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Found 112 results

  1. This is a very long overdue tutorial for my Baby System Tutorial. Since that thread is really old, I wasn't sure if I should add this to that tutorial or if I should just make a new one. This is a suggestion that was made a while back ago. In order to understand this, please follow my Baby System tutorial first. I will show you two ways to have your child take over. Firstborn Takes Over In this, it's very simple. Make a conditional branch under the Baby System one. Next, change the trigger to parallel process and make a switch called Death. Now, you will make a conditional branch and put Baby 1 ID = 3 and inside the else statement put Baby 1 ID = 4. Then in that else statement you will put Game Over. What this does is check to see if you have a child. The Baby 1 = 3, if you remember, is the boy. The baby 1 = 4 just means that the baby is female. This also makes sure that if the baby is 1 or 2, that you will get a game over since the child is still too young. You can change this by just putting Baby 1 greater than or equal to 1. Doing so will make it so that the child will take over even if he/she is still a baby. Next, we need to have it so the child is linked to an actor. This is so that the child will actually take over if you die. To do this, make a new Actor and make a blank space for the child. Now we need to make the child grow up once you die. To do this, go back to your common event tab and inside the conditional branch for Baby 1 ID = 3, remove Ralph and then change actor graphic to what you'd like. Then add the new actor you created. After that, set the Baby 1 ID to 0 and turn the Death switch off. You will do the same thing for the female. This is how it should look so far: That is it for making the first born take over. However, what if you have twins and you don't want the first born to take over? Or you want to have a will that decides it for you? Taking Over Via Will This will be exactly like the first born, but we will have a new variable. This will be called Will. You will make a conditional branch in the common events and if the Will is equal to 0, then the first born will automatically take over. If the Will is set to 1, then the first born was chosen to take over. If the Will is set to 2, then the twin will take over. This is how I set mine up: And that is how you make it so you can choose which child will take over once you die. Other Tips Now that you have both the Baby 1 and Twin in your actor database, you can actually prepare your child for becoming an adult. You can also name your child as well. One option you can do is teach your child skills, and add the skills to the Actor as you would if it were a party member. Once your child takes over, he/she will have the skills taught. You can also create a school to send your child off to in order to learn certain skills as well.
  2. Genre: Horror, Adventure, Puzzle Download the Demo (RTP not included) "But why now? Why, of all the time possible, now?" "Because you can never run away from it, no matter how hard you try." Setting Characters Screenshots Features -Carry a lantern that lights up the environment, keep in mind that it only can be used for a certain time before needing refuel. -Examine the objects around you, they may contain hints and clues about the story and the puzzles. -The environment is never stable, watch out for the subtle changes that is happening around you. -Two endings are currently available in the demo, one is the standard ending, the other secret. *More endings and alternative story lines will be added, events which happen in the present will affect the future. Credits Graphics -Enterbrain -Mack -Aindra Audio -Presence of Music -Nox Arcana Scripting -Modern Algebra -Adiktuzmiko -Hanzo Kimura -Zerbu Special Thanks to -itzphilip Developer's Notes First serious attempt at making a horror game, so I would greatly appreciate feedback from the people who can find the time to play this short demo. I will be keeping an eye on this post until the day when the game is completed, so it is never too late to post your views!
