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Found 116 results

  1. Hey! So I am using Yanfly's Visual Battlers script and Yanfly's Battle Engine for a sideview battle. I wanted to know if/how to make an enemy battler using their respective sprites, such as Eric. Thanks!
  2. Sleepless

    Cutscene help

    Okay, so here's my issue: I'm not sure if I just have no idea how this program works, but I can't get past this problem. I want a simple scene like this: Character steps onto event block, where he sees another character and runs over to them after some dialogue. This is where I get stuck. I have the event marked as player/event touch, but then my player can't walk through it. I mark the event as "through", and the event never goes off at all! What exactly am I doing wrong?
  3. A corrupt government, an enigmatic disease, and false prophecies! Explore a mysterious land in this non-combat adventure RPG. Demo (LAST UPDATE: 8/23/15) RUNTIME: Approx. 45 mins WANT TO CONTRIBUTE TO WORLD ONE? Feel free to PM if you're interested. I'm only really looking to accept mappers, artists (general), musicians, coders, and dedicated testers (ie. people to file error reports and critique literally everything); PM if your skillset is not on this list but you wish to help. STORY: Washed ashore and separated from his crew, Eric finds himself the newest hope for a land that he doesn't even speak the language of. Due to his moral aptitude and his apparent cunning, he is praised as a hero by a small band of outsiders, but the moral grey area begins to grow as betrayal, under-the-table-dealings, an enigmatic virus, and destruction of history happens; every being in Illfog and the land surrounding it seems to have something that isn't quite right about them- Eric must question who, if anyone, is in the right, whilst battling savage monsters, becoming a sex icon, and destroying one red herring after another in a wild goose chase where the clock is ticking. GAMEPLAY FEATURES: For the most part, The Beginning does not offer any traditional battle system (with one or two exceptions), instead going for a visual novel x adventure style. Most things in the gameplay are offered through items and choices which lead to different paths and endings. CHARACTERS: SCREENSHOTS CREDITS Known Issues: No major bugs
  4. I'm struggling to add layers on a castle. I'm trying to copy and paste the second layer by using shift. The problem is the titles act like Autotiles when I paste the copied portion on top. I'm not sure what I am doing wrong or missing.
  5. This is my first VX Ace tutorial which simply came into fruition by not already existing and the frustrations I went through myself going over other tutorials which while not bad, were just simply lacking in information for what myself and many others wish to achieve: Simple Lighting Effects like the ones shown below . -without the use of Scripts -how to make them -how to implement them. Now, there is already a decent bit of documentation on simple things like this but again, it's spread out in bits in pieces across the web so I've created my own tutorial that shows the entire process from start to finish with added tweaks, tips, lighting practices, and methods to get the most out of simplicity (sound complicated lol. It's 1a.m. ....i've had a lot of coffee). Step 1: Creating the images to be used for your lights. You will need an image editing software such as Photoshop or Gimp (I prefer Photoshop so this tutorial will be using Photoshop images/hotkeys but just apply the same methods in a different program and you should get the same results). In Photoshop create a new document (ctrl + N) set the Width to 333 pixels and the Height to 484 px. Next go to the View drop down menu and choose Rulers. Drag rulers onto your document from the Top and Left side rulers to set up a template like this: Each square section will be a Light Radius, the number of segments (from Left to Right) will determine the complexity of flickering light effects (Candles, Lamps, Torches, etc.) but i'll get into that a little further down. Duplicate your base layer 2x (ctrl+j), Select the 2nd layer, get your Paint Bucket Tool and make the background of Layer 2 Black, this will provide a contrast for your to work with so you can visually see the fall off radius of your lights. Step 2: Select the Elliptical Marquee tool and make a selection (holding Shift keeps the marquee uniform) of a single square on your template. Select the Gradient Tool, Set the type to Radial Gradient, and make it's fill type "Foreground to Transparent". Set your Foreground color to whatever color you would like your light to be then inside your Marquee Selection place your cursor in the center of the circle (sometimes slightly above), hold shift and left click + drag down slightly outside the bottom of the circle, this will fill it with the Gradient. At this point you should have something like this: While you technically could stop here (without the black background of course, needs to be transparent) and have a semi decent looking light, Lighting is such a beautiful and critical aspect of a game and it can completely change the mood, tone, atmosphere and many other factors of a scene so we are going to polish this up. Step 4: Next, Select your Filters drop down menu, Blur, Gaussian Blur and set the px from about 6-10px. MAKE SURE YOUR MARQUEE IS STILL THERE WHEN YOU DO THIS. If it's not and you blur the light, the color may run to the edges of the image which will cause your lights to appear square and not circular. Note: The more blur, the softer the light. Try not to go crazy with blur in your image editor as there are easy ways to tweak the softness of the light in RPG Maker, but for arguments sake, More Blur = Softer Light. That's it as far as a static light goes that will not flicker or animate. Animated Lights/Flickering Effect: This is really just a couple more steps and some repetition of the previous process with just a few simple editing rules to keep in mind while creating your lights. 