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Found 91 results

  1. I.Am Production

    Before i start a few words: I.m working hard on my projekt since month and i guess the demo will come in a few weeks. Gamedesign, Graphics, artwork, music, tilesets, sprites, 3DModeling and eventing is done by myself. English translation by: Commander Bert he help me a lot to Translate the game from german to english.Big thanks to you! Scripts credits: Galv-Scripts Yanfly I.Am Production is a Sci-Fi Survival Game... Story: In 1932, Professor Levitt made the discovery of his life. He found deep beneath the Mayan temple in Mexico, Yucatan the fossil of a Mayan queen.... Character: Features: Screenshots: Gameplay and teaser Video:
  2. Good Day Everyone! So I've been working on my game a lot, using the Yanfly Engine MV Plugins. Now I'm using the Enemy Levels plugin and I wanna make a enemy leveling system out of it. So here me out: Say Player Level is 3. According to that level or around that level range, I wanna make a common event that says: if gameParty.leader().level > 3 then Enemy Max Level = 5, Enemy Level = 1 Of-course I will have to make multiple conditional branches for each level range. So: Q: Is there a way to do this? Enemy min and max levels are only found in Note tags.(as far as I know) If anyone could help me with this, I'd appreciate it. Thanks in Advance, W.M.K Game: Land of Calgwin™ Beta 0.2b Link: https://wmk.itch.io/land-of-calgwin-beta
  3. Map Atmosphere

    So I'm in the story where my character has to train up to lvl 10, then he can unlock a quest. So he goes to a Training Island where many battlers go as well. So, my question is: What kind of atmosphere should the map be like and what kind of challenges(e.g. Battlers, Monsters, etc) should he face? If you can help me out with this, I would really appreciate it. Thanks in Advance, W.M.K Game: Land of Calgwin™ Beta 0.2b Link: https://wmk.itch.io/land-of-calgwin-beta
  4. Hello! If it is possible, could anyone edit the script of YEP_ButtonCommonEvents so that whenever a switch is turned ON in game, the key bind is set? I would need this as I am making an item that makes common events play (through the script), but the item is given mid-game. I could just set it so that the common event only plays when a certain switch is ON, but I also have YEP_KeyboardConfig, and that shows the mapped key anyway. This causes the player to be able to see the item on the config screen, but not actually be able to use it. If you guys can't do it, just guide me in the right direction and I will attempt it myself. All help is appreciated. Thank you!
  5. fnaf fnaf tilesets mixup request

    hello everybody, please can you end me your best mixups and animatronics for RPG MAKER MV i really need them for a game im making called Kookie trapped in Virtua! and i need the fnaf 1 mixups and for the animatronics fnaf 1 and fnaf thanks so much
  6. Im tried use enemy-actors with the SV Battlers system of the plugin "YEP_X_AnimatedSVEnemies" and i can get my enemy appear in screen with his animated battler, but when im going to attack. The game crash with the error: "TypeError: Cannot read property 'height' of undefined." If the system dont dettect the height of an undefined thing... How will I know what I have to correct? Any help in this regard? Thanks in advance. ^-^ Im forgot say im using RPG Maker MV. surely if you can help me, you know about this, but... im said anyway... Im actually solved the problem of the plugin replaced it for other. (Im replaced the YEP_X_AnimatedSVEnemies for VE_BattlerGraphicSetup)
  7. Thorn Skills for RPGMV

    I'm looking for a way to imitate the effect similar to Szyu's ThornSkills for RPGVXA It's an effect where you can place a state on an ally, and whenever they are attacked by the enemy, they retaliate by casting a specific skill and removing the state. Ex. A [Flame Trap] skill that applies [Flame Trap] to an ally, and when they are attacked, that ally retaliates with a different skill, such as [Flameblast] and the trap state disappears. Is there any way to imitate that using either Yanfly Plugins (like Lunatic Code stuff) or other plugins? (I was planning to make a class that specialises on "Trap Skills" but after I moved it all to MV, I couldn't find a "ThornSkills" script for it >.< Help!)
  8. Upscale all graphics

