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Found 18 results

  1. tropical8878

    The Cruxis Sword

    Warning: This game contains fantasy violence and mild language. The Cruxis Sword Relive the days of classic rpgs such as final fantasy and dragon quest with this faithful recreation of what a traditional rpg is all about! Set in its own world with its own Lore, The Cruxis Sword will make you think that you were playing an rpg on the SNES. Genre: Traditional RPG Status: The game in its entirety is complete from start to finish. This game includes a playable demo that should last players between 30-60 minutes, depending on how they want to play. It also includes 2 challenging bosses at the end. Both the full game and the demo can be found here: https://tropical8878.itch.io/the-cruxis-sword The full game is $4 and should last between 7-10 hours, depending on how you play. Setting: Ooroborys is a world were humans and beings called essences live side by side. No one knows the orgins of the essences (most don't even believe they exist), but researchers know that they have something to do with the Cruxis sword (known as the crystal sword to the humans).An evil essence is on the verge of awakening the last possessor of the Cruxis sword, an ancient human king named Demilos, whom wishes to put the entire world and its kingdoms under his rule. The planet (Ooroborys) considers Demilos a threat to its existence, so it has subtly chosen 4 humans to fight against this parasite (without their prior knowledge). You control our 4 heroes as they travel the world and its kingdoms, fighting to keep Demilos from awakening. Characters: Traiye: is an optimistic 16-year old boy from Ralin villiage, a small villiage in the Labimine forest. He made contact with the planet one day with his friend Primera at an Auroa (the games take on magical energy) deposit, giving both of them powerful latent aura's (the games take on magic). He can also be hard-headed and a little introvert with his feelings. Primera: is more on the pessimistic side, but she is still light hearted with a good attitude, even though she can be a little smart-alecky at times. She, like Traiye, made contact with the planet through an Auroa deposit and gained the ability to use her latent aura. Aalani: is a knight captain of the ancient Shandelean civilization. She was the person tasked with killing Demilos in the first place, but only managed to seal him in his own weapon. Upon hearing about the re-awakening process of Demilos in the future, she volunteered to be put to sleep until that time to warn the people of the present of Demilos' awakening. Kymshi: is a knight of the modern Shandelean military that assists our heroes under orders from the king of Shandel. Researchers have been experimenting on Kymshi using the latest techniques in Auroa developments, making him imperative to the team. Credits: I scoured the internet, looking for any and all the free for commercial use resources that I could find, so my list of credits is pretty long. These include graphic resources like tilesets, character sprites, window skins, battlers, and icons and music resourses. I made sure to credit everyone whose resources I used in a text file and the games ending credits. Graphics (tilesets) Enterbrain Mack Alaurable Indrah Liberty Kaz Aindra Evil Eagle Cait Ayene-chan magicredfox.deviantart.com candacis PandaMaru Metalraptor Palsa EraYachi Reives TheBigTricky HyperSnake22 GIMP Battlers: Michael Galefire Liberty Enterbrain Belzark Icons: Enterbrain XxJapoZeroxX Music: Aaron Krogh (http://www.gdunlimited.net/forums/topic/8865-free-music-resources-by-amkrogh89/) Audacity Sound Effects: Enterbrain Character Sprites: Enterbrain Soichi ( the Kingdom of The Rise and Fall Symbol: http://ameblo.jp/makapri/) Tokuro Chocolate Mint Tree (http://mintk.blog79.fc2.com/blog-entry-2.html) Window Skin: UncleSatan’s Features: - 7-10 hours of epic but old-school rpg gameplay. - Well designed, detailed boards give a sense of atmosphere to the game's 21 different locations. - Item and magic-based battle system offers plenty of room for articulate strategies, especially against the game's bossess. - Fast but strategic battles that play out in first person, ala Dragonquest, but with more flare. - Intriguing story line with its own lore (as in, not borrowed from other rpgs) and likeable characters. - Beautiful soundtrack Don't forget that you can grab the demo here: https://tropical8878.itch.io/the-cruxis-sword Currently, there are no known issues, but no one is perfect. Reporting found bugs and glitches is always appreciated.
  2. Super Hyper Quest 2 The Sequeling Oh yes, it's happening. What's Super Hyper Quest? Well, most people will remember a little game I did where the title screen flashed up "OH MY GOD SHIT'S ON FIRE." Yeah well, that was meant to be the original Super Hyper Quest. What Will This One Be About? I honestly have no idea. I know that's not very reassuring, but keep in mind that with the last one I came up with the idea and the entire game itself in one week. With a game as random as this, it probably is better if I simply wing most of the plot. What Features Will It Have? Since I was in crunch mode for the last one, I had to use default RTP and a few clever design tricks to implement a lot of stuff I wanted. This one will have a lot of features that the last one had, but also stuff that goes outside the default RTP as well, complete with original characters, not so original music, and definitely not original SFX that I rip from other sources, but only for comedic effect. Beyond that, I want the game to switch back and forth between E'rrick and Rick, so you'll get to enjoy the story and interactions from multiple angles. How Long Will It Be? Definitely longer than the last one. After all, I don't have any major restrictions on this one. Why Should I Like It? So you can be one of the cool kids. You want to be cool, right?
  3. Glasses