1. RPG Maker reads the image sheet from Left to Right so your softest light will be at the left and the brightest at the right. 2.Logic from step 1. Flickering Lights should be ordered softest to brightest within their color range. This allows a smooth natural looking flicker/transition between the contrast tones without the player noticing any sharp ugly rapid changes in color. 3.Color Range should make sense. Let's use a candle as an example with the above template. You would have a very soft orange tone/color in box 1, a little more orange saturation/hue in box 2, then more orange/red-ish tone in box 3. Color spectrum of a light is a noticeable thing to say the least. If player walks in and your candle goes from orange to red in 1 flicker, they will notice lol. 4. THIS IS IMPORTANT: Make each Light on the grid on it's OWN LAYER ,(ctrl + shift + N for New Layer) this will save you tons of editing grief when/if you need to adjust the tone of a light. Failure to do so can result in rage inducing headaches. *CaptElfimis is not responsible for any actions a user takes during a rage inducing headace for failure to follow instructions. Once you are finished creating your lights and you are satisfied with them, delete the layer with the black background. Save your Light/Light Sheets as $Lights or whatever you want to name them as long as it has $ as a prefix and file type as .png (or atleast that's what I used, feel free to correct me if there is a better file format, I'm fairly new to this). Open your RPG Maker VXAce project, go to your Resource Manager (F10) ) Then choose Graphics/Characters Folder (That's where I put mine anyways, organize ya own mess) and Click the Import button: Choose your file and once it's imported, select it and hit preview to make sure the image appears correctly. If it did then you are free to use it as a graphic for your lights Making them work: For static lights such as lights from a window or source that will have no variation (flicker) you just simply need to follow these steps: Create New Event (Name it....for the love of god...name your events) and set it up like this: Choose your graphic Untick Walking/Stepping Tick Direction Fix/Through Priority ABOVE Characters (ignore where it says Same as Characters in that image....i need more coffee) Trigger: Parallel Process Movement Type: Custom, click move route, and add Change Blending -> Add. For a Flickering light source, follow the same steps as above but change the following: Tick Walking/Stepping Speed: Fastest Freq:Highest And Viola! Beautiful and subtle lighting effect, no scripts, no hassle. Once you get the hang of creating your own Lights, it's really a fast process to create and implement more sheets to have varying color ranges and light sources. I may in the near future just create a nice set of Light Sheet Graphics depending on demand. Tips/Tweaks: -Add Tints to your scenes that use lighting to adjust the overall light appearance of the scene. This can vastly effect the quality and atmosphere of the lighting. -If your lights appear a bit harsh/bright in game, go to the event and edit the custom move route and change Change Opacity, tweak this until your satisfied. -You can achieve Light Rays for outdoor lighting as well using this method (I'm working on that now, possibly a future tutorial depending on demand) -Experiment with a broad range of colors and light environments. I would make a map solely for testing/editing lights. -Pay attention to Shadow Placement if you really want to get the most out of your lighting. -Make sure your lights make sense. Bright Yellow/Orange lights from the sun shining through your window at night would look rather silly and break immersion for the player. -Study lights and how the interact with environments, search the web, your own home, etc. This can give you excellent perspective to work from. If you have any questions/comments or feel like I missed something, please feel free to say what's on your mind. Capt_Elfimis
  6. missatonamy

    Event replays

    I'm rather new to RPG Maker VX Ace but I'm starting to get the hang of it, sort of after a lot of trial and error. Although I'm having a problem where I will set an event such as a conversation and once it's finished it will just repeat again so I'm wondering if anyone has any suggestions on how I can stop that from happening, thank you.
  7. Currently in the early stages of my project. Just wanted some feedback on my maps so I can improve on them in any way. All done in the editor.
