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KDualWield & Accessory Skills XP + VX + ACE
kyonides posted a topic in Completed Scripts/Plugins/etc.
KDualWield & Accessory Skills XP + VX + ACE by Kyonides Introduction Do you want to force your heroes to equip two weapons and probably even an accessory before they can use that super cool skill you have come up with? :think: Now you can do it! 😀 XP handles it in an entirely different way, so I prefer not to post the code here. XP users will feel more comfortable by testing the demo. You will need to use 1 out of 2 Note Tags to that Skill Notes to make it happen! 😉 VX Script # * KDualWield & Accessory Skills VX * # # Scripter : Kyonides Arkanthes # 2023-02-09 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_can_use? :skill_can_use? def skill_can_use?(skill) result = kyon_dual_wpn_skill_can_use?(skill) return result if self.class == Game_Enemy or !two_swords_style if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def weapon_ids [@weapon_id, @armor1_id] end def both_weapons?(w1, w2) weapon_ids.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, a1) both_weapons?(w1, w2) and @armor4_id == a1 end end VX ACE Script # * KDualWield & Accessory Skills ACE * # # Scripter : Kyonides Arkanthes # 2023-02-08 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_cond_met? :skill_conditions_met? def skill_conditions_met?(skill) result = kyon_dual_wpn_skill_cond_met?(skill) return result if self.class == Game_Enemy or !dual_wield? if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def equip_weapons @equips[0..1].map{|w| w.object ? w.object.id : -1 } end def both_weapons?(w1, w2) equip_weapons.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, w3) both_weapons?(w1, w2) and @equips[4].object.id == w3 end end Download Now! Terms & Conditions Free as in beer. Include me in your game credits! Do not repost it anywhere! -
KyoAlert XP + VX + ACE + MV by Kyonides Introduction It simply displays a small notification alert somewhere on the screen depending upon the configuration of its KyoAlert module. The script will show it whenever you gained or lost any item, weapon, armor, or gold coins. It is possible to change the position of the icon and the item's name. There is a single script call, and it is used only if you want to display the fake Steam like alert. Use it for in game jokes! XD KyoAlert.achieve(ID) Screenshots Download Now! Terms & Conditions It's free as in beer. Include me in your game credits. Do Not Repost It!
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KTouchNewMapEvent XP + VX + ACE + MV by Kyonides Arkanthes Introduction Did you ever want that the engine would autorun events right after being touched by the player or another event? Especially once it finishes transferring the player to a new map... Now you can do that! Just copy and past the following snippet on your script editor! Download the Scripts! XP Version # * KTouchNewMapEvent XP # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_temp.player_new_x == @x end def player_new_y?() $game_temp.player_new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX Version # * KTouchNewMapEvent VX # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX ACE Version # * KTouchNewMapEvent ACE # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#setup_page class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_setup_page :setup_page def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end def setup_page(new_page) kyon_touch_new_map_event_setup_page(new_page) check_shared_location end end MV Version //================================== // * KTouchNewMapEventMV.js //================================== /*: * @plugindesc This plugin will be triggered if any given event's coordinates * match the player's and its trigger is either a Player or Event Touch. * @author Kyonides Arkanthes * @help Date: 2023-01-29 * */ const KTouchNewMap_event_setupPage = Game_Event.prototype.setupPage; Game_Player.prototype.newMapX = function() { return this._newX; } Game_Player.prototype.newMapY = function() { return this._newY; } Game_Event.prototype.setupPage = function() { KTouchNewMap_event_setupPage.call(this); this.checkEventTriggerNewMapTouch(); }; Game_Event.prototype.checkEventTriggerNewMapTouch = function() { if (this._trigger == 1 || this._trigger == 2) { if ($gamePlayer.newMapX() == this.x && $gamePlayer.newMapY() == this.y) { this.start(); } } }; Notes Honestly, there are other ways to trigger events without using scripts. Yet, you can still use my scriptlet to make it possible by setting its trigger as Player Touch or Event Touch. Terms & Conditions Free as in beer and as in speech. Please include my nickname in your game credits.
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KSkillNeedsState XP + VX + ACE by Kyonides Arkanthes Introduction Do you need to restrict the usage of a skill by forcing the hero to get a specific state first? Now you can do that! In XP's case Adjust the Constants you can see below as deemed necessary. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end In VX & VX ACE The only thing you need to do is leaving a very specific note in the skill's note box. _need state ID_ Replace ID with a number. Download the Demos! XP Version # * KSkillNeedsState XP * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Adjust the values of the SKILL_ID and STATE_ID Constants at will. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill_id) KSkillNeedsState::SKILL_IDS.include?(skill_id) end def has_state_dependent_skill? state?(KSkillNeedsState::STATE_ID) end def skill_can_use?(skill_id) result = kyon_gm_btlr_skill_can_use?(skill_id) if result and skill_need_state?(skill_id) result = has_state_dependent_skill? end result end end VX Version # * KSkillNeedsState VX * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_can_use?(skill) result = kyon_gm_btlr_skill_can_use?(skill) result = skill_need_state?(skill) if result result end end VX ACE Version # * KSkillNeedsState ACE * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_cond_met? :skill_conditions_met? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_conditions_met?(skill) result = kyon_gm_btlr_skill_cond_met?(skill) result = skill_need_state?(skill) if result result end end Terms & Conditions Free as in beer. Include my nickname in your game credits.