    Quest Log

    Name: Quest Log Version: 1.0a Author: Mr. Trivel Created: 2016-05-03 What does it do? Tracks quests, awards players for completing them. Video: How to use? To manage quests ingame use script calls or plugin commands. Plugin Commands: QuestLog Start ID - Starts quest QuestLog Advance ID - Advances quest by a single step QuestLog SetStep ID STEP - Sets quest to a specific step QuestLog Finish ID - Finishes quest and gives rewards QuestLog Fail ID - Fails a quest QuestLog Enter - Enters quest log scene Script Calls: $gameSystem.getQuestStep(id) - returns step number of a quest $gameSystem.isQuestStarted(id) - returns true/false is quest started $gameSystem.isQuestFinished(id) - returns true/false is quest finished $gameSystem.isQuestFailed(id) - returns true/false is quest failed See how to set up quests in help documentation of the plugin in Plugin Manager. I highly recommend downloading and seeing how the quest file is set up in the demo below Plugin(v1.0a): <Link: Github> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Demo(v1.0): <Link: Mediafire> 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 non-commercial projects. For commercial use contact Mr. Trivel.
  4. Rezanta

    Cards in Battle

    Hey folks! Rezanta here! I'm come to ask if somebody would be willing to make/find a plug-in that allows for cards to be tracked of in battle. I'll have a list of what I mainly need below. The Plug-in needs are: Keep track of the amounts of cards left in a deck. Show information on what cards are in the deck outside of battle. Able to be manipulated. Optional: Sell/Buy cards from a shop or gaining from quests/chests. Have a cap of a type of card, like how Magic: The Gathering has a limit of 4 cards of one name in a deck. Optimization and having the maximum number cards equivalent to a variable, like an actor's MP/100. Thank you in advance for any responses, and I hope this is detailed enough!
  5. Development Stage: 2 (Chapter 2 - Dev Stage 2 Code Name - Leo ) This game has been approved on Steam! http://store.steampowered.com/app/448570 What Is Origin of Destiny? Origin of Destiny will be an RPG style game a bit like the system in Final Fantasy 6. Story: The Story Line Follows the 2 main characters (Sophie and Mike) who live in 2 different worlds (Not sure on the world names yet). Sophie's Adventure starts with a battle that she is unable to win and ends up with her dad being held captive. This awakens her powers and now she must fight save him as well as learn how to control this new power. Mike's adventure starts with him being locked in an arena where he must fight for his life. A group, who is currently with out a name, want to use him as a blood sacrifice. After he manages to escape he must run for his life. Character Bios: (Incomplete) Sophie (Fallen Angel) Sophie is a young girl with the power to summon creatures with powers that, In the wrong hand, could destroy the world. After her dad was taken by the dark forces he powers start to awaken. Now she must learn to control them if she wants to save her dad. Jessie (The Pink Cat) Jessie is one of Sophie's best best friends. With her speed and skill she is able to launch 3 attacks as well as cover or heal her friends in times of need. James (Magic Swordsman) A wandering swordsman looking for his master. However he is heading down the path to darkness in order to achieve his goal. Mike (Caged Cub) A young boy who has never known who he really is. Kidnapped as a baby he only ever knew his name. Now he must find his own path. Nuru (Red Dot Sight) A young girl who has a sharp eye when it comes to battle. When she finds Mike she knows he life will be changed for good. Please note this list is not complete and will be updated with new characters. Bad Guys will also be here to. Images: If you have any ideas for names (players, gear and items), Locations or a story line let me know Will try to post updates as much as I can Controls: Move: Arrow Keys Action: Z Cancel: X Menu: Escape or X Sprint: Shift Tools: W (Menu), A (To Use), Action Key (Select Tool) Facebook: https://www.facebook.com/OriginOfDestiny Credits: *THIS LIST WILL ALWAYS BE CHANGING* Casper Gaming (http://www.caspergaming.com) Yanfly (http://yanflychannel.wordpress.com/) MOG (http://atelier-rgss.com) Victor: (http://victorscripts.wordpress.com) MGC Mode 7: (http://save-point.org/thread-3151.html) DoctorTodd: (http://beacongames.com) ESTRIOLE: (http://www.rpgmakervxace.net/user/11700-estriole/) Zeus81 (http://forums.rpgmakerweb.com/index.php?/topic/14081-fullscreen/) (All non RTP Images and vids are place holders until I find someone who can make some eipc stuff) Forum Sigs: Video Reviews: King's RpgMaker Showcase: "Origin of Destiny" https://www.youtube.com/watch?v=1IO6BQ8r5xs Release Notes: Alpha: 0.0.1 ======= Initial Release 0.1.1 ====== Intro Added New Character Added to Story line implemented. 0.0.2 ====== Changed some fights Added new areas New Party Members New Items New Item/Status Icons 0.0.3 ====== More items New Events Longer story No end of demo limit. (you will still see end of demo but will be able to continue playing 0.3.5 ====== More items New Events Fixed player traps in Karo Town (after Ifrit), Dragon Cave B2 and Woodland Pass (After Ifrit) Fixed Mega Flare Glitch 0.0.4 ====== video glitch fixed time/date added day/night added weather randomized 0.4.5 ====== New Batlle System 0.5 ====== Story Line Extended Multi-Inventory System Added 0.6 ====== More storyline added some bug fixes 0.6.1 (Non-Puplic) ================= Cleared Some old data and files 0.7 (Not Release Yet) ================ Extended Story Line Full Screen Added 0.7 Bugs: Battle Moves Out Of Shape 0.8d (Dev) ================ Extended Story Line Map Re-designs on some existing maps 0.9.0 ================ Some Tile set Bugs Fixed Re-mapped a few areas 0.10.0 ============= New Introduction Starting Levels changed from 1 to 5 0.10.1 ============== Small Bug Fixes Story Line Improvements 0.10.1.4 =========== Minor Bug Fix Dev R101 - R102L ================= - Some graphics bugs have been fixed - New NPCs added to the Castle - Some of the books in the castle are now readable (More will be added around the world) - And finally, New Scripts have been added!
  6. Purple Phantom

    Quest Problem (VX Ace)