  8. Hi all. I'm wanting to make an Ys or Legend of Zelda-esque game with RPG Maker VX Ace this time around, and I wanted to know if it was possible to do. If so, how difficult is it, and is the end result something that is satisfying to play? I'm thinking of a system that would enable leveling up, or go straight Zelda and have enemies merely as obstacles for the player to overcome. Also, is it possible to have larger sprites as bosses in this kind of game where all of the action takes place on a field/dungeon map and not a battle menu like a typical RPG? Also, are there any demos, finished games, or examples to look at from the community? Thanks, everyone!
  9. This is a request made by Captor Medicine in this thread. The first thing you want to do is create your maps. Now, you want to make an event and it might help to make sure it is the same event number on all maps. To make it easier, I am just using Event 1 and I am naming it Dog. Now, in the conditions tab, click the switch button and label a switch. I called mine Dog and placed a dog graphic in the event. Next you add a choice box and label it the interactions you want to have. I picked: Pet, Follow Me, Cancel. Copy and paste this event in all the maps you want your dog. And that is it for that event! You can place it on all the maps you want your dog and the system. Here is how it should look: Now you want to create a common event and have it set to a parallel process, then make a switch and call it Hunting. First, create a conditional branch set to when your dog is in the party. In the else statement set the Dog switch on. Now we will focus on what happens if your dog is in your party. For me, I like to use buttons as a way to call the event, and since this is a smaller system, I plan on just using the choice menu. In the common event you just made, create a conditional branch and set it to what button you want to press to call the event. For me, I am going to use the A button, so I will call the X button in the conditional branch. Inside that conditional branch, set up the choice menu and place the interactions you want. For me, I picked: Hunt, Stop Following Me, Cancel. In the Hunt choice, we are going to remove the dog from our party. Next, create a variable called Randomizer and set the random variable to how you'd like it. For me, I choice 0 - 3. Then, create a wait command to how long you want your dog to hunt for. In my case, I set it to 400 frames. Now, place your dog back in your party. Next, create a conditional branch to when the randomizer is equal to 1. In mine, I have it so the dog found a potion. In the else statement, set another conditional branch and have it equal to 2. In there, I put that the dog found magic water. This is how mine looks: And that is all to making a hunting system where your dog fetches the items for you.
  10. Title: Power Of The Gods Genre: Medieval RPG Setting: The Kingdom of Araluia Story: A cult of necromancers has freed the ancient death god Seridion. The god of righteousness, Thanais imprisoned Seridion on the elemental plane of chaos 214 years ago on the 24th of Newleaf in the 22nd year of the Cerebian Era. Seridion has begun to ask for more sacrifices than the necromancers can provide. The necromancers search the village you live in and find out that you are a descendant of the legendary warrior Farkuss, the only person to ever defeat Seridion in battle. You are contacted by Thanais after escaping the necromancers and he relays to you that you must help him defeat and reimprison Seridion. (If you want to know more you'll have to wait until the demo is released.) =P Character Bios (so far): Player: A direct descendant of Farkuss. Customizable so nothing is determined by me. Kalista: An attractive half-elf archer with fiery orange eyes and wavy blonde hair. Her personality is just as fiery as her eyes. Credits: Scripts: McDohl Ventwig Lizzie S. ModernAlgebra DoctorTodd Nelderson Tsukihime Vlue Shaz DiamondPlatinum3 Fomar0153 Nicke CasperGaming Victor Sant Falcao Galv Dekita Music: Aaron Krogh Special Thanks To: RGansta for his evented freerunning system Screenshots: The equip screen. The quest log. A necromancers bedroom. A screenshot of the action battle script in use. A screenshot of the beginning of the first boss battle. Features: ABS Tactical Skill and Item Slots Full Questlog Full Crafting System Bestiary Randomized Lockpicking System (based on skill level) Lockpick \ Pickpocket \ Thievery \ Jail System Character Customization \ Creation Visual Equip Evented Freerunning System Be anything No class restrictions Support: Paste this into your signature to show your support for Power of the Gods http://imgur.com/N8eLC8y UPDATE: 5/27/14 Changed Quest Log from Lizzie S. to ModernAlgebra's. UPDATE: 5/27/14 Removed N.A.S.T.Y.S Extra Stats UPDATE: 5/27/14 Removed McDohl's Bestiary for incompatibility with ABS. UPDATE: 5/27/14 Removed Ventwig's Menu Add-Ons Script. UPDATE: 5/27/14 Added DoctorTodd's Single Actor Menu UPDATE: 5/28/14 Added Galv's Random Loot Script UPDATE: 6/2/14 Added Dekita's Insane Stat Distribution Script DEMO: RTP: https://drive.google.com/file/d/0B353lrX7LMO0VWk5WFh1eTN4c2s/edit?usp=sharing No RTP: http://www.mediafire.com/download/qmh6x1htt1lvs9t/Power_of_the_Gods.exe