  3. Hi - welcome and I hope you enjoy my first RPG Maker game! [i should probably update this topic more often than I currently do...] [Here may or may not be more up to date at any given time.] Genre: Science-fantasy RPG Progession: Very early development. Features An open-world fantasy RPG! Choose your party from a wide cast of befriended characters with different abilities before braving a dungeon! Complete quests! Gather ingredients to craft and upgrade equipment! Recover Dark Energy to unlock portals to new areas and gain new skills! A fully playable prologue! No long, boring intro scenes! Story Faraley Town is a normal town whose residents live in harmony with nature. Or it was, until the forest creatures turned savage and the world started to rot. As the Guardian of the forest, the problem is in Lucy's hands. She and her brother Thomas go to investigate the source of the chaos, but nothing could prepare them for what they found. Lucy narrowly made it out unscathed, and was left screaming as her brother fell victim to the Rift - a portal to an alternate world. Characters Name: Thomas [or Player Choice] Age: 17 Race: Human [Player Character] Name: Lucy Age: 19 Race: Human Class: Druid The young prodigy of Faraley Town recently given the esteemed position of Forest Guardian, she is the main character's older sister and good friend, and is very protective of him. Lucy is wise beyond her years, yet retains the playful, carefree attitude of youth. In her free time, she is often found gathering flowers, reading, or researching new spells. Name: Kian Kian is the first person Thomas meets after passing through the Rift. ... and more to come! Features Screenshots Credits Tiles: Celianna Mack Enterbrain Ayene-Chan Animations: Mr. Bubble Misc. Graphics: Celianna's Faceset Generator (though I hope to eventually draw all of the character faces myself) Textcraft BGM: 'Town Theme' - Scythuz (Faraley Town Theme) 'Battle of the Wind' - Jonnie91 (Lightwood Forest Theme) Scripts: Yanfly Woratana's Multiple Fogs [url=http://www.rpgmakervxace.net/topic/23594-rift/][img=http://i.imgur.com/rME2BZ9.png][/url]
  4. I love dungeon puzzles. They really bring a place to life and give character to an otherwise empty shell. One puzzle element which is fairly simple to implement and can be used in loads of ways a switch (ie. a big red button. I'm not talking about switches and variables just yet). But what if you fancy being cruel and throwing in a few traps and tricks? Easily done, and I'll show you how. This is an area of a dungeon in my game. You can see I have three 'switch' events (the graphic of the little lever with the red handle) in the middle of the room. One of them unlocks the door between the two pillars, one does nothing, and the one on the right is a trap that will trigger spikes to come up from the floor under the player's feet. Depending on how confident you are with events, you can create a whole range of traps and effects from very simple to rather complex. So let's start from the very beginning and look at a basic switch event. I've asked the player if they want to pull the switch, and if they say 'yes', the 'move route' is just the handle on the switch being moved. You'll then want to turn on an actual conditional switch. It's also important to have 'direction fix on' for this. If you look at the sprite, rather than it changing directions like a normal sprite would, it instead shows different positions of the lever, which is what the move route in this event actually moves. So, do this, then create a blank event page with the condition of this switch being 'on'. Congrats - this is a basic switch. But it doesn't do anything yet... Let's say we want to have a door that only opens if the correct switch is pulled. On my door event in this cave, I have this... It checks if the left switch has been activated, and if so, automatically opens the door. After the door is opened, I used a self switch, which just leads to an event page where the door is open that acts just like a regular transfer event. So far so good, right? How about we mix it up a bit and try to trick the player. Let's make one of our switches activate a trap when it's pulled. This is similar to the door event, though it is located next to the switch, so that the player is standing on it. It autoruns when the appropriate switch is activated, runs through a sequence of events and then uses a self switch at the end. In this case, it's hard to see the graphic but it's of spikes coming from the floor. The move route makes the spikes appear, and I have the player lose some HP and show an animation. So these are some basic things you can do. But there's no limit, really. You can make all sorts of traps and events happen by having your character pull a switch. You could try making a trap that makes a monster appear and attack the player. You might want to have a switch that makes a cool item or a chest appear in the room, for example. However, if you do want to use traps, it's probably best to give the player some sort of warning or hint - because it's frustrating to be attacked without any warning.
  5. Devoid (Sorry for the lack of a pretty logo, For one, I'm terrible at making them, and the title is subject to change) -------- Story/Plot You awaken in a ruined, facility. You have no memory of how you got there or even the world you live in. Practically sewn into your off-hand is a strange "Gauntlet", you quickly learn that this Gauntlet cannot be removed from your arm and feels as if it's apart of you. It makes you feel stronger, and tougher than you were before, almost super human. Attached to the gauntlet is a metallic bracelet, one with three sockets (or Slots) carved into it. There you place Stones that grant the wearer unimaginable powers. The facility is very dangerous, and your first task is to escape to the outside. The world rests in an apocalyptic state and seems to revolve around "The Gauntlet" as you are not the only one who wears it. You must find out what caused this disaster and uncover the secrets hidden behind the Gauntlet and this oddly familiar World. Characters Screenshots ------- Features Strategic Turn-Based Combat : Enemies are powerful, and you can be as well depending on how you construct your character. There's an emphasis on weakness exploitation, along with exploitation of the game's systems themselves (I like that kind of thing) Choices : Choices are in the fore front when it comes to gameplay. You will be constantly placed in situations in which you make you are in charge of either your team's next move, or simple conversation that can effect the way characters respond to you. Lives are in Your Hands : Your decisions can determine the fate of a character. And by Fate I do not mean a finale in which the choices you made decide whether or not your crew makes it out alive. There is no black and white when it comes to choices here, if you do not take your role as a leader seriously, characters WILL die, and their deaths sway the story in new directions. It will absolutely be possible to finish the game with every character, and with none of them. (Dying in battle does not count, the reasoning behind this will be justified in the gameplay, the demo even ) Emphasis on Exploration : This world is completely new to you, it will not solely take place in a facility. Much of the game will be outdoors, exploring the barren city, along the way you may find hidden items, characters, backstory, and more. All exploration is up to the player, of course. Tools : Tools serve as equipment that help the player acquire most of the game's "secrets." Tools are equipped to your weapon slot and are tagged with [Tool] alongside their damage type, since Tools can also be used as weapons. Examples of tools would be a Screwdriver, Wrench or a Shovel. Some tools are common to the world, but others are more puzzling. 3 Slotted Gauntlet : This one's a bit larger - Credits This was fairly rushed. But I like typing so I'll for sure be editing the post as days go by. I hopefully will have another character or 2 to reveal in the coming days.
