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Found 83 results

  1. DexJ101

    Self referencing event

    Im looking for the script call for the following commands: Control variable > set > game data > This event's map X Control variable > set > game data > This event's map Y Control variable > set > game data > This event's direction I can do it with the regular event commands but ideally, I need it inside a set move route, hence the request for the script calls. I've looked everywhere I can think to look but I cannot find this particular call. Any help is greatly appreciated
  2. Hello! My name is Griml0ck! I am new to this page, however my involvement and experience with the RM community dates back to the year 2000 itself - the rise of rm2k! <3 I am once again back and am working on a new project, utilizing RPG Maker VX Ace, gathering resources and scripts to start creating. My issue is with Yanfly's Visual Battlers script, which I must add is an incredible script and exactly what I am looking for! Everytime I walk on map in a certain way (it seems pretty random), I get the same script error, attached below. When I Battle Test, everything works perfectly. I think its worth noting that I am also utilizing other scripts, the biggest ones being Victor Saint's Engine Module and his Damage PopUps scripts. Its also worth noting that when I do remove them, there doesn't seem to be any issues. I would love to be able to use them all - what is this script error and how can i fix it to work in tandem with these other scripts I am using? Thank you for your time and I hope to see you all much more :)
  3. Chaos Krux

    Struggling to find a Match

    Sorry, me again. I do hope I'm not being a bother... At the moment, I'm trying to find a battler than at least vaguely matches a character from my project. There will come a point in my project where this particular character will be fought, but I so far haven't been able to find a battler that looks anything like the character. I suppose you could call this a request... Maybe? But I thought I'd put it here just in case... I'll leave a picture of the character's face and character graphics here, and if any of you lovely people could find a battler to match, I would be ever so grateful to you! It would be nice if the battler fits in with the style of RMVXA, but I can probably work with almost anything. Thanks in advance! Edit: If it helps, the character's weapon is supposed to be a crossbow or rifle of some sort... I did find a battler that I could use if I had no better alternative, but it is far from ideal... I'll add that battler here as well to provide a basic idea, but I'd prefer not to end up using it if possible...
  4. Chaos Krux

    Zombie Regeneration Functionality?

    Hello, I was wondering if anyone might have a solution to a minor problem I'm having with my Zombification State. As it is right now, it works nicely in that it causes any and all healing, whether it be from items or magic, to be taken as damage. The problem I have with this is that it only registers healing that links to the REC Parameter (Recovery) and therefore does not reverse the effect of HP Regen or Revival Skills/Items. I'm not too bothered about Revival Skills/Items since I can just use healing skills to deal damage, but I would like Zombification to reverse the effect of Regen so that it acts more like poison if the target is a Zombie. This would also involve making Regen work normally again if Zombification was removed. I've played around a little with the script snippet that I'm using for Zombification at the moment, but I can't really figure anything out. I'll leave the snippet below if it helps, but don't credit me for creating it, because I didn't. I'd prefer not to have to get an entirely new script to make this work, and would much more prefer to just add another snippet to work for Regeneration, but I don't know if that's possible. Any help you could give would be greatly appreciated! Zombie.txt
  5. Taiki.