  11. Hello everyone. I was taking a moment of free time tonight to work on a map that I'm really enjoying, but I was starting to wonder, how big is too big when it comes to maps? I have a multi-map dungeon with the main room itself at about 140x60, not including two separate rooms leading into it. I want it to seem big, but I also don't want it so big that it will wear on the players, even with putting in a healing point. I know it's one of those things that is hard to quantify specifics without being told details, so rather I'm just curious about what would be an ideal maximum? Thank you. =)
  12. In-depth Parallaxing Guide Requested by KevinSSS. Also, THEAQIB posted a very helpful tip on how to get the photoshop grids working here. I am here to bring: Warning: This will be a heavily picture heavy tutorial since I wanted this to be a step-by-step guide. Introduction: Parallaxing is a great way to make your maps detailed and to make it look like your game does not have a grid. This method was very popular with RPG Maker VX due to the limited tile sets. This method is still used for VX Ace and can still be a handy tool to make your maps unique and detailed. Lets look at the pros and cons of parallax mapping: PROS âœDetailed maps âœOff-Grid looking maps âœUnlimited tile sets ✠The ability to manipulate the map by hand CONS âœFile Size will be much larger than using the editor âœTakes much longer to map than using the editor ✠Chances of errors to occur ✠A higher chance of your maps becoming too cluttered and busy Now, lets get started. The Scripts You Need: Galv's Layer Graphics Yanfly's Parallax Lock Hime works Map Screenshot Why are we using Galv's layer graphics instead of the lock pictures event? Well, when you use the lock pictures, it works well, except that if you use the tint screen command, the overlays do not get tinted as well. Due to this, I switched over to Galv's layer graphics, which is a powerful script and it also keeps my picture folder from becoming cluttered. Getting Set Up: The first thing you need to do is make a layers folder. All you have to do is go into the graphics folder and make a new folder and call it Layers. This is where we are going to put all our overlay maps and such. Now, we need to go into the game editor and go to the script editor. You can find it here: Now, place the scripts above â–¼ Main Process. Now, go back to the editor and right click on your map. You should see something called "Map Properties" open up. This is where you can change your tiles and background music. In this case, we are going to just focus on the Note section. We are going to put <tile lock parallax> into the note field. Now, where did I get that code from? This is from Yanfly's parallax lock script. If you look at the script, there are a few codes you can add, but we just want the tile lock parallax. This is to keep the tiles from scrolling with the player on larger maps. Basically, it makes the parallax act like the editor tiles. You can also use the <full lock parallax> command as well. We are ready to work on our map. Mapping and Outlining: There are two options now. You can either go straight into the image program and make you parallax from scratch, or you can add an outline for your map to get an idea of how you want it to look. We are going to go with outlining since it's the easiest. *NEW* Layer Command Key Guide For Gimp: Here is a guide to what the buttons mean for the layers tab in gimp: CHAPTER 1: Creating a House CHAPTER 2: Creating the Outside of the House CHAPTER 3: Animated Maps CHAPTER 4: Lighting and Shadows For a Room CHAPTER 5: Outside Lighting
  13. Hey everyone. I just had an idea that is love to have some constructive criticism on. I don't know if it's been done before, but my idea is to place hidden treasure chests with random loot drops, but also to have a hidden variable that will raise all of the loot rolls for every other chest so that eventually finding every chest can have greater rewards based on how many have been unlocked already. Let's say for example that I have 100 chests that will roll a random number between 1-5, but give the chest a total of 104 different drops. Each previous chest will improve what all of the rest will drop. I could even copy/paste the chests for ease of use. I'm already using hidden chests with random loot, but I was wondering if this would be a worthwhile endeavor to integrate before I get too far. Edit: Here is a simplified event I made for testing purposes: So now all you have to do is choose your chest picture and set it to call the common event on one page, then an opened chest picture on the second page with Self Switch A as the condition. I hope that this helps anyone who is looking to create chest events where the loot is progressively increasing in total value while still remaining random.
