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This game may not be for everyone, please read the Crazy Chimp Collective Tolerance Advisory for more information! His red face melded, on poster of want... This Rapscallion may relinquish the Naxonite haunt. With red coat unique and devil eyes beneath, Only he may wield the Perseverance to quell their teeth. but shall he fall, to Naxon's folk-- our great nation, be doomed to choke. Set in the Dystopian future of Britain, after the Humans had evacuated Earth and critters had taken over. Perseverance takes place in a familiar setting with a haunted coat of paint! While the Tyrannical cult of Naxon spreads its vile tendrils, the only force that can oppose it- The Perseverance Union, stands openly in defiance! Can you help them secure their country and its future? Perseverance is an action-packed shooter that takes inspiration from Ratchet and Clank, Oddworld, V for Vendetta, LackadaisyCats and some others. The game features a lot of gunplay, but also has some more melee weapons for those who like a little hack and slash. The game also heavily features puzzles, minimalist platforming and other toys, but the most notable feature of all the mechanisms is the 20+ boss encounters. Perseverance could be considered an untitled prequel to Intelligence, seeing as it focuses largely on Pep's backstory. The game has cats with guns and also demon girls and eldritch pig monsters what else could you even want? I mean outside of entirely awesome graphics, a 60 song OST and 6+ hours of gameplay, which we have all of by the way! Perseverance also has a deep compelling story and a very atmospheric world to learn about for those who have more control over their urges. A lot of items can be interacted with for various tidbits of info, comedy or other stuff. The Game's strong suit is its gameplay and storytelling-- but it also has very charming huggable characters... with guns! For Windows: For Macintosh: -Intense Action Packed Gameplay -10 Radical Weapons -6 Interesting Power Ups to Collect and use. -10 Fully fledged cinematic FMVs! -A fully built out world oozing with charm and also ooze of a slightly more sinister nature! -Several charming well developed characters! MORE!!!
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Recently I came across this template for RPG Maker, well actually it's not for RPG Maker but it works really well with it. Even though I had to cut out the idle frame, which I've been thinking about adding in anyways. So to save myself from testing out random scripts all at once, does anyone here know of a script to include a 4Th, Idle frame for where you stop walking? While we're at it is there also a script I can use to add in custom running frames? Thank you for reading and giving feedback. ^^ I also included the first two templates I custom made for someone who wants to test it out for themselves. Making the grid can be a pain for RPG Maker. >_>
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- darkness void
- idle
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So basically my idea is an animal crossing type house customization system. Is there any good way to do it without loads and loads of variables? Any help is appreciated!
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- animal crossing
- interiors
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Version 1.001 Price: $6.99 Available: On Steam! Made With: RPG Maker MV THE PREMISE Fantasy Hero Manager places you in command of a magical airship, on a quest to find the legendary land of Vrool and its Fountain of Eternal Youth. Fly across the world recruiting heroes for your adventure. Negotiate their salaries, manage their personalities, keep them sober, and never forget to pay them. Watch as they make friends, get married, grieve the loss of comrades, and die in glorious battle… all before searching out new heroes to fill your empty bunks! Fantasy Hero Manager has been designed to be highly accessible, with a simple and clear UI, yet broadly complicated in its mechanics. Created with a nostalgic look-back to the age of Nethack, Zork, and the golden age of gaming. FEATURES Custom, fully original, battle system, with locational damage. An infinite number of procedurally generated heroes and worlds. No tilesets used, all the game is done through .js. Huge amount of replayability. THE WORLD An infinite world with randomly generated maps: with eight biomes, and hundreds of individual locations, there is plenty of variety in each map. Visit taverns to recruit heroes, trade, and rest. Enter into dangerous henges, caves, dungeons, and castles to fight monsters and search for treasure. Go to cities, towns, elven lodges and dwarf fortresses to receive quests. Fight gods, dragons, fallen heroes, and legendary creatures in castles, forts and towers. Go fishing in the seas and lakes, foraging and hunting on the plains, and mining in the mountains. Train up in castles or woodsman’s huts. Improve armour and weaponry in forges. Visit temples for healing services. And explore the many unique tiles which can offer