    CDR Guide script problem

    Hi everyone, I use this very useful script in my project who is made by Ceodore but modified by GreatRedSpirit. You can find this script here: https://rpgmaker.net/forums/topics/15877/ This is the script: However, i encountered some problems like: - When i save the game, the tutorials doesn't save. So when i restart, i lost them. - It should fix the battleback for the tutorial battle like the bgm who is already preset. ex: BATTLE_GUIDE_BGM = ["Battle2"] - Sometimes my game doesn't start the battle tuto. Thanks for your help.
  6. Legends of an Otherworld Legends of an Otherworld is an RPG Maker VX Ace project, with the strongest focus being on gameplay. If you're after a compelling story and beautiful custom graphics, look elsewhere. If you're after a challenging game that requires careful skill selection, good equipment setups, and so on, you've found the right game. The gameplay of Legends of an Otherworld is significantly inspired by that of Final Fantasy, and in particular, Final Fantasy X. Those who are familiar in depth with Final Fantasy X's stat mechanics, equipment system and battle system will have little trouble figuring their way around Legends of an Otherworld's systems, even though they do have several differences. However, the difficulty is much higher - the difficulty of a standard playthrough of Legends of an Otherworld is comparable to some of the more-advanced challenge runs on Final Fantasy X. Grinding will only get you so far; strategy is vital. And there's plenty of optional content for even more challenge, if the main game isn't enough for you. Current version: Version 026b Story Two young girls, Tara and Leanna, awake to find themselves in a strange place, some kind of cave unlike anything they've seen before. The only thing on their mind - get out, and get home. However, between the emergence of a connection between this strange cave and an almost-forgotten ancient legend, significant pressure from their hometown's ruler to investigate, and the actions of a crazy power-thirsty cult; Tara and Leanna can do little to avoid being sucked into a quest that many wouldn't even acknowledge existed... And so, the legend begins... Characters Tara Ascira A young fighter from Saria and the main character of Legends of an Otherworld: Curse of Saria. She can be playful at times but is generally a very mature and serious person for her age. Leanna Haysworth Tara's best friend and cousin, also a fighter. Unlike Tara, she is always in a fun-loving mood and sometimes finds it hard to take anything seriously, but is very reliable when she needs to be. Harley Ryder A white mage from the town of Nyatta. He is a very down-to-earth type who likes to know everything about everything, and spends most of his time investigating legends and mysteries. Amanda Surugie A black mage from Nyatta. Despite her young age, she is very grown-up, and is the main protector of the town. She often works with Harley on his investigations but prefers working alone. Ivy Sorra A mysterious blue mage. She tends to be very much the quiet type who usually keeps to herself. She is very interested in monsters, perhaps being the reason she became a blue mage. Alicia Bascoe A secretive young girl trained as both a thief and a ninja. She is excessively overconfident, partly but not completely justified by her high level of fighting skill. Her hatred of the ancient legends goes beyond just disbelief, almost as if it's personal in some way... And more... Screenshots I'll spoiler tag these to save a bit of space. They contain, at worst, extremely mild spoilers. Map Images Battle Images Battle Video (Mild strategy spoilers for an early-game boss) Another battle video. Spoilers for a boss (still an early-game one) often considered to be a roadblock. Features CTB Battle System "Ability" system in place of armor AP-based flexible skill learning Complex enemy AI. See below for more info. A LOT of gameplay. One LP'er has worked up a 40 hour savefile, still hasn't completed all available content, and there's still a bit more content to come. About the Enemy AI, I felt the default options were far from sufficient, so this game features a system in which some enemies (many, especially random encounters, do still use the default system) determine their moves from a script rather than the default condition+priority=action method. This allows for smart use of status spells, more complex patterns, and so on. To give one example, an early-game boss will cast Cure only on an ally who'll actually benefit from it, and will heal herself of Silence after 3 turns the first time, and 2 turns after that. Another enemy, an optional boss, will counterattack with random status effects, but never one that the target already has - and he'll use Darkness first if he was hit with a physical attack, and Silence first if it was a magical attack. One of the bosses around the middle makes VERY smart use of Haste and Regen, and will stop casting Cure when inflicted with Zombie. These are just some examples of the complex AI found in this game (of course, not every enemy has such a complex pattern, some are very simple). Content Warnings The content in this game is pretty mild, shouldn't offend most people. There's a bit of harsh language here and there, but that's about it. (Now, whether the difficulty may offend people is another matter...) Credits I hope this is everyone. If I've missed anything, feel free to point it out! Enterbrain - This one's obvious. RMVXA itself, as well as the default scripts and RTP resources, and the Samurai Addon Pack. Ninjamida - Well, it's my game... so pretty much all the game design. And about half of the custom scripts. Yanfly - The other half of the custom scripts. All freely released ones. Thalzon - HEAPS of freely-released battler sprites. You're a legend, dude. PentagonBuddy - Freely-released battler sprites. Scinaya - Freely-released battler sprites. Alt_Jack - Freely-released battler sprites. Geluf - Freely-released music. Geowolf - Freely-released music. Squaresoft/Square-Enix - Final Fantasy, especially Final Fantasy X, was a huge inspiration to this game. So I feel credit is due there. Links No, Link isn't in this game sorry. ...okay, that was a terrible joke. Here you go: Download V026b Steam Workshop Official Facebook Page Requires RPG Maker VX Ace RTP Save files from recent demo versions (V020 or newer) will work fine on the full game. LPs, Guides, etc If you want to make an LP of this game, write a guide for it, whatever... go ahead! You don't need to ask me first. However, I would love to see it, so please let me know about it! Known LPs: SentinelProxima's LP (All storyline content except final bosses, most sidequest content, and a low-level-game side series that's currently up to about the halfway point of the game)
  7. Hi! I was wondering if I could make an event move between several other events. In the game I'm working on, there's a part where you have to stealth around. If the guards see you, they'll stop doing their typical routine and actively search for you. However, this is difficult to do since they'll actively chase you down if they see you, resulting in move routes breaking. A lot. Is there a way I could have them move by event locations? Maybe by, like, a script call or something? Thanks in advance!
  8. Purple Phantom