  14. Volke Locke

    Hatred: A Christmas Story

    Abstract: This award winning game is about Santa being tired of having to deal with the naughty list... so he's coming to town... to thin it out. Genre: Shooter Average Game Time: There is an ending, which only takes maybe 20 minutes to get to... but play it to your heart's content. Story / Setting / Purpose: Saint Nick visits an unamed town and kills everyone for being naughty. Eventually he meets his nemesis... Jack Frost. Character Bios: Saint Nick: Also known as Santa Claus... He is a murderous villain out to murder people so that he won't have to spend so much money on coal... Oh, also he hates people, especially the naughty ones. Credits: Volke Locke - everything not listed below... Scripts by: Victor Sant Khas Arcthunder Yanfly Leon-S.K AndreMaker 4ndreMTM Moghunter Raizen modern algebra GreyFox Cidomar R. Dias Jr And... Akrium, for inspiraing the combat system. Music by: Metallica Futurama Graphics by: PandaMaru Screenshots: Features: A Christmasy theme Santa Epic battles Massacre Violence Controversy Parody Download Link: Without RTP: http://www.mediafire.com/download/sb3vupv99shc53g/Hatred.exe With RTP: http://www.mediafire.com/download/eowna6bhc4gdd9f/Hatred(WRT).exe Unencrypted: Soon to be release... Known Issues: Passage seems to be partially nonfunctional in one map, workaround established, looking for cause in bug. Sometimes the face disappears from the HUD, script needs editing. Font colour didn't change as was intended, looking for bug. Death doesn't always result in gameover.
  15. Dark Gaia proudly presents the spiritual successor to the One Night series. Introduction Mythos: The Beginning is a survival horror/adventure role playing game based on the pulp-horror and monster movies of the 1930s. Set in London in 1934, Mythos tasks you with creating your own paranormal investigator from scratch and guiding them through a frightening exploration of the infamous Harborough Asylum. Three young university students have vanished while attempting to conduct a scientific survey of this dreaded place, and it's up to you to find them! Throughout the night you'll discover that Harborough Asylum's reputation is more than an urban legend, and you'll have to fight for your life against otherworldly Lovecraftian foes. Story Harborough Asylum is an abandoned mental hospital located on the outskirts of London. It was established in 1882 and soon built up a reputation as London's harshest institution thanks to its brutal and controversial treatments. After a string of mysterious patient deaths, said to number more than 40 victims, it was finally closed down during World War I and has been disused ever since. Despite this turn of events, Harborough Asylum remained one of England's most infamous sites, soon becoming the subject of an alarming number of local ghost stories. Now Harborough Asylum is a place where only the most bravest (or foolish) men would dare to tread. You play as a renowned paranormal investigator, best known for solving a famous missing persons case several years ago. Tonight, Professor Harrison Blacktail, a mysterious academic somehow connected to the asylum's past, has turned up in your hotel room at the Imperial Arms. He has commissioned you for the most dangerous case of your career: search for three missing students inside Harborough Asylum, and discover whether the terrifying legends are true. Characters You - You're a paranormal investigator of some renown. Now you're about to face the most frightening case of your career. Professor Blacktail - A mysterious demonology professor with some connection to Harborough Asylum. Peter - A famous American cat burglar who came for the antique furniture and got much more than he bargained for. Luana - A terrified psychic trapped in her worst nightmare. Night Watchman - Guards the asylum from trespassers. How has he even survived for this long? Features Blends traditional survival horror gameplay with a "true" tabletop-style RPG experience, complete with dialogue trees, non-combat skills and dice rolls. Create your character from scratch. Choose their gender, background and profession, and then role play them. Will you be a square jawed investigator, or an intrepid journalist? Pen and paper RPG inspired character advancement system. Levels are gone forever! Spend EXP directly to buy stats and skill increases. Multiple ways to play the game! Don't want to fight the enemies? You don't have to! Gain EXP for correctly utilising non-combat skills such as Persuade and Occult Lore. Fully voice acted dialogue -- a first for a Dark Gaia game! Utilises the fantastic Mythos Graphics Pack by PV Games to create an immersive horror experience. Completely custom soundtrack exclusive to Mythos. Screenshots Download Visit the Dark Gaia Studios website to purchase Mythos now for $5.99 or try the free demo! Credits Pioneer Valley Games Yanfly Etienne Meijer Enterbrain
  16. The first actual map I made for my first real project, so my first serious attempt to make a map. It's the first overworld area that you come to's map, so it's kinda big. Any tips of feedback are wholeheartedly welcome. In case you're wondering, the first town is the one in the forest directly south of the castle. I only have like one other map. Man Made Sky Island I have a couple skills working on my test map I can show I guess. Mind Reading True Sight
