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Found 9 results

  1. Hi there! For some time, I've been developing set of tools for RPG Maker MV, essentially the Quest Editor (not a wonder, cause title says the same). When I played with RPG Maker Engine for the first time, I've been surprised that such tool wasn't here yet, and decided it will be interesting try to create something like that and see if it will work out or not. So here it is. Flyfox.Quests & Quest Editor. Flyfox.Quests is a set of tools for RPG Maker MV. Its purpose is to help easily create complex quests and dialogues for your game. It includes plugin what you'll need to add to you game project and quest editor for creating your epic story with different choices and conditions. You'll need to follow 5 simple steps to get up and running: In you RPG Maker MV Project, mark events which will be participating in quests (this will require adding comment line). Those events will be your NPC's. Register Flyfox.js plugin with you game project and run game for the first time: this will generate all required metadata for Flyfox.Editor. Create new project in Editor and write you quest/quests. All NPC's marked in step (1) can participate. Export output file from Flyfox.Editor and place it in directory with your game. And... Done! Flyfox plugin will take care of everything else: tracking quests, saving game progress, displaying texts, choices, etc. You do not need to fill event pages or do some other work in RPG Maker MV Editor. Flyfox.Editor gives you easy to understand visual representation of your quest. It shows you "quest flow graph" (see screenshots) which is easy to edit and fill with data. Arrows points where player will go after making one or another choice. You can add new texts, choices, add different translations or variations based on choices players makes. And all of it – in one place. Also editor will show you unfilled fields or any logical errors. So here is some features: Simple and understandable quest graph. Ability to work with quests in one place. Your team's quest writer can now work as he/she wants using only Flyfox.Editor and nothing more. Great ability to customize you quest. Add any number of translations with couple mouse clicks, switch to any translation at any time. Change game flow based on player decisions with ease! Add parameters to your project and see how simple it is to write and manage different text variations. Comfortable UI interface to work with. Current version is 1.0b, which means many useful things are missing. Here is list of things I'd like to add: Customization of text/choice window via Flyfox.Editor. Automatic word wrap (Right now you can use external plugin for it or just break long lines into smaller ones). Variables and conditions. You will be able create global variables (for all NPC's to see) or local variables each quest or NPC. With this you can predefine some ranges and write text for echo one of them. Or add default 'fallback' text. For example, you can add global parameter 'hero anger' and set available choices or texts based on that. Or you can manage friendship between hero and different NPC's. There are unlimited possibilities. UI improvements. This includes not only updating visual design but also things that will improve usability. For example, hotkeys for working with lines and blocks (see tutorial about that), sorting lines with drag-and-drop, metrics and errors windows, additional navigation and more. Additional quest actions. We want to have ability do all sorts of things from our quests: give player reward, move, invoke custom script, set RPG Maker variable or trigger, invoke event pages, etc. For more information about available actions ("lines") see tutorial. Different ways to start quest. Right now you can start quest using default RPG Maker event action button ("Enter"). It will be good to have ways start quest while walking over quest NPC event, or when moving to certain distance from NPC or... You name it! "Multi-stages" (to learn more about stages, see tutorial). Thing is, right now to add NPC dialogue (interaction), you should add it to some quest stage. But what if you want to have same dialogue available for several stages, or even whole quest? Custom in-game quest progress window. Thing is, I would like to hear your opinion about it, like would such tool be useful in real-world projects, and if I should continue my work. I'm aware that you can't create complex cutscenes this way, though I've got some ideas about it (for example, defining cutscene in separate event, and then calling it from Flyfox. This way we'll be able separate quests & texts from events). The idea is to create tool that will be fun and easy to use, and also allowing rich capabilities. So I hope I'll get some nice feedback here AI Plugin There is another plugin I've been working on, but it's not quite finished. It's called Flyfox.AI and it's purpose is create enhanced AI. It will help you create immersive towns and villages living on their own: citizens walking and chatting and sleeping, traders selling their stuff and working in shop, waitresses serving customers, bandits robbing at night... This plugin was inspired by Skyrim AI system. Though it has many flaws, it still provides good immersion into game world. Most RPG Maker games don't have any of that. It's frustrating for me launch a game and see lifeless NPC, stuck forever in one place. Thing is, I've decided that i'll rather finish my work with Quest Editor before continuing work on AI plugin, but I also decided not remove any AI-related code from plugin yet, so if you'll see it, don't be afraid! (That code isn't so bad though) Downloads & Demos Here you can download Editor app (requires .Net Framework 4.5) and flyfox.js plugin. Flyfox.Editor 1.0b Flyfox JS plugin And here is "Getting started" tutorial
  2. neilH1978