    Okay, so, I'm making this kind of school-based game where you're a robohuman going to a human school in a world that despises robohumans. Basically, you can be popular to decrease suspicion. One of the ways to do that is to make friends and one of the ways to make friends is to do favours. One of the favours is delivering a letter from one student to another. Well, when I go back to confirm with the quest start student, she says her line for when you still have the letter instead of thanking you. I can't get any screenshots of it, right now, but I can in a bit. In the mean time, how would I go about properly eventing this?
  7. I'll try to explain this the best way I can. So, I'm currently working on a project which is a Dungeon RPG. For those of you familiar with the genre, you know most of the interacting is done through menus. That's what I've been doing for my project as well and most of it has been working fine... Except for quests. I'm encountering a problem with this because normally, in other RPGs, you'd just go talk to the NPC and they would have their very own event, right? Well, that sort of thing is a bit more difficult in a first person RPG, heh. The entire town, the menu, and everything that goes on within those submenus are all on one event. Right now, that's well over 200 lines of code, dialogue, switches, variables, you name it. Now, I have the quests set up to be accepted at the guild, right? Well, implementing that part was simple enough, but the problem came when I tried to make the first quest. For starters, I have a warning message that pops up whenever the player tries to leave the town before accepting the quest. It simply tells them they need to continue looking around first. That was easy enough. However, when it came time to teleport back to the dungeon after accepting the quest, the menu (which is constantly looping) stayed on the screen after entering the dungeon. So, I added a break loop command and that got rid of the menu in the dungeon, but as you may have already guessed... My little warning message didn't like that too much, lol. Now, whenever the player clicks on 'Dungeon' before they get the quest, it displays the warning message, then the menu disappears. I finally found a quick solution to this by using 'end event processing' after they teleport to the dungeon so it can still loop the menu if they don't have the quest and get rid of the menu once they're in the dungeon. "But what happened to the town?" you ask? Well, in the dungeon, there's actually an event which takes place in front of the door to the town (which initiates all of this). Seeing as that was a one time event anyway, that's why I'm able to get away with wiping the entire event once you leave (don't worry, this ties into my current problem). Well, I created a new event on the wall (basically how I open and close doors in my project) to allow the player to access the town again with all of the menus and such intact. Now here's where my problem comes in. Event 1 is where we accept the quest and it lets the game know it should only be run once to avoid repeating itself (like any one time event). However, due to me having to "split the town" earlier, the events aren't tying together. Basically, Event 1 has self-switch A active, yet in Event 2, all of this isn't present (since they've already accepted the quest earlier). When I created a test quest before this, it seemed fairly simple. I just added Self-Switch A when they accepted the quest, then Self-Switch B after they obtained the reward(s) and that was that. They couldn't repeat the quest or get the reward(s) again. Now, here is Event 2: Unfortunately, despite Self-Switch B being active during this, any time I click on the 'Quests' submenu after turning in the quest, it simply repeats the process and the player can repeat it as many times as they want. Here's what I'm wanting to accomplish: A. When the player originally accepts the quest, they can click on 'Quests' and have the game check to see if they have completed the task yet. If they haven't, they will be told to do so. B. When the player turns the quest in, they should only receive the reward(s) one time, as well as the conversation which takes place with it. B2. In this particular instance, another NPC is congratulating them on a job well done and tells them to come back when they're ready to take on a real job/quest (this should be the point where when the player clicks on 'Quests', it will initiate the new quest available). C. A greater understanding of how quests can work with menus would be greatly appreciated. I've tried searching the forum for answers, but all of them only inquire about games with a third person view where events are more flexible. Whereas, all my quests have to operate on the same event (at least where they start, if they're accepted in town anyway), so that's not exactly a normal situation since most people have their quests spread out amongst multiple NPCs on the field, easier to access. If you need more information or screenshots, let me know. I don't feel comfortable sharing my project data yet with people since I'm close to releasing a demo and there are a lot of spoilers at this time, so please understand. EDIT: After attempting a few more ideas over the course of two, almost three, hours... I finally found a solution to my problem here. Okay, so basically what I did here was remove the conditional branch to have the NPC check to