  17. Kill X Amount of Monsters Quest This was requested by PoorCollegeGuy. ✸ BioWiesel made a great addition to this here. ✸ devonm0 made a great suggestion for this here. NOTE: I do not know much about the standard battle system since I never use it. There might be a better way to go about this. If anyone wants to add a better solution to this tutorial, please feel free to. I will link it at the top of this tutorial so people can get to it easily. The very first thing you want to do is set up your map. For this tutorial, it will just be the front view battle system, so make a small area and select your slime encounters. The next thing you need to do is create your NPC for the quest. For my quest, I am going to have the NPC ask me to catch ten slime (which seems a bit barbaric considering that I am a slime, but oh well. ) I will then put that to self switch A. On the next event page, make sure that you have the self switch A condition set. Now, create a variable called Monster or Slime death. Then, create a conditional branch to where if it is greater or equal to ten. Inside that, add the message to say that this quest has been completed. Then, make a self switch B = on at the end. In the else statement, I am going to say something along the lines of "You have only caught x slime." To do this and have it show how many slime you've caught, you need to have it set like this in the text box: You've only caught \v[18] slime. What this does is it generates what variable number it is for that specific variable. Since my slime death variable is on variable 18, I typed \v[18] in the text box to call the variable. On the next event page, you are just going to have what it says after you've completed your quest. Now we are done with that event! Next, go into your database and go into the troops tab. Where it says battle event, you will set the condition to 1. Slime's HP is 1% or below. Inside that, you will put Slime Death + 1. Make a new event page and set the condition to 1. Slime's HP is 1% or below and inside of it, put Slime Death + 1. Do this for each enemy in the troop. And that is how you make a kill x amount of monsters side quest without scripts!
  18. Talk to X Amount of People Requested by PoorCollegeGuy devonm0 made a great addition here. The first thing you want to do is make the event where the quest is. For mine, I am going to do a grandmother looking for her grandchildren. In the event page 1, you want to add the text and then make a switch that activates the quest. The next event page, you will have the conditions switch set to the quest. Next, make a variable for the quest. Make a conditional branch and set the number to the amount of people you need to talk to. Inside that, you will have the completed quest and you will turn off the quest switch and then turn on self switch B. The third page will have the self switch B on, and have the message with after you completed the quest. Now, to make the children, the simpilist thing to do is to have the variable add by 1. This will make it easy to copy and paste the event. The first page is talking to the children before the quest. The next page is to have it to where the quest is on. It should include the variable and a way to make it so that you do not keep selecting the character after you increased the variable. And that is all there is to making a quest where you need to interact with an X number of people.
  19. ihartrpgs

    game design Comedy Guide

    Comedy Guide When I took theatre, my teacher said that comedy was the hardest genre to write. I have to agree with him on that. Not only is writing comedy one of my weakest areas in writing, but there is such a thin line you can walk with it. This guide is mainly what my teacher taught me, but please be aware that I'm not the best when it comes to comedy writing. One good feature of good comedy is intelligence and wit. This can be very difficult to accomplish, which is one of the reasons why most modern comedies use "dumb" characters and slapstick jokes. Does this mean that those comedies are bad? Of course not! But there does need to be a moderation of how much of it you use because the audience/player can get irritated or annoyed. This is the thin line I was talking about. You want to make the player laugh or at least smile, but you do not want to get to the point of being annoying, unless you have a scene that requires the player to feel a short term irritation in order to follow through with the joke. One of the more difficult parts of comedy is what is a joke and what is offensive. My teacher gave a heavy warning to not rely on stereotypes for humor since it's a cheap way to try to get laughs. However, I see it as a bit of a gamble instead of being a "cheap" way to get laughs. There is a better change of someone getting upset instead of laughing. So, how do we get the best laughs? The answer is through characters and surroundings. With the characters, the better developed they are, the better the humor can play off them. If you have the humor compliment the personality of the character, then the humor will come off natural. One way to do this is to have two characters with contrasting personalities try to get through an event. Or, even more simple, have a conversation. What you're aiming for is to have both characters well developed enough that they have chemistry in order to carry the scene and the joke. You can also use your surroundings as a way to make humor. If a character is in a strange surrounding and out of their element, this can set up for some humor depending on how you play it out. You can use actions or even the character talking to one's self as a way to further express the humor. One thing you need to watch out for is how far you take a joke with two characters. It's a very thin line from going to something being funny to being very spiteful. This can cause problems if the audience, instead of laughing, feels sympathetic towards the victim of the joke and see it in poor taste. There are comedies that can pull off violence in comedy. If you do want to use violence as comedy, the best advice I can give on that is to make it as over the top as you can. With parodies, the one important thing is to know the original source well. It's also important to research the original source material to understand the environment and characters. To get a good idea of a good parody, I would suggest Young Frankenstein. I hope this guide helps a little bit, and I'm sorry if it's not as detailed as my other one. Comedy is my weakest genre in writing, so if you do have more questions, I can try to find some links on comedy writing to help you out.