    Downed Sprites (RMVXA)

    Hello! I need three downed sprites for my game! I'm not good at free-hand spriting yet and I need these before this week is up (07, Jul, 2018), the sooner the better, as I need them for eventing a stealth system in my game. Thank you in advance!
  9. Tarq

    Sovereignty: TCG

    Boring Bits: Download: Non-RTP: https://www.dropbox.com/s/jrzc6tjjwhxe63b/Sovereignty V5.2.2.exe?dl=0 (let me know if you require a version with the RTP) Story / Setting / Purpose: Character Bios: Screenshots: Trailer: Planned Updates -Enemy AI improvements. -Larger card pool. -Card redesign. Credits: Engine/RTP provided by Degica/EB! Assets from XP, VXA & MV RTP Tsukihime's Equippable Limits script Rikifive for all his help with the menus. Known Issues: Nothing significant currently.
  10. Oracle of Forgotten Testament Watch the trailer here. Gensokyo, an isolated land separated by the Great Hakurei Barrier from the outside world. A land where incidents occur occasionally and eventually solved. In one regular night, a thief snuck into the Scarlet Devil Mansion. No one ever predicted that this is a beginning of a new incident. About the Game Oracle of Forgotten Testament is a Turn-based RPG Touhou fangame. Player will use characters from Touhou game to venture Gensokyo and resolve incidents. Disclaimer This game (Oracle of Forgotten Testament) is based off of Touhou Project by Team Shanghai Alice. We (Dragon Emperors), as well as this project have no affiliation with said project. Characters Demo Duration About 15-30 minutes Features ==DEMO UPDATED== This is the short demo to showcase some basic feature and nuance of the game. We are planning to release the game in episodic format, and now in progress of making the first episode. For now we are collecting feedback from the demo, so we can polish it better in chapter one release. Download Demo 3 Download
  11. If you've NOT read the first post, you can do so here. In fact, I recommend that you do because I'm NOT going to recap the first post. Anyway, since then, I've made some progress, got more resources, and I have Unity from RPG Maker NET (if you have an account here, I'd like to know your moniker so I can mention you properly), for a tileset that she has allowed me to use (and I will as soon as I get to that point in map creation). Progress I've made: *One full emotion set for the female character *Working transfer events *A few working cards (with restrictions working as well) *Weapon Damage Formulas are working (though the random damage tends to fall either high or low for some odd reason) *Found a bunch of different Game Over screens (however I've run into another issue which I'll get to in a bit) *Found a decent Windowskin (thanks to @Amysaurus for letting me use the one she made for MV - still not sure if it will be the one I use for game release but it does well for what is needed) *Settled on default Battle, Victory, Game Over themes (for now but those may change) *Decided to use actor slots for monster summons (currently, the monsters are using RTP faces but that will change though to be honest the first one I created actually fits well with the RTP face I chose so when the time comes I'll be sticking with that idea for the creation of a new face) *Figured out the way to make a restrict evaluation work with Yanfly's Skill Restriction so that I can have it read specific conditions (still working out some of the kinks but I've got the syntax down) *I've created two of the four demo maps (three floors, two rooms in one odd demonic like castle), and have fleshed out walking paths to my liking *I've made all the dueling disks (there's only ten different disks and there's very little difference among them other than number of card slots and a few other minor things) *I've altered the TP (known as CP or Charge Points-see first post for full info) so that the Duel Disk equipped changes how much one can have max (right now I've no decided on the max nor progression of CP and all Duel Disks have a cap of 40) *I have a partial storyline written down, but I've not progressed far enough to implement it as of yet *I corrected a small error with the layering of clothing for the female character in GCH: PE (skirt/shoes was not showing up before and it made her look like she was simply walking around in white