see if you had completed the task. As it stands, my town event is on page 1 and 2 of the second event. The only difference is, the first page doesn't have the variable active, so when you go to the guild to access 'Quests', the NPC will know you haven't completed it yet. However, when you do complete the quest and return back to town, that's when the magic happens! Page 2 will load instead which does have the variable active because it knows you have the key item. So, what I did tonight was I simply edited the conditional branch on page 2 since I didn't feel the need to have the NPC tell you that you hadn't completed the quest yet since page 2 only loads if you have completed it, so that was pointless to keep in the event. Instead, I replaced that section by including another conditional branch with dialogue and a quest event that takes place by determining if the previous quest is now OFF (which normally isn't what you'd need to do since a simple Self-Switch would do just fine, but not in my project's case because I've got too much shit going on in one event, lol). I've also realized that I can store up to 99 pages for one event and each quest will probably take 2-3 pages. Unless I'm mistaken, I'll basically have to copy the entire page for the town and paste it every time I want to start an event, then paste it on the next page and have that one load when the quest is completed. I'm assuming since it's all running under one event, that Self-Switch A/B/C/D will work on every page as long as it's active on 4 pages (basically, I won't need to make a new page for A/B/C/D and page 89, for example, could still use the Self-Switch from page 3 even though page 1 already used it before for its event). This entire project, even from the beginning, has been way too complicated when it really shouldn't be, but I've had to work with what I've got here and basically hold everything together with bubblegum and duct tape, lol. Now I know exactly why most DRPG projects I've heard of either died due to lack of interest or frustration. People told me before that making a DRPG in RPG Maker is difficult because it's simply not designed for it. Oh how I wish they were wrong, lol. EDIT2: Alright, so apparently my plan to put a new quest on each page didn't work. Now when I go back to the dungeon to complete the first quest, then go back to town to turn it in, the NPC is already asking me if I've completed the second quest. I'll try just slapping on some more conditional branches to see if that helps. EDIT3: 4+ hours of additional testing and I still can't seem to get one quest to run after another properly in my project. The first quest finishes fine, then you can begin the second quest when you access the 'Quests' menu again. After accepting it though, if you click 'Quests' again, it repeats and I have no idea how to stop it from doing so since I have so many switches, conditional branches, and variables in place that they all basically rely on one another. Basically... When you finish the first quest, it flips a switch to turn that off since the quest is done. The second quest begins with a conditional branch to check to see if that switch is flipped off. Since it is, the quest can begin. However, since I need the switch flipped off to end the previous quest and initiate the next quest, I can't really move forward here without having the second quest initiation constantly repeat. So yeah, I'm fucked for the time being. I'll bang my head against it some more after I wake up and see what happens. EDIT4: Some members from another forum helped me with this issue. This can be closed now.
  8. [This is a tutorial to set up a super easy quest log] [What it doesn't do is tell you how to make side quests] Default Example Using XS- Item Icon Script Fast Version of Guide: Change key items text to quest log, Make key items that are quest specific to remind the player of their quest. Begin Guide Step 1. Getting Where we need Open Database (F9) Step 2. Changing "key items" to "quest log" Click the terms Tab and Change the wording for "key item" to "quest log". Step 3. Making a quest with items Click the items tab. Create a new item "Find Dog" in the description "A cute girl wants you to find her dog." Step 4. Making the item appear in the quest log. On the item you are working on find the drop down menu that says "item Type" and make it a key item. It will now show up in quest log under your items menu. Step 5. You are know a quest making hero Now any time you make a side quest, have the npc or event give the player the quest "reminder" item. and when they complete the quest, just take the item away with another event. END Suggestions: Color Coding the quest logs for importance Changing the items text to bag Changing the Quest Log text to Scrolls