    Hello. I'm pixel artist and I want to scale up x2, x3, or more all graphics for my games automatically, not by hands. I found this topic but it's solution for vx ace, not for mv. Anyone can help me with plugin for mv please?
  9. Unless I am missing something, when I view the RPG Maker add-ons on the website I don't see very good examples of what they contain. What I am looking for are modern things like a car or train land vehicle. And I'd really like a baseball cap as well as whatever else clothes I can get. Does anyone have any recommendations on which ones are good to get? THANK IN ADVANCE! -DrTedd
  10. Old -> New

    It's not the full set (it's not done yet!), but here's a look at my original Zelda icons for VX vs. my new ones for MV.

    © Amysaurus, 2017

  11. Hi everyone I've returned from a long slumber. I'm in a new job got a new laptop and lots of life activities happened. Photobuckdt went lame and I lost files on Ace so rip my past files. I did get MV on steam though (yay sales and buv fixkngl and aiming for a simpler project before ramping it up in the future. Still a great community I see and happy Rpg making.
  12. Party Rotate Button for MV

    Hello, everyone. So, what I am looking for is a Plugin for RPG Maker MV that allows the player to swap the party leader or rotate the Party in only one button. That is really the only thing I need, but even after looking it up, I'm not certain if such plugin exists. If anyone can help, please do it.
  13. On gear part 2 : Armor and Accesories

    Now it is time for my weekly collection of words that could loosely be categorized as a blog post. To follow up on last weeks post, I will be talking about the gear in my game, more specifically the armor and Accessories. Like I gave my weapons types, I did the same for my armor. They are Light , medium or heavy, with light giving 2 levels worth of magic defence, heavy giving 2 levels of physical defence, and medium being a medium between these. These bonusses are static, so late game gear wil give the same bonus as early gear. While the defence stat is split between mdf end regular def, that does not necessarily mean that all light armour is meant for mages, and all heavy armour is meant for fighters( not actual classes in my game). A fencers' armour is light armor, but is obviously better suited for a martial types, while the demonhide robes might be considered heavy armor, but better on a mage. Why keep the bonuses so close you ask ? It is because you can choose what to attack with, but not what to defend with. If the mage gets splatered all over the dungeon wall by an attack that would only incovenience the tank of the team, then fights become either RNG based if the AI is random, or impossible as the mage eats all the attacks in the first round and dies, if the AI is semi-competent. Warning : Short math break : When I say 2 level's worth of defence , I mean the characters defence is as if he were 2 levels higher. As all my base stats are equal to level^2, this raises the defence by 4*lvl +4, meaning the difference between light and heavy armor in damage taken is: lvl^2/(lvl^2+4*lvl+4). This is an equation that quickly trends towards 1 (or 100%) with increasing lvl. So a 10th level character who dons heavy armour would have his defence rise from 100 (10^2) to 144 (14^2), meaning he takes about 70% of the damage he would have in the light armour, but at lvl 20 he would take 82 % of the light armored characters damage. This eventually tapers off, until he takes 96 % of the damage he would take in light armor at lvl 100. This might seem counterproductive, but it just means that the higher the character goes, the smaller the difference, allowing me to really fine tune those late game bosses and enemies. As damage in % of a characters HP rises from 20 % at lvl 1 to 60 % at level 100, this is necessary, as at 60 % of a characters hp, having the mage take 42 % more damage than the tank is kind of a problem, as any crit will instadrop the mage from full HP, and even regular attacks will take out 84 % of the characters HP at that level, while the heavy will just fold to any spell cast in his direction. That is even assuming they have the same max HP, which they might not. Math break over. Now, why do I have my armours give an actual bonus to a stat, but not my weapons ? Because a bonus to a defence is an actual choice to be made. A stat bonus to attack will usually trump whatever other effects a weapon could give, but here I find it to be a meaningfull choice. The bonus also doesn't escalate as much, as atk is squared in the damage formula, but not defence. After type, each weapon has an origin : Fantasy, Action or SciFi. As a general rule, Fantasy armour aids resource generation (tp or mp), Action armour gives resistances to damage types, and SciFi generates a small barrier around the user, replenishing every turn. On top of this, each non standard armor has a unique ability, such as the mech suit giving a nearly impenetrable physical defence and missile attacks, but giving glaring weaknesses to most elemental damage or the time-mage robe reducing cooldowns, but decreasing mp regeneration. Almost none of these are pure upside. The only other equipment slots will be accesories. These fall into two categories : a neck slot and a hands slot. The neck accessories are defensive and will take the form of amulets, cloaks, ... Most of them will be both up and downside. Some examples : The amulet that protects from silence, will also cause all spells to generate extra noise, thus making stealth harder. The cloack that grants immunity to poison also nullifies potions, and so on. The other accessory slot, the hand slot, including rings and gloves, is focused on granting abilities. These are without downside, but as you are limited to one, it still presents the player with choices: "Do I want my fighter to be able to cast a cure spell every 3 turns or spend mp to cast a fireball ?". Most of these will either use a cooldown or warm up or consume the characters MP/TP, even if the base spell would not. As for availabilty, each base type and origin has one armor that is available in reasonable quantities (a total of 9 options), but the special ones are all unique, as are all accesories. Seeing as you have to equip about 20 party members eventually for the multi party dungeons, choice is the name of the game. Long story short : Options, not dictations.
  14. Hello there! I am new and looking to make friends! ^w^ I'd like people to chat with about RPG maker MV, and we can talk about exciting things and progress we are making on our project! >x>!~ Idk. I think it would be fun. O.O Right now I am working on my project, Quest of the feral queen! It's my first time using any RPG maker, and I'm having a lot of fun, so far i've worked through 2 maps of the first level, and now I'm working on a boss battle, and I went a lil ahead and made a town with some events ready to go. What is everyone else working on or brainstorming on?
  15. Ayyyye people, you ever wish you too could have amazing side battle monsters? Tired of the default? Drowning in over used art? if you answered yes to any and all questions then I Inazuma the lightning may have something for you! Here on the Zuma farms, we take care of our pixels raising them from the time they were small until they are big enough to leave home and start adventuring in your game! Need a harpy? No problem! How about different kinds of slimes? order and your wish is my command! how about a seven head fire, ice, and poison breathing hydra that is every colour of the rainbow? Sure but that is going to cost you! come on down to my neck of the woods and see what I can do for you!
  16. Marsigne's Cutscene Workshop