stockings and a purple blouse) *I've decided on the number of cards that will be available to collect (there will be one hundred and ten in total-though ten of the cards will mainly be Easter Egg type candy and have little other useful function) *Adding to above- @lonequeso I don't know about using Tom Cruise but I can see about recreating his face for the Hell of it Issues I'm facing: *Game Over screens (right now I've decided on @Tsukihime's Game Over screen script but when I use the script call associated with the script I get an invalid Game Interpreter error (just Ruby being uncooperative and throwing a fit like usual - @Kayzee could be of some help here but I'll let her enjoy her Nintendo Switch) *RPG Maker MV Kids DLC being locked behind multiple paywalls (yeah, I'm going to need this to be able to use that DLC in GCH: PE) *Running low on Steam Wallet funds (I bought the Casino Tiles for VX Ace at full price when I should of waited for the sale and saved $6-but I had no way of knowing) *Having an issue deciding where to drop my demo that won't be a long and arduous process (you all can forget Steam because I don't have $100 nor is there any justification to spend that kind of money on a game that I'll be releasing for free) *I'm having other Ruby syntax issues that are just a minor burden that I'll eventually figure out That's all everyone.
  12. I've decided to start on a smaller side project, and I plan to pursue this to its' finish. As for the title, I do believe it is going to remain the same, though it may change, but I'd like to keep the tone of the game as much of a match to the title as possible. Not going to spoil many details here, as a good portion of them are still being hammered out, but basically, the character you play (you can choose between male and female though the choices are not going to be directly indicative of the character's gender) is dead, or so the character believes, with ample reason. The main idea of the game is to survive harsh battles using mainly your wits and what the depths of the Void (as the character will describe it by sight sound and feel) provides, namely a weapon of some kind, as well as Soul Cards that are inserted into a pseudo Duel Disk. These Soul Cards are designed much like Duel Monster cards, in that, once used up, must be discarded (in this case, unequipped). EDIT: The usage of these cards may or may not be limited, as invoking these limits is not easily done. One will have the three following things to worry about in battle: VP-Vitality Points This is how damage one can endure before the battle ends, favoring one's opponent/s. Mana This is what is used when using Spell Cards, Spawning Trap Cards, and for SOME of the Force Cards. CP-Charge Points This is what is used when using MOST of the Force Cards, and when Summoning Monster Cards. At the end of any given battle, win OR lose, you're fully healed, though there will be cases that a loss will be grounds for a Game Over. Usually, these will be attached to a cutscene (actually all Game Over sequences will be attached to a cutscene but not all cutscenes will be related to losing a battle). Speaking of battles, there are both random encounters and event battles, but only event battles will have potential Game Over cutscenes. Also, take note that one can flee any given battle situation, unless the event battle calls for some special scene. In-Depth Functions: Direct Attack-The player can invoke a direct attack with their weapon, but only against their opponent/s (if the player's opponent/s summon defenses, the player must quell those first before a Direct Attack is usable). Also, summoned Monsters can also use a Direct Attack in addition to their abilities with the same restriction applying. Summoned Monsters-If the player has at least one Monster summoned, the player cannot be attacked directly. The inverse is applied when an opponent summons a Monster. Spell Cards-Unlike Duel Monsters, these are equipped and the associated spell is instantly usable. However, there will be a limit to how many times the Spell is usable. Trap Cards-Basically the same functionality, only difference being that the effect may remain, but the card is usable only once. Force Cards-These cards are designed to enhance the player's own abilities, including attack power, and so