  9. CSCA Quest System By: Casper Gaming (Casper667) Last Update: July 30, 2013 Latest version: 1.0.0 Introduction Creates a powerful but easy to use quest system in your game. - Separate quest lists show only quests in progress, completed, or all quests! - Each quest list can be sorted by alphabetical order, difficulty, or location! - Unlimited rewards for each quest, automatically earned (or not) on quest completion! - Unlimited amount of objectives per quest. - Easy to manage quests and use quest data in conditional branches. Screenshots Basic view of the quest system and displayed information: Want to know more about the quest? View the objective history and description of the quest: Make it easy on the user by allowing them to sort the quests in various ways: Show pop up toast window when quest is completed: How to Use Place in your materials section. Setup required. Instructions in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Requires CSCA Core Script to work properly - Get it here! Optional: To easily add this script to the menu, use the CSCA Menu Organizer - Get it here! Optional: The CSCA Toast Manager is required for the pop up toast messages - Get it here! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  10. I don;t want to call it an epiphany, but I realized something important wile developing my game. I've probably done it unconsciously before or because I was being lazy :wacko: , but this is first time I actually realized why I was doing it. I reached the point in my game where it becomes a lot more open ended. There was a bit of a hitch though. There was still one character left to join the party. Not making something linear to force this to happen could potentially throw the character balance way off. There wasn't any earlier point in the game where I could add her. So I had to force the player to go to the town where they would meet her. I reconciled that situation pretty easily. As the player crossed the bridge to the open-ending area of the game, I had a merchant appear with a cart with a broken wheel. The player then was going to escort Mr. Merchant to where I needed the player to be. I was originally going to make it a full-fledged escort quest where the player was guided to the town and had to keep the merchant alive. Then I realized something. All that merchant really is, is a plot device to get the player where I need them. Why am I going to to put the time and effort into a quest when that's really all I want to do? I didn't make sense. So instead, the player is now just automatically transported there, the event where they meet the new character happens automatically. Problem solved. Everything's peachy. The reason I'm sharing this seemingly pointless thing is I'm sure everyone on this forum who actively making a game has run into a situation of deciding upon what kind of quest(s) to put in their game. It's important to understand the goal of whatever situation you're putting the player in. Simple things like my situation don't necessarily require a complex method of achieving them. If you feel you're game's lacking in quests, by all means use it as an opportunity to add one. However if you already have a variety of quests ask yourself if it's worth the time and effort to add a quest. Just some food for thought. Do with it what you will.
  11. I wanna know if a quest can take too long. How would you feel if you were doing a quest that took a long time to finish?
  12. 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!
  13. 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.
  14. I know what I am pretty much saying here is pretty difficult or nigh impossible to do, and if it has been done, I have found not hide nor hair of any evidence to support that. This idea is interesting to me but may already be doomed to fail. but hey can't hurt to discuss it, can it? I know about the final fantasy tactics like system and the shining force combat system as well, and I know there is one for RPG Maker VX Ace but I am not talking about that system, nor could I afford that at this moment. I am talking about building a legitimate army, from the ground up until the end of the game. even if it is just a story element and they only really come into play in cutscenes. would it be doable? Have the main story and build the army as a secondary/main plot device on the way to victory? I would say why having an army is relevant but It would probably spoil the possible story of the game I am going to make. Thoughts? Ideas of your own on this? any and all feedback and criticism is appreciated!
  15. Designing a game to play and feel like these games, but maybe not as grindy friendly. I want my game to be fairly simple, and to use the battle system based off of them. The issue I wanna know is if there'd be a way to add like an NPC who serve as the recruiter for you to get a party of like 3 others. They'd follow behind you much like in the games. The classes would of course be fairly simple and easy to get used to for the average fan. Speaking of a fan game I wanted to do, I jossed that. I wanna make an original successor to the good old Dragon Quest / Warrior days since I see a lot more fantasy / medieval like packs and items, etc.. The length of the game could depend on the player's experience playing RPGs... I would love to add side quests for fun that earn you items, gold, whatever. I can study up on programs and stuff out there that would make my battle system be like Dragon Quest / Warrior. I am NOT sure if I'd even be allowed to use the monsters from DQ/DW UNLESS it was a free game or something. Does this theory sound reasonable? Is there any ideas to make an original plot or anything? I'm okay with writing, but it's the programming and art I fail at.
  16. BIG QUESTION FOR GAME DEVELOPERS: What do you think of Visual Novels? For those a little free-range, should there be Achievements? Quests/Missions? Both? I'm kinda making a game and I think they might help, but I'm not so sure. I mean, those interactive story games are almost the same as visual novels, save method of presentation.
  17. EternalShadow