    Reward System

    Like in (Destiny of an Empire) How can I add a Rations System, where it goes down after each step per parties amount of Hp's? Is there any way you can make the boat, ship, or air ship faster? (sprinting)?? I want to make some quest in the game that you collect things and give them to the person and get a reward. First I am making a Rewards board with tons of quests on it. Then I would like to know how to select one and play it. Get the things then hand them in, collect the reward. Also make them repeatable. Ex: get 2 copper bars and 5 steel bars, hand in and they give you a choice to pick what you want. A Sword, 700 gold, or 350 Experience. How can I make a World of Warcraft type skills in the game. Herbal-ism and make potions?
  3. Reworking some of the character designs for my Soul Forge game. Some of these characters have gone through multiple redesigns others I have a pretty good grasp on what I want them to look like and they haven't changed since I first sketched them out. One particular character I've been unsatisfied with is a young girl named Dori. She's 14yrs old with long blonde hair, brown eyes, and wears a green dress. She's generally a happy-go-lucky person with an outspoken attitude. I've redrawn this girl like 3 times already. I'm the most satisfied with her latest reincarnation. Now I just need to make a sprite that generally reflects the picture of her that I've drawn out. Previous drawings of her did not reflect the personality I had imagined for her in my head. She looked unhappy and her clothing was too formal/stuffy. She's supposed to be a priestess in training so she has an advanced grasp on using "Light" magic but she's also surprisingly strong and prefers to attack using over sized hammers and clubs. The other thing I've been working on is a Mushroom Hunting side quest. The objective of the side quest is to collect a rare species of mushroom that happens to be sentient and return it to a guy who calls himself "The Mushroom Sage". He gives up rare items in return for the mushrooms collected. The trick to collecting the mushrooms is that you have to beat them in battle but doing so isn't so easy because they're really quick and immediately put up defensive barriers to protect against fire elemental attacks, which they are weak against. Furthermore, when their HP gets below 50% they will prioritize running away from the battle which does not count as a defeat for collecting the mushroom. It's a simple enough premise and the player will have multiple opportunities throughout the game to except quests from the Mushroom Sage. The more mushrooms you collect for the sage the rarer the items you receive for completing the quest. Certain rare armors and weapons will only be obtainable by completing these quests. My next order of business is to complete a cut scene I've been working on for almost a month. RL work/responsibilities keeps getting in the way but what can you do - bills must be paid.
  4. lonequeso

    Off to the races

    When I was kid, there was this really cool SNES game I played. So cool that I cannot remember the name :/ The game itself was fun, but there's one aspect in particular that was really unique. It's probably been done again since, but I've never seen it. Monster races! Pretty much what it sounds like. Like a horse race, but with monsters! It was super simple, and really cool. The track was just a straight line divided into five (I think) sections. Five different monsters participated, all with different odds. You'd get gold on the monster of your choosing, and you watch them go! A couple games have done similar things. The dog races in Legend of Zelda, chocobo races in Final Fantasy. I don't remember one quite like this. I'm thinking of using that in my game. I'm actually thinking of putting in a full-fledged casino, but that may be a pipe dream. Monster Races. Good idea or stupid one?
  5. missatonamy