on. They may also provide skills that can be used, but usually are meant for further enhancement of the player and/or any of the player's summoned monsters. There are some Force Cards that will have an effect on opponent/s and/or opponent's Monsters as well. Monster Cards-Basically, like summoning friends to battle to assist you. They will always be your shield. Vitality Points-This will start out very low, and increase as you become more experienced with battles. Mana-This will also start out very low, and increases as you become more experienced in battles. Charge Points-This starts out at a low amount each battle, and increases as the battle goes on. It also increases whenever you use a skill that costs Mana or a Direct Attack. The maximum amount of Charge Points allowed will depend on the Duel Disk you have equipped. Plans for graphics, and so on... No RTP wherever avoidable, and I have plenty of decent music already from the DLC I got through the Humble Bundle sale (thanks to @Plague Docteur who bought the Steam keys for me-I won't forget your beautiful deed!) I also have plenty of graphics because of said sale, so I intend to use those as well. I have no intentions of using the default sprites, since the main characters are made with Second Story parts (bought that DLC myself but thanks to @Kayzee for getting me GCH: PE), I'll be making the sprites for all characters with these, well, short of anything requiring tentacles or wings or whatever else. Well, anyway...onto the icky parts. What I need help with. Card Slots: Mainly, what needs to happen is this. The amount of card slots will be determined by the Duel Disk used. If the player has no Duel Disk equipped, this becomes zero. I have a script tool made by Ninjamida that allows one to add and remove equip slots, however, the method used to invoke these removals would require I use common events to determine which slots to add and remove and it would ultimately be very messy. EDIT: I found one of Fomar's scripts that allows me to do this in a very clean manner. Weapon Formulas: I'm using Kread-Ex' Weapon Formulas script so I can emulate weapon damage ranges like how one would find in games like Adventure Quest. Currently, I'm having issues as I continue to get a zero damage result. Formula Example from the notebox: <formula> (a.atk * 3) + ((1 + rand(3)) - 1) - b.def * 1.5 </formula> <formula_variance: 0> This appears to be valid, but am not getting a valid result for damage. EDIT: Damage Formulas are working (unrelated issue causing a miss). Monster summons and disabling direct attacks against the player/opponent if monsters are summoned: I'm actually not sure if there are scripts out there for this, but it would certainly be easier than trying to invoke states that carry a 0% TGR because sadly, a 0% TGR actually does NOT deter attacks. Edit: I've decided to use actor slots for the monster summons. Still looking for the player protection though. I'd use @Tsukihime's Untargetable States, but that would prevent a summoned monster from healing the summoner too. Well, that's about all. I'll update this as things come up. I actually have the creators of Labyrinthine Dreams (another game I bought myself) to thank for part of my inspiration. It is a game I do recommend, though to be honest, it is not meant for the hardcore gamer.
  13. Howdy howdy~ So, I recently learned how to parallax map, and I've been having loads of fun with it Here's a few maps I made for my project using parallax mapping~ My main character's hometown: The living room in her house: And her bedroom: Any feedback would be much appreciated! And thanks in advance
  14. Simple, short and sweet, I need help with ruby syntax, and am willing to offer my own skills in trade. As it were, I am basically penniless and therefore am unable to pay cash for assistance provided. If anyone who has decent skills wishes to step forward, my gratitude you will receive, merci beaucoup. Platform: RM VX Ace Skills needed: Ruby Syntax Level of Expertise Required: Intermediate Offer in Return: Skill Barter/Trade Specifics: Help with Spelling/Grammar/Sentence Structure/Textbox Issues/Damage Formulas EDIT: Only if you wish to help with no strings attached will I accept. Otherwise, ignore this because I'm a penniless whelp who deserves to be lashed.
  15. Purple Phantom