  6. Cait

    GRAPHIC PROJECT: Buried City WIP

    I decided to start my graphics for my buried city, only it's going to be a little longer than I thought, as I want to see if I can create from scratch as many pieces as I can. I do have something to show, like the walls and the roads for the set, even something I did majorly edit for a sewer entrance. o_o Rusty metal is going to be my heel in this, so if you have any sites that tells you how to create this affect, I'd be grateful. I would like to create grates to the sewer by the road side, and as I said, the modern version needs signs that are broken and rusted. I think I might get away with using the metal pattern I've been using, only I need to learn to create rust. Rust is complicated, depending on what you create, so.. That's what has me stuck. T.T
  7. Does there exist a stealth and detection script for vx ace? I mean a script where guards are walking around and when they see you in a line of sight they try to catch you
  8. bai tschamai

    Thoughts on Battle System

    What's up party people? Hope you all have a nice weekend and maybe a second to think with me about an 2D Sidescroller Battle System for Rpg Maker Vx Ace There are a lot of good sidescroller Rpg's on the Market - offline and online. They all have the pretty same battle systems, mostly active battle systems with skill cooldowns and easy skill improvement through skill trees. I want to break out of this stoic mechanics you see all the way long and bringin the idea for an Realtime-Turnbased-Sideview Battlesystem (RTS). It was an Idea to me for a long time now and I made some thoughts about the mechanics, pro and cons and possibilities to make my ideas visually understandable. And this is what I came to: (Real Early Thoughts I must say!) The Basic Mode The Battle Introduction To give the gamer the "realtime-feeling" you need to place scripted battle introductions on your sidescroller maps. For Example the Slimes. They don't just appear by nothing. In fact they wait for you behind the trees and when you reach the right place they walk in front of you and want to attack. The battle starts right in front of you, no need for transitions or stuff. The Battle Introduction appears and here you, as a game creator, has the first chance to add tactical elements to the battle: the Conditions. Wheter it's a bonus or a restriction, it's up to you The Main Layout Introduction Screen disappears aaaand there is the main Battle Layout. Sure you got the whole standard stuff like HP Bars, Enemy Info and stuff. But there are also a few differences. The Star-System and Formation-Influence. Your group get the same Battle Order (Josh in Front, then Olbert, then Liz) you have your formation in the Menu. If you have Olbert as a Leader he will be in front. BUT WATCH OUT! There are a few tactical differences. The Front Row Player gets +50% DMG but - 50% DEF. (both physical and magical) The Mid Row Player gets +25% DMG and - 25% DEF. The Rear Row Player gets no bonus and malus. There you have the next tactical decisions for the player. You can think about other boni like last row heal bonus or some other things. The Star System: What? You see no Mana Count? Right, because there will be none! What you get is a "Stars" based Skill System with different rarities of your skills. Like Pokemon Cards, common, uncommon, rare. The better the skill the more stars it will cost. You get your Stars back in different three stages. First Round: You get a common star back Second Round: Common + Uncommon Third Round: Common + Uncommon + Rare The Action Layout And this is what it would look like if you choose your skill. Seperated by their rarities and ordered by their Star-Costs. You can easily create mixed rarity skills with maybe 1x common and 1x uncommon star-costs. And you can think of skills to boost your star-regeneration. The last thing I thought about is the enemy formation. You could create great "pierce-through" attacks with great damage in front row, less damage in mid, etc... The rest is a classy turn based battle system with EXP Screen Afterwards and all that. Yeah well that's all from me for now. I hope you have some critics or ideas to imrpove this early thought and maybe the one or two get some inspiration. I know you can't solve this system without a good scripter and scribbler for the battle characters and animations but as it says it's just an idea