    Taks/Quests? Notes

    I was wondering if there was any way to set tasks for the player, such as in the game Aveyond the player has a sort of notes section where it writes down what they've done, need to do and crosses out what they've completed such as go to this city or find this item, etc and I was wondering how I could possibly set that in place?
  6. Hello everyone. I've recently been thinking about skill, quest and leveling systems in RPGs and I've come up with a few interesting ways to do all of them and figured it would be interesting to share. Feel free to share your own ideas as well. I have two ideas on skill acquisition systems: -1. Skills purely through quests. This one is fairly simple, the characters do not get skills from leveling up, only stat points. This could be only through main quests or side quests or both. This could easily make people more interested in the world or side stories because they will need to go through them for skills, obviously you wouldn't put skills that are essential in side quest, but you could put ones with unique ones with cool effects, or just ones to help out with the ones gained in main quests. -2. Skills through area exploration. This is a slightly more interesting one. You could have the players start off the game with a certain number of skills that can carry them through the game, but have a bunch of extra ones scattered through the game maps. You could either do this just from reaching a certain point in a map, or a landmark in the map. Or even have there be a puzzle that leads to some sort of skill manual or something like that. This is also a good way to get people interested in the world and as more of proactive way of getting skill rather then grinding for five hours. Quest system ideas: I really only have one quest system idea, so let's get to it. My idea is less of an overall system and more of an idea for areas without any real NPCs or story. The idea is to have a series of objectives show up whenever players enter this type of area listing off things like "Kill X Gargoyles", "Collect X Daisies", "Discover X amount of landmarks" y'know, that kind of thing. Once they finish all of those object then they get whatever kind of EXP, gold or skill reward you decide. Leveling Systems: Got two ideas again. -1. Idea number one is inspired by how older TES games used to do character leveling. Basically, you have three requirements before you can level up: 1. Required amount of EXP. 2. Required amount of kills (separated into categories like Human, Animal, Monster, ect.), and another requirement that you decide yourself. After you get all three requirements completed then you go back to tavern, or homebase, or whatever and rest. While resting you can choose what attributes to increase and what skills to acquire that are available to your current level (there's a bonus skill acquisition method for you.) and then you get new requirements for the next level and repeat the process. -2. Final thing here. This is slightly less awesome, but any interesting way to get players interested in sidequests. The basic idea is to require a specific amount of quests completed before you level up. This is more of a way to make sure that the player is around a certain level when they reach a certain area in the game. Not really much more to say about this one. Well that's all of them. These are mostly ideas that I've more mused over then meticulously thought about, but I think they all have some merit to them. Anyway. What do you think about these ideas? Are they cool? Bad? Stupid? Do you have any other interesting ideas for these kinds of systems? Post and discuss below!
  7. In this tutorial we look at how eventing can be used to create a quest giver that gives a random quest and doesn’t let you take another quest unless the previous quest has been completed (or abandoned). Goal We want to create an NPC such that The first time you talk to it, it will offer one of several quests, randomly When you have accepted the quest, the next time you talk to the NPC, it will ask whether you have completed the task When the task is complete, you may then go back and obtain another random quest And the cycle repeats itself. Deciding on some Quests Let’s pick some quests to offer. Buy an Apple from the market in town. Clean up the yard (fight some slime in the yard) Find an item in the cave outside of town. For simplicity, I have chosen to work with three quests. Randomly Selecting a Quest In order to randomly select a quest to offer, we will use the “Control Variables†command to store a random number between 1 and 3 into a variable. This variable will be used to control how other events will behave depending on which quest we are on. This takes care of the randomization part. The rest is a matter of filling out your event with conditional branches depending on which number was randomly chosen. Beginning a Quest Once you have taken a quest, the game needs to know that you are on a quest. There are two easy ways to do this: Use a switch. If the switch is ON, then you are on a quest. If the switch is OFF, then you are not on a quest. Use the same variable that you used to store the random number. We can say that when the value is 0, then we are not on a quest. It is up to you which one you prefer to use; some people find a switch easier to understand, while others understand that quest 0 means no quest or something like that. Of course, if you plan to use the number 0 to mean something else later, then it might be safer to use a switch. I will go with the switch approach. Once you have received your quest, we turn on our “Quest In Progress†switch: Completing a Quest Now that you have taken a quest, we want the NPC to interact with us differently. We can use the same NPC for this by creating a second event page and adding a “Switch†page condition that requires our “Quest In Progress†switch to be ON. Because we have three possible quests, and the objectives for each quest are different, we would need to use conditional branches again to handle each case separately. And finally, if the quest has been completed, we will turn off our “Quest In Progress†switch so that we can receive another random quest from the NPC. And that’s it! What’s Next? The event I have shown is a very simple skeleton that simply shows messages to demonstrate there is something going on. You should be able to test the event a few times to verify that it gives you a random task most of the time. Although I have only chosen three quests, you may have a very large quest bank to choose from. The principle remains the same: use a variable to keep track of which quest you are on for this NPC and perhaps use a switch to specify whether this NPC will offer any quests or not. Spread the Word If you liked the post and feel that others could benefit from it, consider tweeting it or sharing it on whichever social media channels that you use. You can also follow @HimeWorks on Twitter or like my Facebook page to get the latest updates or suggest topics that you would like to read about. I also create videos showcasing various RPG Maker techniques on my Youtube channel. Originally posted at HimeWorks.
  8. merdouille