    Combat Stuff

    Hey everybody! Just me here, with a new idea that's been done countless times! Enemies. Aren't they great? No? Well, what about enemies with specific strategies? Enemies that are more than just "attack x amount of times". Here, I have some enemy designs that I want to be just that. Not boring. They're all slime girls. How could I make them better and more interesting? How could I improve them? Further, how do I actually do this? Here's the complete list of scripts I'm using.
  16. Purple Phantom

    Fighting on the Tube

    In a game I'm making, I want there to be an interesting mix of mostly turn-based combat with a few ABS-like battles. The ABS-like battles will be the actual boss battles (including, but not limited to: a zombeh horde, some slime girls, a giant robot and a pit of knife-wielding tentacles). One of them, however, I want to be different. I want one of them to take place in the London underground, on top of the tube. I want there to be dangers like having to avoid flying off the tube (or being pushed off). The goal of the battle is to push the enemy off the tube. How do I do this? :0
  17. Hello! I am trying to create a skill In RPG Maker VX Ace that does less damage if the target is poisoned, but I can't seem to get it to work right. I tried looking around on google, too, but I didn't find anything useful that would help me. This is the damage formula I have so far: if b.state?(2) a.atk - b.def else 25 + (a.atk * 2) - b.def And this is how I have the skill set up: Can anyone help me with this? I'm completely lost...
  18. Alright. So here's my take on this well-discussed topic. Random encounters are basically a building block of pretty much any RPG, though exceptions are there, and in my current project, is sort of along those lines. I won't really get into the history of RE, because that's been done and re-hashed more times than I count on my hands, but I will let you all discuss it further if you so wish. So, in my project, here's what I am doing. There are actually two (and a half) systems in place. I've integrated side-scrolling into this, and there will be encounters that will not be random, but there is a good chance that the encounter will be forced/semi-forced depending on the environment, and if it is a necessary encounter to move forward, among other things (think LoZ II and that's a good starting point of thinking). Outside of that, the encounters will be random, but not entirely. Each map will have encounter troops set up, but the only way one will have any sort of encounters is if the player comes into contact with a random encounter event, which will be invisible. Said event will also disappear after battle, and not return until a specific state is removed. This of course, will affect all encounters. So, kind of like Luxaren Allure, but avoiding enemy encounters won't be so easy, that is, unless you're in an area that is safe from random encounters. I have this script by Galv called Move Route Extras, and this will allow for these random encounter events to not leave a specified area, defined by region ID. So, what are your thoughts, ideas, criticisms, so on... Feel free to discuss!
  19. Hello everyone! Well, I have three map screenshots to show you and I would like your feeback. I've been trying to improve them in every possible way, but perhaps you have some suggestions. Well, all these maps are from the same area: The Lortrec Catle. There are more maps in the area, but I would like to rework on them before posting. These are the screenshots (Ignore the fact that one of them has a significantly visible transparent background part that I forgot to remove): I hope you like these maps!
  20. raymi100

    title screen Title Screen Request

    Hey guys! So, for my current project entitled Give Me Hope I'm looking for a title screen. I would like it to be blue and purple and, preferably, cutesy/girly I don't have any money to offer but I'll be sure to give you full credits~ Also, when you make the title screen, if you could please make the background and text/logo separate, that would be great Thank you in advance! <3
  21. Hi there! So, I was wondering if anyone could make me diagonal sprites for the party members in my game, Rachel's Adventures. I have no idea how to do them myself, but I saw this script: http://himeworks.com/2014/11/eight-directional-movement/ and I reaaally want to use them! Here are the 5 main characters: Anna: Callie: Lucy: Rachel: Zoey: I know it's a lot to make 5 diagonal sprites, but I really hope someone will be able to help me with this. If you need more info, reply to this topic or shoot me a PM! If you fulfill this request, please make sure to tell me your terms of use Any and all help would be much appreciated! Thank you in advance!
  22. Purple Phantom

    The Sinclair Saga: Anastasiya

    The Sinclair Saga: Anastasiya A game about a warrior woman on a mission to save the world. Genre: Fantasy, Action, RPG Mapping: 5% Eventing: 5% Story: 95% Characters: 100% I'm aiming to finish this game before November 20th of this year (2017), as it's a birthday present for my Mum. Expect a demo upon completion and the full game about three days to a week after the 20th of November. Anastasia Sinclair Krynn McCree Althia Clarke Odessa Sinclair Nissassa Bishop Michaelis Clacher Vylania Stocker Bliant Ackerman Patricia "Patty" Beck Cyran Blood HimeWorks - Scripting Vlue - Scripting Galv - Scripting Syvkal - Scripting Yato - Scripting Neon Black - Scripting Gump - Scripting Shiggy - Scripting Purple Phantom - Story, Characters, Actually making the game, voice acting Enterbrain - Music, Graphics and engine Archeia - Graphics EvilEagles - Graphics Joren "Tensei" de Bruen - Music My Mum - Being awesome NOTE: NONE OF THESE MAPS ARE FINISHED. I AM FULLY AWARE THAT THEY ARE RATHER EMPTY. I WILL UPDATE THIS SECTION AS I GO. I ONLY HAVE SCREENSHOTS IN THIS POST RIGHT NOW BECAUSE IT'S A NECESSARY PART OF GETTING MY GAME INTO THE UNFINISHED GAMES SECTION. THANK YOU FOR YOUR UNDERSTANDING. Why are you posting this so early in development? Because I want to get it completely finished - voice acting and all - before my Mum's birthday. If I post something in recruitment with little to no information, I'm not going to get many people interested; however, if I post a post for a game in progress, I'll probably get more people interested in helping me out. Why make an entire game for your Mum? Because she works hard to take care of me, so why not work hard on something fun and exciting? Also, I love my Mum and just want to make her something cool in general. Ask me any questions you have about this game! I'll answer them! Voiced By:
  23. Purple Phantom