    What's this workshop about? Cutscene making, of course! Struggling with move routes? I'm your man! Want to have your cutscenes taken care of? You're at the right place! Want to have 30 soldiers chasing you and fighting you at the same time? I can! (within a year of course) Have in mind though that I only work with VXAce and MV. I'm much more familiar with VXAce, so MV may take some time. The template must be sent via PM, and it must be composed of: Game Title: Directions: (outline, instructions, etc.) Project demo: (materials for the scene) Process: You send me the template, then I'll start working on it ASAP. I'll aim to make a fast first draft (shown via video) so you can see the progress and tell me what needs tweaking. After the scene's finished, I'll send the project file so you can copy the map/events. Terms of service: There is only one rule: that there are no rules! Samples: Workload: 1. 2. 3.
  17. A couple of days ago I discovered the 'fast forward' feature that would speed up the game during events if you held down the space-bar/'accept' key (even during move routes/etc. without messages) But there is a problem. If you play a movie file and set the appropriate wait time in frames, you can still hold space to fast forward through the wait frames while the movie is playing. I don't want to disable the feature entirely, but is there a way to disable it while a movie is playing? Holding down the space key allows the player to throw the wait time off the length of wait frames and continue through the post movie events while the movie is still playing.
  18. http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/ Go to 6:22 in the video so you'll know what I'm asking about. Does anyone know the syntax that would force the actor who has a state (that lasts a few turns) to perform a skill/action when said state expires? (This would be like a curse state, that kills the actor when it expires) And, similarly, syntax that would have a chance (let's say 50%) of forcing the actor with said state to perform a skill/action upon their turn starting, before their chosen action/skill? (this would be used like confusion in Pokemon. 50% actor will get a state that prevents them from acting that turn)
  19. Mapping Shop of Dreams