boons or death to the heroes. Beyond what there is to explore the world has other unique features: A system of star-signs which cast luck onto those born beneath them. A moon phase system. Purchasing and selling tax unique to each location. The ability to store and revisit past maps to finish quests or take advantage of good prices. THE HEROES Each hero generated in completely unique with a large number of stats, abilities, and traits. Choosing a hero can be difficult: do you take the fantastic fisherman with abominable attack power? Eight races to recruit from: humans, orcs, elves, dwarves, undead, and angels. Thirteen magic types a hero can have: some offensive, some passive, some for crafting and foraging. Ascendancy system with six classes to which any hero can ascend: lich, titan, phoenix, dark angel, nature wielder, and abomination. Six crafting skills, six abilities, many health and magic statistics. Each is born under one of ten starsigns which offer bonuses when the time of year is right. Their own healing and recovery rates. Beyond their stats heroes have personalities and a mood system: Watch as the make friends with those they fight alongside. Fall in love and get married, or help nudge them in that direction. Renegotiate their salary as they gain levels and earn you treasure. Grieve the loss of friends, celebrate weddings and successful quests, get bored if you neglect them. Leave your party if you fail to treat them as they would wish. Learn skills from each other based on a teaching skill. ENEMIES With nearly two hundred unique enemy types to battle your heroes will always have something to kill! Biome specific monsters. Eight humanoid races to fight: elves, kobolds, undead, etc. Twelve different monster families each containing six monster types: from clockwork monsters, through bubbling slimes, to filthy goblins. Over sixty incredible bosses which include gods, dragons, fallen heroes and abominations! CRAFTING: Having a wide-ranging party will allow you to take advantage of the six crafting options. Cook meals to restore stamina while in dungeons, and make fishing bait. Mix herbs to make magic and healing potions. Create alchemical potions to increase mining ability. Forge armoury hammers to repair armour and improve it. Tool picks, to help lockpick chests. And scribe maps to new and more dangerous locations. SCREENS:
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Greetings everyone ! The matter of this topic is that , I've been recently giving myself to parallax mapping . As it may be a little hard to render , I do consent that gives out a lot more smoothly . So here are my two questions : First : Would you still play a game and think it is good-looking even though it isn't parallax mapping ( imagining that the creator of the video game still spent a lot of time making those maps so they would look attractive anyway.) Second : Here is my two very first mapping , therefore I wish for your opinions and advices . Please , keep in mind that these are first attempts . (Normally , there are also little fairy-like particles that are smoothly flickering to give some depth but I could not include them .) [The first map (entitled "Chrysalum Cove") is meant to be a gloomy and remote cove/cave that yet inspires enchantement and captivation. I do not have much story about it yet but it is supposed to keep hidden a ressourceful slash ancient tree . The second one [no name yet] is meant to be a nature , ancient-looking forest slash ruin's entrance . ] EDIT : I just noticed that there is a blue-shaded square near the lower part of the first map , please do not mind it . I do not even know why it is even here since it isn't on the original file . I am looking forward for your replies ! Thank you .
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I'm making a Hetalia horror game, but I need a picture that can be displayed on the player's screen for an event. The event in question is one that takes place in the beginning of the game, in which Prussia gets bitten on the base of the neck/shoulder by the villain, Angelo, a powerful sorcerer with fangs (though he's not a vampire.) Actually it's intended to be somewhat vague exactly what he is. He is essentially a human, but with some demonic attributes, I guess you could say. Below is a sprite sheet and faceset I made of him for reference (I did use some generator parts from other artists to create him). I would also be willing to send a copy of the game thus far (though it is by no means complete and may be subject to change) if it would help, so you can play through the event I'm talking about, just ask for it and I will send it to you personally. Naturally, credit will be given in the end credits of the game when/if it is completed to the artist. This is my first time requesting something like this, so please forgive me if I have messed up somehow. I've tried to follow the request rules as closely as possible. If there are any other details or missing information you would like to know just post a comment and I will gladly add it. Thank you for taking the time to read this!