    RMVXA DS Emosets

    Hello! I was wondering if anybody knew where I could find emosets for the faces of the DS characters? I'm making a game using these resources, but find that there are no real emotions for any of them. I could, theoretically, make it without the emotions, but I think it would benefit greatly from them. If these don't exist, if there is anyone with the pack who would be willing to make them, that'd be great! The game is non-commercial and I'm broke as heck, so we'd be making the same amount of money for this endeavor, but if anybody wants to help a dev out, thank you so much! Have a lovely day!
  24. Hello! I'm sure this probably exists already (and if it does - great!), but I was wondering if I could get a full emoset/faceset for Actor 1-6 of the VXA RTP. :3 Thank you in advance!
  25. XPhater


    Abstract: Two girls fight over a magic sword, but must learn to cooperate in order to survive. Genre: Fantasy Average play time: 10-14 hours depending on how much derp you do. Game Progression: Acts 1 and 2 completed, Act 3 50%. Have planned roughly 6 Acts, though nothing concrete. As this is a solo project, can't give an ETA on total 100% completion. Most of the groundwork is in place though, so moving forward shouldn't be as difficult. Story: The Divas Sword, an artifact of ancient Tessan Mythology, has been guarded by the Tessan Sect for hundreds of years. It is said to have been given to Tessa by the Allfather, to defeat the evil Demon, Sabas. The Sect believes that someday a worthy successor to Saint Tessa will arise to claim the Sword. The story begins with a group of Initiates, who hope to finish their trials and become Handmaidens of Tessa. But one of them has loftier ambitions. Main Characters: Shan: A young girl with an inherent command of White Magic, and no sense of responsibility. Selene: Has spent her entire life preparing herself for the ultimate trail, that of retreiving the Divas Sword and becoming the Heir of Tessa. Donna: A Handmaiden of the Sect who could have claimed the Divas Sword a decade ago, but gave up. Thren: A smarmy ladies man who seems to possess a vast amount of knowledge. Jedos: A freelance monster hunter who has a past history with the Tessan Sect. Leigha: A powerful Pyromancer with mysterious motivations. Credits: This is probably going to be ridiculously long, I'm just following the instructions! Yanfly Ace Core Engine Yanfly Ace Battle Engine Yanfly HP Bars Yanfly Battle Command List Yanfly Ace Equip Engine Yanfly Enemy Levels Yanfly Skill Animations Yanfly Lunatic Damage Yanfly Lunatic Damage Critical Package Yanfly Lunatic States Yanfly Lunatic States Punishment Package Yanfly Lunatic Targets Yanfly Lunatic Objects Yanfly Lunatic Objects Give & Take Package Yanfly Ace Target Manager Yanfly Ace Status Menu with Hime Elemental Attributes by DisturbedInside fixed by The Black Swordsman Yanfly State Animations Yanfly Buff State Manager Yanfly Ace Item Menu Yanfly Party System Yanfly Ace Party Menu Yanfly System Options Yanfly Victory Aftermath Yanfly Ace Region ID Battlebacks Yanfly Ace Target Info Yanfly Channel: https://yanflychannel.wordpress.com/ Yami Battle Symphony Yamiworld: https://yamiworld.wordpress.com/ Galv Battle Pets Galv Party Jump Galv Menu Themes Galv Limited Visibility Galv Move Routes Galv Mini Duel Galv Shops Galv Shops PDR Addon by Hime fiddled with to show Hit and Crit instead Galv Battle Favour Galv Character Effects Galv's Level Bonuses Galv's Scripts: http://galvs-scripts.com/category/rmvxa-scripts/ DoubleX Unison Skills DoubleX Confusion Edit DoubleX Cover Edit DoubleX RMVXA Tag Addon v1.00a to Yami Engine Symphony LoneWolf Enemy Targeting Fix TDS Battleback Stretch Kread Patrol Update Kread Fade In Fix NeonBlack Star Tile Fix KMS Anicursor KMS Distribute Parameters KMS Generic Gauge Hime Item Rarity DisturbedInside XP Bar Fix for Yanfly Ace Status Menu Yami, Archeia_Nessiah Event Patrol Zetu Mainhand Only Weapons Modern Algebra Global