  20. Let's Make Character Animations Easy! I'm going to be upfront and say that I do not like using the move route when making character animations. There are luckily scripts out there to bypass this (Galv's move route extras is a must-have for those who like using scripts), but this tutorial is for those who hate using scripts or just want to have a bit of practice on other ways to make animations. For this tutorial, I will be using the animated volcano made by Charlesthehurst. Make sure you put a $ before the name. The Stepping Animation This one is very simple. All you need to do is in the options menu, change it to stepping animation. You can also choose the stepping animation in the autonomous movement section as well. Then you should be able the click the Move Route... button under the drop down menu. In there, click stepping animation on and repeat action. You can also click Skip if cannot move, which will just ignore the action if it cannot be performed. This will keep the game from freezing typically. Self Switch Method Sometimes you can't use the stepping animation. This method gives a little more control and you can change the speed of the animation, but it also means doing a little more work if you have an object you want to interact with. There are a few ways to go about this, but I will keep it simple and use the two easiest methods. On the first event page, pick the first animation frame. Next, you need to have it set for a parallel process. I then chose wait 5 frames. This makes it a little faster than the stepping method, but it isn't too fast. You can change it to what you like. Then, have it say self switch A is on. The next event page, in the conditions, make sure that self switch A is on. This event page will look just like the first one with the next animation frame. This time however, you will have Self Switch A = off and Self Switch B = on. The third event page will have the final animation frame and Self Switch B = off. Now we have our animated volcano up and running! To make it so we can interact with it, there are two methods I am going to show. The first one is very simple. Just make an event and have it set to below characters and the trigger be action button. Put it right next to the animation. The second method is to use the event location. First make the event we made above and have the trigger be same as characters. Then, make another event anywhere on the map. Set that to autorun. Go to tab 2 of the event commands and click on Event Location. Change the destination to be right on top of the animated character. Now, click okay and when you're back to your event page, make a self switch A = on. Then make a new event page where the condition has Self switch A is on. This is just so the autorun stops. Variable Animation Method The self switch method is my favorite personally, but there are times that we have more animations than self switches. In order to solve this, we will use the variable animation method. This will be set up just like the self switch method, but instead, you will use a variable. This is how it should look: As a reminder, make sure you set the variable back to 0 on the last frame. With this method, you will be able to have as many animation frames as you'd like. The downside is that it uses up a variable spot for each event animation on the map. And that is my small and easy tutorial on different ways to make character animations.
  21. More indepth post here. I have made a survival type game before, but it was only with one player. However, after looking at the Banished game, I've been wondering how possible it would be to do on a 2D rpg maker engine. One of the biggest drawbacks I see right now is that it will require a mouse script that will make events follow where you click, or a path finding script that will make one event walk towards another event. I've looked through the RPG Maker game list, and I did find one game that involved a construction and building type system, which is called Mayor (City). Has anyone else tried making a game similar to this? Or are currently making a game similar to this? I have tried to, but so far, I haven't been able to find the script that will make events follow the mouse, so I'm at a standstill until I can see if one exists. Also, what are things that you would like to see in these types of games, if you're interested in them? And what are things in these games that annoy you and you wish would be left out? If you want to read up more on some other games in this genre, here is a list of them.
  22. Tutorials on Doors Requested by DonBab here. I was going to just show one way of making a better animated door, but that isn't as fun, so I will show a few things you can do with the doors. Simple door animation Variable door animation Locking the Door For this one, we are going to focus on this area: Make the door exactly like either tutorial above. For this one, I am going to use the variable tutorial. Now, make a key for your item. Next, you will be using a conditional branch to check if the key is in the player's inventory. If it is, the option will pop up for the player to lock the door if the door is closed. If you do not have the key and the door is locked, you will be told that the door is locked. Here is what the full events should look like: Door: Other side of door: End Table: I hope this helps out.
