG maker and couldn't find this question answered anywhere else. I already asked this on the steam forums, and was told that it's possible if I altered the script (Which I pretty much already knew), but I wasn't told how, so I figured I'd ask here. Thanks in advance for the help.
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Okay, so I guess this is where we make out introductory posts. Interesting. My name is Timothy, I'm using RPG Maker VX Ace to make my first game that I call the Invasion, and I'm working out how to make original tilesets and sprites and battlers while making the game. It is rather time consuming as I can spend days just trying to get one scene to do what I want it to do. But it's fun and relaxing...for the most part. Any advice any would like to give, for instance pointing towards posts that deal with tileset and sprite creation even battler creation, by all means share it with me and thanks before hand for the help. Glad to be here and looking forward to great things to come. ~Timothy S Purvis
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Hello there. I'm working on a series of first look videos called 30 Minutes With RPG Maker. Basically I just play RPG Maker games for around 30 minutes with no commentary from myself to let you guys see what the game is like. Feel free to check out the playlist. https://www.youtube.com/playlist?list=PLs_oqhuxYit3VZtlccIkkul1JUOdMcUrA
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As the title implies, I want some feedback on showing numbers. What I mean is showing the player the actual number value of their HP, MP, TP as opposed to just a bar. [////////// ] as opposed to [////////// ] 55 / 99 games like FF Mystic Quest (NA release) defaulted the HP display to not show numbers. In a more recent game, Xenoverse also doesn't show you HP numbers. Does that annoy people? or do some people prefer it? I ask because I'm thinking of not showing numbers like that in my game. So if you were playing a game, and you couldn't see how the absolute value of your HP or MP, would that bug you? would it be a deal breaker for you?
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Okay, I have/need ten active skills for each of my protagonists. But my problem is developing enemy skills to make fights challenging. Would it be good to clone the skills the actors have? Can you suggest some unique enemy skills? Rules: 1) Enemy and ally SP and TP start at 0 in every battle. So everyone starts from scratch. Growth depends on max SP and TP. 2) Battles are set in MOG's ATB System, with ATB Gain set to Fomar's ATB system. So AGI doesn't affect the gauge too much. 3) Only a few status ailments exist in this game (I could expand but still trying to fine-tune things with scripts): Bleeding deals damage per turn and stacks up to 7 times. Each stack adds 2% MaxHP damage. Stupid disables use of all skills. Items can still be used (because any idiot can eat a chocolate bar or drink beer) Feeble halves all basic stats. Slow halves your ATB gauge. Can be healed with Haste or waiting it out. Combo Set-Up makes you vulnerable for the next hit (damage taken). Stun stuns targets, halting their ATB gauge for a set time.. 4) Base maximum active skills are six slots for all actors. Enemies have roughly unlimited slots but I wan to limit it slightly. Here is a list of the character skillsets: Do you want me to delve into each character's skills for a better grasp? let me know so I can edit it accordingly. My enemies are set in a ten-level dungeon, so they get harder as you go up. Their skills so far include stunning allies, halting their ATB gauge, substantial stat growth, and Defensive debuffs. Enemy Skills: So yeah, I need help mostly with enemy skills but please suggest what you think might help. I would appreciate it. Got most of the battle system prepped and ready to go and am working on the maps. I hope you guys can share your thoughts and ideas.
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Hi there I am new here and just formed my own game development company called 'Mad Rabbit Games' And I just want to say hi to everyone! I am busy developing a RPG CALLED 'Dragon Scroll Origins' Details soon out on my website <removed> Stay Tuned Matthew Roodt Mad Rabbit Games <removed>
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Originally, I started playing and showcasing Destiny's Call and several other games but then began to move on to play more games. I'm still quite new at the LP area but I'm constantly seeking to improve on my videos. At the time being, I'm releasing a new video every Tuesday, Thursday and Saturday. http://www.youtube.com/user/DrBigt Here's the RPGMaker games I've played/am playing for now. I am currently playing, BETA but I am coming to end of it soon I think. Let's play BETA Let's play BGFT: The James Lucas story Playlist Let's Play Destiny's Call Let's play Final Phantasy XXX 2 Playlist Let's play How to be Funny Playlist Le'ts play Lost Woods Video Let's play Night of the Living Noobyas Playlist Let's play Pewdiepie Amnesia Adventures Playlist Let's play Umbra Playlist If you wish to request a LP, you can PM me, leave a comment or contact me by mail or any of these sites or the Youtube account. http://drbigt.wordpress.com/ https://twitter.com/Drbigt
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Hey Guys, I was sitting around with a lot of time in hand. So just took a grab to try out digital art with mouse. Yeah guys you heard it right!! Digital art with mouse. Its my first attempt, so just excuse me.
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So I have been thinking up ways of making the battles in my game unique but then I thought I won't be the one playing this game you guys will so what are your opinions on a good battle and what makes it memorable? Is it the strategy involved? The needing to grind to destroy your enemy with OP attacks? I want to make it interesting so please, if you have any thoughts tell me ^~^ From your very own Apple Seed, Knighterius.