    Hello, and welcome to my humble mapping workshop! Whether you're looking for one map,or one hundred, I've got you covered! I specialize in VxAce mapping, although I can accept MV commissions as well. To order a commission, either leave a post below, or send me a PM with the details of your request. We'll figure out the details through PM's. All prices are in US Dollars. Small maps ( >20x20 ) $5-$10 per map (Discounted if bought in bulk) Medium maps ( 30x30+ ) $15 per map Large maps ( 45x45+ ) $20 per map Giant maps ( 60x60+ ) $25-$35 per map Massive maps ( 90x90+ ) Can differ greatly depending on complexity. Provide me some details, and I'll give you an estimate. These are my base rates, although they may vary slightly depending on the complexity of your request. I do offer discounts for bulk orders, the amount of this discount will depend on a number of factors, including the amount and sizes of maps ordered. I do accept rush orders, although they will cost extra. As for payment, I typically work by a "pay half up front, pay the rest at the end" method. Once we figure out the details of the order, I'll send you my paypal email. Half of the agreed price must be payed upfront before I'll start working on your order. The other half will be payed after you are shown the maps, and I'll send over your order via PM. * I have the right to refuse requests. * Maps may take longer than expected to make, depending on real life situations. If for some reason I cannot finish your request, you will be refunded. * Once the map is completed, you must pay me for my work. I'll be happy to make some tweaks to the map if you'd prefer, but you can't simply decide not to pay. * You may use commissioned maps however you see fit, so long as it follows the terms of the resources used. * I reserve the right to use any maps commissioned. * If you use a commissioned map, please credit me as Vis_Mage. * By commissioning me, you accept that you are above the age of 18, or are doing so with permission of someone over the age of 18. * By commissioning me, you accept all above terms of service. If you have any questions, please don't hesitate to ask!
  20. Hey everyone, I was working away on my game last night as usual, no problems. Went to bed after midnight with no problems on the engines end. However, I've woke up this morning and now suddenly the game won't playtest. I've turned all plugins off and copied files into folders in attempt to update the required .js files but it just doesn't seem to work anymore. The consoles makes me think I have to update my rpg_objects.js file, which I did. I copied the file from my NewData folder into my projects JS folder, but it didn't work. I've checked steam for any updates possibily, and nothing was available either. I may be missing something obvious, but since it worked perfectly last night and suddenly broke this morning, I'm rather confused and don't wanna start over.... again. Any ideas? Side note; Ignore the "cash generators" PC name. I bought this PC second hand ages ago and haven't managed to change the directory name so yea >_> Nevermind, I found the issue. It was a database problem, not a javascript problem. Had to redo my entire actor database, but I managed to solve this. Told you it would probably be an obvious error >.< Sorry for the wasted topic. This can be closed now.
  21. Hey there. I've recently been considering adding a feature similar to FFX's weapon/armour augmenting feature. Basically, you use items to add abilities to your equipment, such as; By spending 99 antidotes, ,you can add a "poisontouch" ability to your weapon to inflict poison on contact. However, spending 99 antidotes on your equipment can add a "poison resist" that decreases the chance of being poisoned. I couldn't find anything on google related to this, so I thought I'd throw the idea out there. Ideally, abilities don't "unlock" unless you have atlast one item needed for it, ie; Poisontouch doesn't become visible until you have atleast 1 antidote on your possession. This makes later abilities easier to hide until later by giving higher tier items. I've seen a few augmentation plugins, such as sythesis, augments, upgrading and materia systems, but I haven't seen an ability added through items. My game focuses alot on material gathering for crafting and for selling for money (no enemy money drops) so having a feature where you can upgrade equipment with items makes sense in my games logic so I thought I'd ask anyway Just tossing the idea out there~ Thanks in advance if anyone takes this challenge~
  22. One Piece - Memory Island