  23. Alternative Way to Map Walls and Floors in GIMP I really hate doing the duplicate layer and arranging them since I use GIMP. I started to use this technique, which felt easier on me, and makes mapping the floors and walls easier for me. The first thing you want to do is have your map ready. Then, open up the tiles/parallax tiles of the floor image that you want to have. Other tiles are blacked out to follow Celianna's policy of not distributing her tiles. Please go here to find her tiles on her deviant art page if you would like them. Create a new image and paste your tile on there. Then, select autocrop. There is an optional step you can do now. You can go to Filters ----> Map ----> Make seamless. I tend to not do that due to most of the floor tiles already being seamless, but if it maps out strange, consider this option to fix it. Now, you are going to go to Filters ----> Map -----> Tile. A window should pop up. I like to put the default rpg maker size on there, which is 544 X 416. You can make it how big you think you need the flooring to be. I also keep the create new image clicked. Then click okay. Your floor should now be tiled. Now, go to View ----> Show Grid. If you need to, go to image --- configure grid and make sure that the grid is 32 X 32 pixels. Take your rectangle select tool and select how much of the floor you need. Click the SHIFT button to add more of the rectangle box if you need it, and the CONTROL button to remove parts of the box. Once you have the outline of the floor, click copy and go over to your map image. Then click paste. Then, you just need to line it up to where you want it. Make sure that the grid is on. And that's all there is to making the floor. You can also keep the tiled floor image on hand in case you have more of the same floor tile to use on the map. Walls, on the other hand are a tiny bit trickier. First, pick the wall that you like. Now, go to your map image and paste the wall like you'd normally do. Remove the middle wall and paste it to a new layer. Put the edge of the wall to where it needs to be like so: Now, you want to take the middle wall and put it on a new image. Autocrop that image like we did with the floor. The tile step is exactly the same as the floor. With this one, I just change the width to 544 but do not change the height. You can if you want though. Turn on your grid again and select how much of the wall you need. Mine is about five squares for the width. Copy and paste the image back to your map image. Arrange it to where it needs to be and then put that layer behind the end walls that we placed earlier. And this is how it looks without the grid: The pros of using this method is that it is a bit faster once you get used to using the buttons. It also feels like less of a hassle, but that might be more of my bias. The cons is, as you can see, is that it sometimes doesn't pattern exactly like it should with more complex patterns. You can still go in and change it if you need to. Credits go to Celianna for the tiles.
  24. ihartrpgs

    Speed Date System

    Speed Date System This was requested by Wren. The first thing you need to do is create a map for the speed date area and, if you want, a map for the date location. For the location, I'm just using a simple beach. This tutorial is going to use two switches and one variable. Switches Date Cut Scene Speed Date Variables Bachelor The first thing you need to do is create the host. For my speed date, I am going to give 30 seconds to talk to each date. Then, I am going to turn the speed date switch on. Make a second page where when the speed date switch is on, the host will say something like, "have fun". Now, make your first bachelor. The first page will just have if you were talking to him outside of the speed date. The second page is if you have the speed date switch on. You can have him talk about his interests, and you can set it up where you two talk back and forth. You can do that with choice options. For this tutorial, he will just say one thing. On page three, we are going to use the variable Bachelor and change it to 1 or above. The graphic will be empty because it means we picked him for our date. On the last page, we are going to have it that we picked someone else. This will have the bachelor variable be 2 or above. You will do the same thing for the other bachelors. Bachelor 2 Bachelor 3 Now that we got the bachelors done, it's time to move onto what happens once the timer runs out. In a new event, make it a parallel process and have the condition where the speed date switch is on. Make a conditional branch where the timer is 0 seconds or less and inside that, put stop timer. For this, I have it where this is when you pick the bachelors based on a choice menu. Whichever you pick you will change the bachelor variable accordingly. You can also have the other bachelors bicker with one another after the choice is made. The next event is really simple. You make an event that is player touch and set the condition to where the variable is Bachelor is equal to 1 or above. Then you will transition the player to the date location with the cut scene switch turned on. This will act like the door to the date location. We are now done with the speed date area! It's time to work on the date location. On the date location, make an event. You can label it DATE, but do not do anything else with it. Next, make another event and set it to autorun. Turn on the date cutscene switch in the conditions tab. Now you will make a conditional branch for each bachelor. Set up how you want each cutscene to be for each bachelor and then turn the cutscene switch off. You will also put the bachelor variable back to 0. The final event will make is the transition back to the speed date area. Make sure you turn the speed date off and take the date party member out of your party if you added it. And that is how you make a speed date system. Once you return from your date, you can continue going on dates and picking whatever bachelors you'd like.
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