Text Codes Craze Smart Enemy Healing TheoAllen's Yanfly Victory Aftermath Gold Icon TheoAllen's Yanfly Victory Aftermath BGM Switcher Dekita's Battle Weather Effects Blackmorning84's Hit and Crit to Yanfly Equip Window Soulpour555 Credits Scene Zerbu Title Screen Casper Game Info Shaz Event Move Towards Variable Coordinates All this stuff came from the Master Script List: http://rmvxace.wikia.com/wiki/RPG_Maker_VX_Ace_Master_Script_List or the Forums on this very site. I'm not going to track down each and every thread. Casper Game Info came from: http://www.caspergaming.com/ Misc Icons by Kaduki, Whitecat, Avery, and Ying. Faces made with Facemaker 3.0 Custom Frankensprites that I made myself or with Saphiro Character Maker XP Both programs available at http://blog.rpgmakertimes.info as of March 2014 Misc sound effects from http://www.sounddogs.com and http://soundbible.com Music from the RMN Music Pack at http://rpgmaker.net (with additional submissions by Subaru, jasprelao, Snowy Fox, Cornflake, Nathangday), the Rebel Rapture Music Pack by Murray Atkinson, Bloodlust by Aaron Krogh, also http://www.vgmusic.com, and some that I am composing myself. Shopkeeper portraits by Archeia and Scinaya (not Wren though I made that one myself, pretty good huh?) https://divisionheaven.wordpress.com This game uses RPG Maker XP sprites and tilesets (and my bastardizations of them). I bought XP several years ago as a digital download, then my hard drive crashed and I'm not buying it again. I emailed Enterbrain asking if I could get my email address verified for a replacement key but they never replied to me and that was like over a year ago. Long story short I have the right to use XP resources in a VX Ace project. Screenshots: Here's a battle scene! Selene teleports around and drains life and stuff! Exciting! Selene tells Shan what's up! Here's a look at the AP screen where you get to spend your Advancement Points! Just look at how OverPowered Luck is now! And here is Shan in a Blindfold and a Halter Top, fighting a group of confused Harpies, while Donna attempts to smack one in the head with a half-empty wine bottle that she just took three massive gulps from! Features: You get an FP Skill Point system instead of MP that starts at 500 and gives you 25 Crosscuts or Fire Spells until you drink some 5 money potion that fills them all up again. Different weapons display differently on character battlers. A broadsword, claymore, and greatsword all have different battler models. Fire swords are red, Thunder swords are yellow, etc etc. AP Points that you can spend on character attributes every level. Mags that can be equipped and fed to increase stats and abilities. Gemstones that can be added for further customization. No random battles or party micromanagement. Most monsters walk on the map, and your party is automatically healed to full after a fight. Download Link: http://www.mediafire.com/download/xsai2b0djkl4wav/GodSword.exe Known Issues and Updates: 7/15/2016 2:58PM If you have NumLock enabled, Shift Sprinting can become stuck until you mash Shift and punch your keypad a dozen times. Solution: Don't have NumLock enabled. (Thank Liberty for this). There's a new bug in Act 2 where enemies using Holder-Style battlersheets do not perform their collapse effect when they die to DoT damage. I've fixed this half a dozen times in various places, but now it needs to be fixed yet again, for enemies who have the "Not Disappear" flag. I'll look into it eventually, but it's not a high priority atm as it doesn't actually break anything. No Popups appear over Party Members who get healed by Starcross, as those heals come from a Custom Damage Formula rather than an attribute in the Database, but to compensate I made little green plus symbols that will animate over their heads to indicate that heals did occur. Now that I've been permabanned by EABioware, I'll have more time to work on Act 3.
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