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Hi! I've got the new update. Here's what's new. Introduction cut seen. clearer path of what to do. Dark Cloud weapons script. Other scripts. Other stuff I think. Removed macho's sword. And the link! : https://www.dropbox.com/s/fm4r6rxyprs7fz8/Dark%20Cloud%20RPG%20Maker%20edition%20v0.1.5.exe?dl=0 *This entry is outdated! Please go to my latest entry!*
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Scripts! Scripts! Scripts! I have to finish them all :D
TBWCS posted a blog entry in Attack on Diary
Since its holiday today here, I will be doing all these scripts: Script to make this holiday: - Sword Art Online - Hollow Fragment Sub Menu - Sword Art Online - Guild System - Sword Art Online - Simple Dueling Battle System v1.0 - Sword Art Online - Infinity Moment / Hollow Fragment Friends System - Character Lifeline System - One Soul Battle System - Corpse Party Save File System - Evidence Keeping File System - Custom Defense System - Lucky Shot System - Gold and Experience Plus The ones with bold letters are my priorities and near completion. -
Hey Guys! I need some feedback about this new game that I have made. I'm not trying to advertise it nor trying to tell you guys to vote for it but I just want some honest handed opinions about it because my partner and I feel like we didn't get enough during the 2014 indie game maker contest so we want to ask everyone here on the forum what you think of the game. The link to the download page of the game is here.
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ace Zephyr's Vicissitudes
Faye V. posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
(presents...) Project Name: Zephyr's Vicissitudes Genre: Adventures, Exploration, Drama, RPG, Action Engine: RPG Maker VX Ace Developer: SGITC&MF Introduction: With you, i present the most elaborated game i've been developing so far, the best story i've ever made and an unique, complex and deep world. I present you Omnicae, i present you... Zephyr's Vicissitudes. A world were every region has it's own story, it's own type of people, even it's own language. I welcome you to a deep world that has thousands stories to tell. From the frightening cold of Bairei to the sacred capital Salem; your feets will walk hundreds of worlds and your eyes will peek lots of different people, but only you will feel the hard path that is awaiting for you. I'll show you a different reality. Characters: Story: Screenshots: The world: Features: Credits: Note: Please excuse if i made a mistake in my words, it is pretty difficult to me to translate the story to a language i don't manage too well. Even more difficult when you dominate your native language greatly and use complicated words, but oh well, i did my best try! this post took me more than 6 hours (no kidding, no exageration :/) Also, forgive that the screenshots are in Spanish, please understand that this project is not originally in English and i still have to translate it, but that only will occur when i have the demo completed. Finally, i know there are credits lefting, but it is 4:26 a.m. in my country (in other words, very, very, VERY, VERY late) so... yeah... i'm writing like a zombie... mñà ksjakls- 5 replies
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Gate of Portrait II - Legendary Sword Genre: Puzzle, Adventure, Minigame. Playtime: 30 minutes+ Developer: Crynesia Publisher: Crynesia Synopsis: Characters: Screenshots: Additional Information: Features: - Boulder Push game - Labyrinth game - Sideview Battle System (only in Labyrinth) - Double Tap Dash (by TheoAllen) - AfterImage when dashing (by Quack) - Fog (by Victor) and Realistic Lights (by TheoAllen) - Light Effect in Dungeon (except Labyrinth) (by TheoAllen) - Visibility Range (Labyrinth only) (by Galv) - 8-Directional Movement (by JV Master Script) Credit: Programming: Zeon013( Evananda Satriya or Navest ) Yanfly Yami Moghunter Quack Theo Allen Victor Sant Galv JV Master Script Enterbrain Graphics: Zeon013 Kaduki Holders Mack Whitecat Etolier Milano Cat Enterbrain Musics: Enterbrain Last Sphere ZYTOKINE Special Thanks: Enterbrain Download Link: https://www.dropbox.com/s/xfkuk5kw42m9b8t/Gate%20of%20Portrait%20II%20v1.0a.zip Author Notes: -If you found any bug, you can report it at this thread or Private Message. -this is Gate of Portrait II, if you want to download the first gate of portrait, here u go:
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Hi, I am Sillouete and this is my first time posting here. I am posting because I would like some feedback on some parallax maps that I made. It is my first time making these and I had no previous experience with Gimp or RPG Maker. For the moment, these are just practice maps that will probably never be used in a game. Any suggestions on how I can improve are welcome. Anyway, on with the screenshots! --------------------------------------------------------------------------------------------------------------------------------------------------------- This is the first map I made. It is set in a forest, with a small house. I painted the terrain and cliffs myself just because I thought it would look more natural. In the end, it came out a bit more cluttered than I expected. --------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------- This second map features a mini town by a small lake. Again, I painted the terrain myself. I am not exactly very happy with the water, but I decided to leave it like that till I learn how to use water properly. --------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------- In this third map, I decided to actually use water from a Hanzo Kimuro tileset that I found. Also, I used the same tileset to make the base terrain. I finished it off by doing the details on Gimp. I was aiming for a more cleaner and less cluttered setting, as compared to the last two maps. --------------------------------------------------------------------------------------------------------------------------------------------------------- Tileset Credits: (I do not claim ownership of any of the tiles used in the making of these maps) - Celianna - Lunarea - Hanzo Kimuro - Ayene - Other unknown authors which names I couldn't find.