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Name: Menu Music Version: 1.0 Author: Mr. Trivel Created: 2016-05-16 About the plugin: Don't want default map music playing in Menu? Shop? Crafting menu? This plugin allows to change their music to something you'd like instead. Maybe some calming music for menu so players can relax from a difficult dungeon or something uplifting for shopping. Video: How to use? Set BGM for Menu and Shop in Plugin Parameters. You may as well add Bgm to custom scenes (E.g. Crafting), to do that, open up this plugin in your favorite text editor and scroll down to: *EDIT HERE*, it'll have a couple sample entries you can look at, add custom entries there. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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which is a sprite for , and which is for my main character. I also did a few edits to the MC sprite to allow for others of the same race. Edit: Finished sprite for which looks like
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Creating a custom skill learning system inspired by Saga Frontier
tripnmusic posted a topic in Theory and Development
So this is the basic idea, it seems to be functioning rather well. I just set up her attack skill to call a common event, the common event checks some conditional branches to determine if she learns the new skill or does her regular attack. With this system she can only learn new skills from attacking. I am posting to ask about the types of conditional branches that should go into unlocking character skills. It might seem straightforward but I wanted to see if anyone else had an opinion on this type of skill learning. So my conditional branches right now check the Actors Level, then checks an RNG variable, then it checks if she already has the skill. If she doesnt the following sequence above will happen. The RNG right now is a variable assigned a random value between 0 and 255. Then depending on her level she has a chance on attack to learn a skill. So for instance at level 5 she has a 25/255 chance to learn her first skill with every attack. Not all skills are available at all levels. Should all characters learn skills this way? Or only the TP characters since they spam attack more often? Should I get rid of RNG and use a counter method, so she has to attack between 30-60 times before unlocking set skill? What does everyone think of this system? Its quite a lot of work to implement to all the actors but if its something I work on I want it to be done right. Please let me know if you have some questions or comments. Thanks everyone. For some skills I determined a switch could be used before you unlock them. For others you could have a special battle where you are able to unlock it during that fight with a conditional branch. For the Mage characters I would change it to "New Spell!", and perhaps restore there mp so its a free cast for them. -
rpgmakermv D'Art MV Resources (Latest Upload [Feb 10,2016]: Parallax Big Trees)
Dainiri.Art posted a topic in MV
Latest Upload Feb 10, 2016 - Parallax Big Trees - New! Category: Iconsets Facesets Static Battlers [FV] Static Battlers [SV] Generator Parts Tileset - New! Special Event Resources: 12 Days to 2016- 20 replies
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Hello. My game uses its own elements, weapons, and classes. However, there is a problem. No matter how much I tamper with the elements, one of my characters just can't attack. I want some help with this. Here are some pictures, so you can pinpoint what I'm doing wrong.
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12 Days to 2016 (Countdown to 2016) Hello guys this is a small gift from me for all of you awesome peoples of RPG Maker, the Following resources are made to welcome the upcoming New Year 2016! Click > Download (Please take time to read the Terms of Use that can be found in the same site.) Update Log: Day 1 (Dec. 20, 2015: 2x Game Over Screen, 1x Static Battler [sV] Day 2 (Dec. 21, 2015): 3x Window Skins, 2x Weapon Sprites, 1x Static Battler [sV] Day 3 (Dec. 22, 2015): Secret Tomb Entrace (Door), 1x Bone Tile, 1x Female Hero Statue, 1x Planted Tree Day 4 (Dec. 23, 2015): Tower Tiles Addons, 1x Static Battler [sV], 2x Parralax Backgrounds Day 5 (Dec. 24, 2015): Scifi Tile part 1 Day 6 (Dec. 25, 2015): Scifi Tile part 2 Day 7 (Dec. 26, 2015): Main Menu Custom GUI Day 8 (Dec. 27, 2015): Skill and Item Menu Custom GUI Day 9 (Dec. 28, 2015): Epic Iconset Series - Skill Part1 Day 10 (Dec. 29, 2015): Epic Iconset Series - Skill Part2 < Wow almost there! 2 more days to go! Day 11 (Dec. 30, 2015): Epic Iconset Series - Skill Part3, 3x Windowskins < 1 more day to go! Advance Happy New Year Guys! Day 12 (Dec. 31, 2015): School Tiles+ Long Vehicles + Extra Resource < Happy New Year! Thats it for this year, thanks for all the views and comments! Happy Game Making! 4,492 Views from December 21, 2015 to December 31, 2015
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Okay so here's the situation. I got rpg maker vx ace because i wanted to start making a really good rpg. However my idea of a good story and what your idea of a good story is are two completely different things. I need a story but not just any story an epic story. One driven and created by the community of people who want to play this game. So im here to see what you guys have as ideas. Characters, Beginning plot, Bosses, Mechanics anything and everything. I mean i could make the usual save the princess from mister meany or save the world from very bad guy. But i want something complex something worth spending 16 to 24 hours of your life or more to play i need twists i need everything good. But i don't know whats intriguing you guys do. So tell me what you find intriguing so i can make it a reality.