    A World is Reborn!

    Zendir 2 - A World Reborn is finally going to be released on Saturday, 31st August 2013! Follow the story of Zaphilia as she is thrown into the past, a turbulent time for the land of Zendir. What is the main antagonist's motivations this time around, or is it truth that his future was actually affected by his past? What happens if Zaphilia interferes with what happens in Zendir 2? How do the events of Zendir 2 even happen, and what is the penultimate ending of the second game in the trilogy? Find out on Saturday! Zendir 2 took exactly one year to make - it was this time last year that I finished Zendir: A New World!! Zendir 1 didn't have the best graphics or mapping or anything, but what won people over was the music. I have tried to replicate that feeling of entering A New World with the music of Zendir 2, and I hope I have succeeded to a degree, at the very least. Zendir 2 wasn't shoehorned into one month like A New World, and the focus is mainly on the story this time around, however. This means that whilst some things may be lost in some areas, they are improved in others. Now, I should probably take this time to tell you about Zendir 3. Zendir 3 is slated for release next year, but it will be far shorter than Zendir 2. It's purely about wrapping up the story. Why not make it an epic? Because that's what I've done with A World Reborn. I have to focus on University and potentially an internship as well as launching into the second year of Uni with the best grades possible. Everything counts now. Thank you for understanding. I hope you enjoy Zendir 2 for the epic it was made to be!
  18. Navest

    Simple Quest System 1.0

    Now,, I'll show you my another System,, that is Quest System!!! Yayy!!! Feature: - Main Quest and Side Quest - Compatible with any script - Quest Item Screenshot: I don't have any of it... Download: http://www.mediafire.com/download/r3wkwrrdxnctp1k/Quest_System_1.0.rar If you don't understand, you can ask me...
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