  9. Gamelan The Dark Fortress Genres: Roguelike, RPG, Fantasy Release Date: Cancelled Project --List of Tasks-- Locate Renvaine Slay Monsters Loot Treasure Chests Solve Puzzles Complete Quests --A Tale of Death-- The Kingdom of San'leon had been relatively peaceful for many long years but that changed once Renvaine tore through the north of the kingdom with his army, villages and towns were decimated and tens of thousands of people were slain mercilessly. The Dark Fortress, originally known as Kamicaran was once the bulwark defending the northern passage toward the capital city Ezengard, when Renvaine destroyed all the northern settlements he seized control of Kamicaran and slaughtered approximately half of the San'leon military in the process. After the events at Kamicaran nothing happened for a few years, the San'leon military recovered for the most part and attacked Kamicaran in an attempt to reclaim it, ultimately they failed and payed a high price once again, rumors spread that some of the military personnel involved in the attack were taken captive or that they are still fighting within Kamicaran. It is at this time that the adventurer who is relaxing in the Dratengad tavern hears of the rumors and the capture of Kamicaran, seeing an opportunity for fame and fortune he decides he will invade it himself, the adventurer travels to what is now known as the Dark Fortress with the intention of driving Renvaine and his army away single-handedly. --People of Note-- The Protagonist An adventurer seeking fame and fortune who hears of the Dark Fortress and Renvaine while staying at the tavern in Dratengad, seeing it as an opportunity to prove himself the adventurer sets out for the Dark Fortress hoping to encounter Renvaine within. Renvaine The master of the Dark Fortress, he has become known as a malevolent, ruthless and emotionless demon by those who have encountered him and survived, he is responsible for the destruction of several villages and towns within the Kingdom of San'leon. No one knows who he really is, where he came from or what his plans are. --Strange Devices-- Level Up Reward Item Rarity Achievements --Spirits of the World-- Garranger - Graphics Enterbrain - RPG Maker VX Ace, DS Music Yanfly - Scripts Modern Algebra - Script Khas - Script Casper667 - Scripts Archeia - DS Battlers (I assume, not sure if they were created by Archeia or EvilEagles in all honesty) Intelligentsia - Audio (Music Effects) --The Dark Places-- 1. 5. 2. 6. 3. 4. --Developer Notes-- (It was getting a bit long, spoiler tagged it)
  10. Game Title: Pages of Time: Altinia the Origin / PoT:AtO Optional: Abstract: Humorous matured content. Genre: RPG Game Progression: I just started using RPG maker earlier this week and I've only managed to complete the first main quest. I have a sample game uploaded here: https://dl.dropboxusercontent.com/u/59351310/Pages%20of%20Time.exe RTP not included (it's about 40-60 minutes of gameplay at the moment) Recruitment: testers. I just really would love to hear feedbacks on what can I improve more and what needs more work. This is the first ever game I'm trying to make and I'm really looking forward to finishing it. As I use this as an outlet for my story telling. Required: Story / Setting / Purpose: 5 years ago, Altinia was saved from destruction from the hands of Lord Urindrth. William Eidenheim was responsible of putting an end to Uridrth's evil plan. Until one day, trouble has returned to Altinia. Character Bios: Alex Eidenheim - Son of William Eidenheim. Care-free and a trouble maker, people often say that he should live up to his father's legacy. Jack - Best friend of Alex, a born prankster. He and Alex loves to party. Maria - Childhood friends with both Alex and Jack, a tombous young lady that is feared by both Alex and Jack. Credits: victor sant scripts and the default RTP Screenshots: Features: Contains explicit languages and other cartoon references. It's my first game so I went nuts with it.
