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Found 83 results

  1. These tutorials have been merged and ported from The Old RPGarden, there will not be any more of them, my tutrials were for the development of RPGarden Alone. The First thing You need to know about mapping is that You have to remember that Mapping is all about setting. The games maps are what you use to develop the setting and the feel of the game, It is an important part of how you introduce the player to your game. You want to make sure the player feels the setting and the Atmosphere. But now Onto the Mapping. I'm going to start by making a forest map and give some simple pointers as to how the map will structure. This is a common place for people to start with when making a forest. and some people would leave it practically like this without a second thought. But there is one major problem with this map giving that it is a beginning map. Relativity. The trees in the map do not match up in size or shape (give/take the term shape). So that is the first thing that needs fixed. But whether it is trees or buildings, Relative size is a must have to prevent the game from feeling sloppy. This should be your improved basic structure map. It gives you an Idea of how the trees should have similar relative sizes to one another. another thing to look at is what helps the map feel like the setting you want it to feel like. For instance I'm adding a river to help it feel more in tune with nature. and then I will add a few trees. (I am using my own custom recolored tree tiles get them here) Notice the trees on the right are incomplete. I purposefully did that to show how my method is done so I spend less time on each map. I will now add extra colored trees and finish the current trees. Now that the colorful trees have been added I will now add the final touches. Grass, thin trees, bushes, flowers, and paths. also be sure to make sure your grass and pathes aren't too squared if they are a natural occurrence! You want the map to look Natural! Now we have a completed forest map. A few touch ups and extra details. And the map itself is complete. Though depending on how you want the map to feel could mean you need an event to set the map a certain color, like dark and green, or light and green. It's all up to you how that is played. ---------------------------------------------------------------------------------------------------------------------- The First thing most people so when they make a town is worry about all the places the player can go into. We will not worry about that here. All we will do is make a simple town that looks nice and natural. So we will start with a grass base. (NO Screen Its a blank map of grass) And Now We will Decide where the map is located to determine the borders of the map. Example: If we do a forest town we will follow my first tutorial to determine the forest, then we would add houses around and in it afterwards. We will do a ruins town. I've constantly taken notice that people often don't know what to do with re-inhabited ruins. So now we will Map some cliffs and broken walls. In this image I took some tome to shift click map, I will not be teaching you this. But notice the way the walls are, they are incomplete and look sloppy, but this is what walls look like when they are in ruins. Also notice the cliffs don't have shadows, I am not using auto cliffs in this map. Next we have to add some buildings old and new. Try to locate older buildings closer to walls and try to incorporate newer buildings with some old buildings. Now that we have our buildings we need to add Trees and other scenery objects. Adding natural occurring things like water and trees are covered in my first tutorial. Sometimes in mapping you run into a situation where shift click doesn't help, in those cases you use an event as a map piece. Like at the top right of this map i used an event to map the tor corner of the roof. Also Don't be afraid to add silly NPC characters to your maps, if the town is empty then it might as well not exist. There you have it the Town tutorial. If you have any questions or suggestions for my next tutorial just ask. Add Paths to your new ruins town. I'll do another town later. ---------------------------------------------------------------------------------------------------------------------- Caves can be some of the hardest and easiest areas to map in. I myself start most cave areas with the Built in dungeon generator. So we will begin with that. Personally I hate the way these dungeons look, but they make for a quick start of most caved areas the player can explore. What we'll do next is merge some of the mapped areas and make wider more cave like tunnels. this makes the area seem more diverse and less like a man-made structure. Now that the caves are more rounded and merged they look more natural. These rounded caves make for good dungeon areas, if we made these caves more uniformed then we could easily turn these into mines(a tutorial to come.). For now we are going to Tune up the caves with some natural and un-natural cave features including cave supports and a small spring. It is also a good idea to add an emptiness effect by putting holes in both the ceilings and the ground. Between the last step and now a lot has been added but this map is far from done, if your cave has a fresh watersource then it will likely need some plantlife accompanying it. if you did what I did with the mine walls then you will need to use events to map some of the plants. and since we are eventing a bit you can add a treasure chest or two. and then return to add maybe a skeleton or two. anything added after that is the makers choice, I usually add the dark effect to the map. due to the priorities of tsukihime's mapshots script the dark effect does not show. Cave maps have hundreds of possible effects brought on by the makers to give each cave its own unique feeling, some will make things glow, some will make it near black, some might even make it rain for god know what reason but caves give the mystery that fuels an rpg. Some find Caves too generic so they avoid them, but if done right then caves can be the best part of an rpg's setting. Enjoy! Credit: Tsukihime, Me
  2. 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
  3. 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
  4. 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 :)
  5. 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...
  6. 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
  7. 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.
  8. 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)
  9. 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!
  10. 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!
  11. 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.
  12. 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.
  13. 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.
  14. PinkLoverGames

    Maps from my project!

    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
  15. 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.
  16. 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.
  17. 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
  18. PinkLoverGames

    Damage Formula Help!

    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...
  19. 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!
  20. 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!
  21. PinkLoverGames

    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
  22. 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!
  23. 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:
  24. 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!
  25. 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!
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