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Keeping an altered graphic when adding a new party member
Wryor67 posted a topic in Editor Support and Discussion
Hey guys! So here's a problem I've been having: In my game, your character goes back and forth between being a "ghost" (oppacity 50%) and "physical" (opacity 100%). Sometimes you pick up party members in "ghost" mode, and other times you pick up characters in "physical" mode. In order to change to "ghost" mode, I set a custom move route that changes the player's graphic to a new charset, which has its opacity reduced. I did this in Gimp, so it's a totally different .png file. So far, it's work perfectly. My problem occurs when I try to add a new party member while in "ghost" mode. Since in the database, my player character has the 100% opacity charset as its default graphic, it always reverts to that when I add new members. So, if I'm in ghost mode and I add a new ghost party member, suddenly my player is back to its normal, 100% opacity graphic. Does anybody know how I can keep this custom graphic assigned to my player character, even when adding new party members? I tried to explain that as clearly as I could, but feel free to ask me to clarify. Thank you in advanced!​ -
Hey guys, At the moment, I am planning my RM-Game and I decided to not have the standard RTP- and JRPG-look. I want characters that are higher and not as wide as the standard chars. I really want to show the difference between muscular and huge guys (barbarians), "normal"/average guys, men/women, children, old guys, etc. Personally I think that you can´t do that very well with the RPG Maker and I want to have completely custom graphics. That means: Drawing own non-rtp-style characters, create parallax maps in Photoshop, create own Icons and more. Now my question: How high and wide can I make the characters, so they will work well with things like-door events, Side- or Upfront- Battle Systems, Animations and such. It would be so awesome if you could provide a charset template of what is possible in terms of more height and less width (so it looks more human). Or if you can´t or don´t want to do this, could you at least please give me some information of whats possible or have some screenshots of taller, non-JRPG-style characters that someone already created? A big thank you in advance Greetings, jet_black PS: I am just learning custom spriting, so I had set the goal how I want my sprites to look like and the template would show me whats possible, so I can learn very ressource-effective.
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A working 'Cover' for the project. A working 'Back of Box' for the project. Details: Fun fact: STORY SYNOPSIS: Adam & Co.: SCREENSHOTS: BATTLE SYSTEM: FOOTAGE: Footage of my project in the works. https://www.youtube.com/watch?v=AhllT5iwZYM Battle/Boss footage. World map footage. DEMO: http://www.mediafire.com/download/nnq1cen8d5zai47/PUBLIC_DEMO.zip Public Demo. There are some issues I haven't dealt with yet, but I will be focusing on some animation work for awhile, so I wanted to release what I had so far as I am taking a break. http://www.rpgmakerweb.com/download/additional/run-time-packages Download the VX ACE RTP.
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Hello everyone! My name is Michael Lancaster, but my friends and fans refer to me as DJ Or DJ Obscure or Obscure, I am a music composer as well as a DJ, I make all sorts of genre's but my favorite to make is my own video game music, My Soundclouds are https://soundcloud.com/swords-and-towers and https://soundcloud.com/djobscure1337 Feel free to ask me about making music for your games! I hope you all enjoy my music and my 3 games once i finish them!
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Hello everyone! I'm a Dj as well as music producer, but lately i have been focusing on my own video game, as well as the music for it. You can Listen to my entire OST for it here, i will probably be uploading more for it hehe. https://soundcloud.com/djobscure1337/sets/enakhmios-gates-of-highmarch Here is my latest composition. https://soundcloud.com/insydnis/tower-usurper-final-boss-song-azriel If you'd like me to make music for your game, please let me know! And if i decide to, please bear in mind that im forgetful sometimes and its hard for me to keep track of alot of people who want me to make music for like five games at once, just please remind me from time to time and i will try my best to keep at it! >w< I dont really desire much in the way of being compensated, except for my name in the credits! Be on the look out for my game too! I hope you enjoy my music!