  11. Cowl of Symphonic Mysteries Optional: Abstract: An evil is threatening not just your world, but the universe. Even the divines are becoming worried. It's up to you, as the chosen one to find out what's happening and stop the crisis from happening. Genre: Fantasy, Science-Fiction, Action, Adventure, RPG Game Progression: I have a downloaded version of the game. It's playable and you can get a feel of how to play and how the world works, but it's not what I want to call a demo yet. Here is a link to the game blog... http://wizardcraftstudios.blogspot.com/ Recruitment: Testers. I just want people to play the game and tell me their thoughts. Required: Story / Setting / Purpose: The story begins with the player making a character, giving themselves a name, class, and gender. The Goddess of your world is the strongest and wisest, but has recently discovered an evil strong enough to stun her divine powers. She's chosen you as her champion, and she wants you to discover this evil's source and destroy it. You're in the town of Odict, just outside of Selinian City. You're in the Kingdom of Symphonia, named after the Goddess, Symphonia. You know that there are seven major planets that are connected by a large scale space station called the Nexus. Technology and magic exists in the world, however, magic makes most technology obsolete. With the exception of some very complex science practices. Mixing magic with technology is illegal and considered a dangerous practice. Character Bios: The main character: Whatever your name is, your gender, or class, you have the same background. You were born on the Nexus and moved to the town of Odict. You know your parents are seemed to have the most normal life possible, until recently, you're given some divine powers of your own. King Bastion: The King of Selinian City, the capital of the Kingdom of Symphonia. He's an ex-ark guard, keepers of the Nexus. Carmello: The mayor of the town of Odict. He's looked after you since you moved here and has helped you get on your feet. Jade: Your childhood friend. Her father Steve is a good guy, and you were by her side at some of her worst moments. Her mother died when she was young. You think Jade has a crush on you. Symphonia: The Goddess of Secrets, and protector of the planet Symphonia. Arcayne: A old and experienced Wizard who now owns a theater in Selinian City. You don't know much about him, but he's the King's personal friend. The game features MANY other characters, but since this is an unfinished form of the game, there are too many to list. There are guilds you can join in the game and obtain a variety of followers. Credits: Wizardcraft, aka Wizard9000 Screenshots: http://i40.tinypic.com/amrxfm.jpg http://i40.tinypic.com/5pfy3s.jpg http://i39.tinypic.com/ehc3mx.jpg Features: A blog: http://wizardcraftstudios.blogspot.com/ Seven chapters (Not completed) Choose your own name, class, and gender. In depth story line. Several guilds which side quests with their own story lines. (Think Skyrim) Collectibles Quests throughout the entire game. A mini-quest you can choose to do, where you must find all the stardust in the game and you're granted a single wish, or you can give them to the stardust hunter. LOTS of other game/movie/franchise references (but not direct use of those characters, which belong to their owners) After each chapter, I plan on making the class split into two or three parts where the player can choose a new, but relating class originating from their original choice. This will be like an upgrade to your current class, and you can choose each time you enter a new chapter.
  12. The Legend of Jak is a tale about pirates. Take control of Jak, a young man who's dreams of becoming a pirate are about to come true as he is thrown head first into an epic adventure. Explore the land, crawling through dark caves and dense jungles. Or take to the sea and explore distant lands, plundering treasure as you go. Drawing inspiration from games like The Legend of Zelda and Secret of Mana. The Legend of Jak is a fast paced action RPG with difficult combat and challenging puzzles. There's also plenty of new weapons and items to help you along your quest and are also used to complete puzzles. Story: The Empire have been cracking down on piracy for many years now, bringing their own brand of swift justice to all who associate with pirates. Now, they look to wipe out piracy all together with their new fleet. Pirates, however, are rather cunning and resourceful, and there are still places in the world that would rather the company of pirates then biding by the barbaric and naive laws of the Empire. Jak, an ordinary boy who has long dreamed of becoming a pirate, finally gets his wish when he joins the crew of Captain Barret, who is well respected among pirates. After many long days and nights of scrubbing decks, Jak finally gets a taste of action as the crew go off in search of treasure. However, with the Empire right on their tail, and a new, even greater threat lurking in the darkest depths of the ocean, this is bound to be one adventure Jak will never forget! Features: XAS Action Battle System. Quest Log to keep track of what you're doing. Challenging puzzles. Fast paced, action packed combat. Lots of side quests. Challenging boss fights. Screenshots: Credits: Xiderowng Khas Arcthunder Moghunter Yanfly Enterbrain Celianna Lunarea Mack Please let me know if I missed anyone. Demo can be found here: http://rpgmaker.net/games/5058/ This is my first game and it is still in early stages. All feedback and suggestions are welcome. Thank you.
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