    Quest types

    Hey guys! I realised lately that sooner or later I'll need to implement some side-quests into my game, to let the player have a break from the main goal, and also possibly get the player some better equipment, money, experience, all this stuff you guys already know. So then I started thinking of those side-quests: Go find that little girl's cat. Slay 15 wolves in the lost plains. Catch some fish for the town's cook. Kill Gluark, the orc chieftain. I know, you've all realised it: these are so cliché! I mean... 90% of RPG got at least one of the quests I've previously mentioned. So then, what new could we bring? I thought, and thought, and thought even more about these, and I figured out that there's no way to vary your quests objectives, because they all fall in very few big categories, making them all roughly similar. So how can you make good sidequests? The storyline. An immersive story in quest chains will make the player forget that it's the 5th time he need to go collect some materials for that poor old witch! But... What if there was another way to add diversity? This question I can't answer, and that's the purpose of this topic (god I talked a lot...): trying to find new types of quests. I will share here my personal way to categorise quest objectives, and I REALLY want you guys to share all other types of quests you've ever created/encoutered. Slaying Quest Gathering Quest Social Quest Landscape Quest That's pretty much all I have. If any of you guys have more, it would be very nice for you to share!! Even if you think it may fall in a category above, don't mind it and share anyways. It may only be halpful to us all!
  9. Genre: Fantasy RPG Progression: Story: 90% Maps: 10% Dialogue: 5% Cutscenes: 1% Database: 50% Recruitment: I wouldn't say no if anyone were to donate sprite assets, pixel art, or music. This is purely a passion project, not something I'm hoping will make me rich and famous, so my budget for such things is precisely nil. If you would like to support The Shard of Urth, please feel free to slap this banner in you signature, on your blog, on your forehead; you know, places it might get noticed. Thanks. (I am not responsible if anyone actually does put this banner on their forehead.) The Demo In which you try out the game and tell me incredible it is. Or is not. Most likely the latter, at this point. A demo is available, though it's more of a walkabout than anything. Random encounters are implemented, but are most likely not balanced. You can also chat with numerous NPCs, and explore the Haunted House (If you can find your way inside), but except for skills, not much else is implemented yet. Also, many script driven menu options may not function properly, or at all, as most of the scripts have yet to be fully integrated. The demo requires the VX ACE RTP, which you can find here if you don't already have it, or RPG Maker VX ACE, installed. Of course, feedback is desired, and will be very much appreciated. The demo can be downloaded here (Mediafire). Now, on to the important bits. The Story Characters Screenshots Credits In which I list people more talented than I. Credits: Game engine: Enterbrain Music: DJMasque, No Place (Haunted House theme) Ludwig van Beethoven, Sonata Pathetique Enterbrain Art: Soramani Kagome Kagome (å¿ è—¤ã„ã¥ã‚‹ @ http://soramani.kagome-kagome.com/) : * Character portraits (Leo, Mia, Rachel, Succubus #1, Succubus #2, Goddess) * Character sprites (Leo, Mia, Rachel, Succubus #1, Succubus #2, Goddess, Misc extras) * Battler Sprites (Rachel, Goddess, Misc extras) Thalzon, Battler sprites Mack: http://www.tekepon.net/fsm, Tilesets Indrah, Tilesets Scinaya, Misc tiles Liberty, Misc tiles Reverie, Misc tiles Canas, Misc tiles Crazy Leen, Misc tiles Palsa: http://metalraptor.deviantart.com/, Misc tiles Enterbrain Sound Effects: Pinkyfinger, Piano notes Enterbrain Scripting: Yanfly: Yanfly Engine Ace and various plugins Yami: ATB Battle System JV Master: 8 Direction Movement Lemony: Follower's commands Galv: Move route extras, ACE Save Engine Confirmation Add-on, Substitute Functionality, Map Postitons Jet10985 : Cache Optimization Ru/ã‚€ã£ãRu, Elemental Crisis: Volume Control Tsukihime: Map Screenshot Enterbrain Fonts: Robert E. Leuschke, Great Vibes artmaker, Banana Brick Philippe Cochy, Pecita LatinoType Limitada, Sophia Enterbrain Special Thanks: To my boss, for putting up with my antics. To Mama Rosa, for the mini pizzas that prevent my starvation wile I attempt to bash this ugly pile of scripts, art, and music into something that might be, one day, mistaken for a game. To my significant other, for buying the pizzas, and for always believing I can do anything. Except maybe take out the trash. To Enterbrain, for many obvious reasons, the least of which is that they released a pretty good game engine and gave me the privilege of trying to make an RPG. Of course, the most important reason is for all those wonderful assets. To you, gentle passer by, for taking a moment or three to stop and read the nonsense I just spent all day typing.
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