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- freelance video game music
- dj
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somewhat proudly presents A game in development by Tsarmina Introduction (Tsarmina) "Didn't your mommy teach you it's polite to say hello?" I'm Tsarmina, resident redhead, global moderator, and misleading cutie. I first began using VX Ace in the summer of 2013, with no previous programming experience. So bear with me, because I’m still learning. ^-^ Ariel’s plot came into my mind, in the form of fragments of inspiration, when I was just ten years old. Since that time, it has evolved greatly in the back of my mind, and has returned not as a novel but as a game. Despite its title and relation to water, Ariel is not inspired by the Little Mermaid. Ariel is a MIST Games production. MIST stands for each of my four personalities—Minzy Lin, Ies Dejarnette, Soizelle Ravenscar, and Tsarmina Vernehawke. Thanks for supporting me in my endeavour, as I am working on this project as a one-man team. Story (Ariel) "Time is a continuum, ever flowing, ever moving." Atlantis is regarded as a myth, where mermaids swim and water swirls. In truth, Atlantis does exist. Of course, this is only a legend in the mind of high-school swimmer Ariel. But beyond her fantasies of shimmer-tailed beauties and clear water lies a real world of witches, elves, angels, felini, avi, and yes, mermaydes. Ruled by a tyrannical queen, Atlantis is about to be thrown into boiling turmoil by the battling political organizations that are rising, ready to destroy the queen's rule once and for all. Cast (Elise) "Who am I?" Screenshots (Safire) "Look into my eyes and tell me what you see." Terminology (Nadeshiko) "I don't think you understand. Let me explain this to you." Gameplay: (Sasha) "Rules of the game...." Features (nemesis) "Ice cream isn't good unless you have a cherry on top." Future plans (Pharhan) "Live in the present, live for the future." Credits (Cordelia) "I can't live without you." Support (Deinara) Support me and Ariel! Here's a fair share of support bars which you can pick from. (Or you can pick ALL of them!) Just highlight, Ctrl-C and Ctrl-V into your signature. ...Oh wait, those aren't up yet either. Under construction, fellas. Under construction. To check out some more art by me in the same style as Ariel, take a quick detour to my Resource Laboratory! Dev log (Max) Most Recent Update: 08.29.14: Screenie added Archived Updates:
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- rpg maker vx ace
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So recently we've started creating battlers for my game. Well actually, Lisa Windels created all the battlers, all credit goes to her. What do you guys think? This is the first time she draws anything like this, and she got nearly no game experience. As the rules are stated: nobody may use these battlers, except if Lisa Windels gives permission for this.
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Part of: Thex Tutorial & Demo Systems DEMO: Thex Custom Events Menu What is this? Excerpt from the Intro Event comments: This is an intermediate tutorial. It requires knowing loops, conditional branches, and variables. It also requires strong knowledge of indexing. There's two ways to make a menu. The first is with pictures. The second, less common one is using events. Both are fairly simple, but animating events is as simple as turning on their step animation. If you're doing a menu specific to an event, like per the example, I recommend this system. This is also a great system for teaching you the math to draw and index a menu grid! The red orb event can draw a grid using the necessary input. The 3 criteria are rows, distance, and columns. These are all we need to draw a grid. From there you just plug them into formulas I show and get your results. The example shows you how you can change your character with this system. It also contains an event that brings up a menu to save at, rest at, attack or visit with a tent. The menus main downside is that other events with move routes still move when you're in the menu. It's rather negligible for this kind of menu though. Give it a try!
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Sakuraba's Custom Encyclopedia v1.1 By: Sakuraba This script creates a TOTALLY custom encyclopedia; you can put whatever you want in there. (Originally created as a Pokédex) Features: ►Use switches to show/hide the entry. ►One switch to show only the image and name of the entry, another switch to show all data ►Can use an image as background instead of windowskin (must be named "Back", can be changed) Screenshots: Notes: ►Pictures go into Pictures Folder ►Text strings may look bad if you se many text per line Download: Demo , Here TXT, Here *Special thanks to Casper Gaming, because I based part of my script in their Achievements script.
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- encyclopedia
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