    Name: One Piece - Memory Island Creators: Henry and Luiz Engine: RMMV Genre: Adventure Start Date: 10/01/2017 JOIN US IN OUR YOUTUBE CHANNEL! https://www.youtube.com/channel/UChZfwyVhFIvzppzblhWnrtw "FROM FANS. TO FANS." One Piece: Memory Island started as a small project between two brothers. At first, it was just a concept. We knew we wanted to make a game about our favorite Anime, but we weren't quite sure about where to start. We were just discussing the idea and doing minor things. Then, suddenly, the first Straw Hat battler was ready and perfect. That gave us a giant hype, so we started to actually MAKE the game. Soon after that, we had animations for skills and a few enemies. Later, we had developed a fun combat system, where one would actually have to strategize to achieve victory. And so on... As time went by, our hype for the game had grown ever further, as more and more was made and the game was finally taking shape. Now, couple of months later, we have our first playable demo! We still have a long road ahead, but we are excited to be doing this and hope will be able to finish it! We own them everythin. One Piece - Memory Island wouldn't exist without them. Yanfly Engine Plugins - For everything, basically! SumRndmDde - For making our game FUN! ShokugekiNoZeff - For the One Piece Resources! MogHunter - For his amazing plugins! ....and many others! Q: Are there any SPOILERS for people who have not yet finished seeing ONE PIECE? A: Well, kinda. The events in this game take place after the Thriller Bark Ark, so if you haven't yet watched it, there will be spoilers in the character's skills. Q: When will it be finished? A: We don't know. We make as much progress a day as we can, but we can't put a "Release Date" yet. Q: Where are all the credits? A: There will be a huge cutscene when you finish the final version of the game, thanking everyone for their support and assets. Q: Which languages will be available? A: Only english. Q: Who is your favorite character from One Piece? A: For Luiz, the answer is Usopp. For Henry, it's either Luffy or Usopp.
  23. Hey guys. my game will have alot of different regions, such as snow, marsh, saharah and foresty areas. My discussion is about how to implement weather in a battle system such as; If the weather is "rain" and an opponent is hit with lightning, it deals more damage, and if you use fire, it's weaker. Maybe even having a "thunderstorm" weather that can occassionally hit either enemy or ally, just to add a bit more threat to battles later. I have a few ideas about how to do this, but it feels messy and I feel it could be done better so I want to know what you guys think Any idea how to put in a system like this? I have Yanfly's Troop Events active. I also want to set up a weather system using variables (since I can use variables with skills, ect.) 0 = clear 1 = rain 2 = snow ect. I just don't know how to implement it into skills do the damage varies. I suppose a passive state might help, like "soaked" decreases thunder defence but now sure how to apply this to every battler in battle when a certain variable is active. Any ideas?
  24. Hi! I'm a newbie and I'm stuck with my project. Please someone could help me with this problem below: I'm using ingame variables to count some of the players actions. And I want to write this ingame variable to a .txt file (using a script or a plugin or anything). I can write any text in to a .txt file, but I can't seem to find a way to put variables in it. Thank you for your help in advance!
  25. This is a companion series to Slip into Ruby (my teardown of the RPG Maker VX Ace default scripts) and aims to teach a bit of Javascript while explaining exactly how everything works under the hood of MV's .js files. Part 1: https://rpgmaker.net/tutorials/1230/ (main.js, rpg_scenes.js (Scene_Base)) Part 2: https://rpgmaker.net/tutorials/1357/ (rpg_scenes.js (Scene_Boot, Scene_Title)) Part 3: https://rpgmaker.net/tutorials/1358/ (rpg_scenes.js (Scene_Map)) Part 4: https://rpgmaker.net/articles/1359/ (rpg_scenes.js (Scene_MenuBase, Scene_Menu, Scene_ItemBase, Scene_Item, Scene_Skill)) Part 5: https://rpgmaker.net/articles/1362/ (rpg_scenes.js (Scene_Equip, Scene_Options, Scene_File, Scene_Save, Scene_Load, Scene_GameEnd, Scene_Shop)) Hopefully this will be helpful to people just starting out or who want to understand a bit more about how MV does what it does! Eventually I'll even be tearing down the basest of the base classes like the content of pixi.js and the core classes like Window and Bitmap.
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