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How to make a Chasing Event Through Multiple Maps - Tutorial & DEMO
TheRamenGirl posted a topic in Tutorials
Hello everyone! I found a kinda easy and 100% working way for Chasing Event(s) Through Multiple Maps and i decided to share it with everyone since the 2-3 tutorials/videos i found were kinda hard, and I read many comments "complaining" about them not working properly.. I'll try to explain it as easily as I can, even though it's my first tutorial, I hope everyone will understand it! (It's not hard, really! I believe it's the simplest and easiest method.) By the way, if someone has a suggestion for improving it, Please feel free to tell me. I am not going to include any scripts since the tutorial works just fine with game's default system. But i am going to recommend optionally, Pathfinding and Event Chase Player Script by TheoAllen. I recommend it because this script simply determines/calculates the shortest path for the wanted destination without any distractions or without having to use move route's movement commands. In this tutorial and demo, i am using the system's default "Approach" Autonomous Movement on the "Chaser" but if anyone wants to use the Pathfinding Script, Set the Autonomous Movement type to "Fixed" (Or leave Approach for random movement) and make a comment inside the "chaser" event, contents and write <chase player> in it. I want to Thank very much Cootadude because in one of his screenshots he posted on one thread, he showed the variable settings i had to put and the correct settings inside the conditional branch for making it to work. This helped me ALOT. Here's a preview GIF of the demo: DEMO (Without RTP) DOWNLOAD LINK DEMO (With RTP) DOWNLOAD LINK What we going to need: 2 Switches: Chasing Start Chasing Stop 2 Variables: Player's Map X Player's Map Y 5 Events: The "Chaser" The Chaser's Settings The Chaser's Trigger "Lever" The Chaser's Stop "Lever" The Transfer Player Event(s) Step 1) Setting/Making the Events, Switches and the Variables: Make and name the 5 Events. Make and name the 2 Switches. Make and name the 2 Variables. Step 2) Setting the "Chaser's Trigger "Lever" Set the Event "The Chaser's Trigger "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. In the Contents set "Control Switches" Command and select the "Chasing Start" Switch to be on. Below the Switch Command put a "Wait 10 frames" Command. Below the "Wait 10 frames" Command put "Set Event Location" Command for the Chaser Event and set it where it will appear for the first time (It's a one-time thing). Below the "Set Event Location" Command put a "Move Route" Command for the Chaser Event and select the Graphic/Sprite it will have when it's enabled. Below the "Move Route" Command put a "Self Switch "A" to be on. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions Set the Self Switch A On. Inside the Contents make Conditional Branch with the Variable "Chasing Stop" to be On, Check for "Set Handling when conditions do not apply". Inside the Conditional Branch put a text to appear when the player have turn off the chasing event. On the "Else" box Below, put a text to appear when the player haven't turn off yet, the chasing event. The Event Should look like this: Step 3) Setting the "Transfer Player" Event: Set the Event "Transfer Player" with "Player Touch" Trigger and "Below Characters" Priority. Save the X and Y of the positions you will place it. (They are down the map at the very end of the RPG Program) Inside the Contents make a "Move Route" Command for the Chaser Event and select the Graphic/Sprite (None). Below the "Move Route" Command put a "Set Event Location" For the Chaser Event, and place it somewhere far the player. (I usually put it very high on the map, next to the setting event). Below the "Set Event Location" Command Put a "Transfer Player" Command and set the next map for the player to go to. The Event Should look like this: Step 4) Setting the "Chaser's Settings" Event: Set the Event "The Chaser's Settings" with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Inside the Contents Put 2 Variables Commands and Set/Connect the 2 Variables (Player's Map X & Player's Map Y) Each one on their own, with "Player's Map X and Y". Make 1 Conditional Branch with the "Player's Map X" Variable, Equal to the X number of the map (where the "Transfer Player" Event/Command is, so the Chaser will appear when the player enters the map.) Below the variable (inside the conditional branch), Make 1 More Conditional Branch with the "Player's Map Y" Variable, Equal to the Y number of the map (where the "Transfer Player" Event/Command is). If you have Multiple paths make those conditional branches as many as the paths with their X and Y. (I have example on the demo in the map 2). If you want, set a wait 60 frames command so the player can earn a little time to move ahead of the chaser. Below and inside the second Contitional Branch, Put a "Set Event Location" for the Chaser right on the "Transfer Player" Event. Below the Event Location Command, Put a Move Route for the Chaser event and select the Graphic/Sprite it will have when it's enabled. Below the Move Route put a "Erase Event" Command. On the same Event make a second page with "Parallel Process" Trigger, "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 5) Setting the "Chaser" Event: Set the Event "Chaser" with "Event Touch" Trigger, Priority "Same as Characters", Type as "Approach" and "4: Normal" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Start" Switch. Optionally, Inside the Contents make a "Game Over" Command. On the same Event make a second page with "Parallel Process" Trigger, Priority "Below Characters" Type as "Fixed" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the switch and select the "Chasing Stop" Switch. Inside the Contents make a "Erase Event" Command. The Event Should look like this: Step 6) Setting the "Chaser's Stop "Lever": Set the Event "Chaser's Stop "Lever" with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. Inside the Contents make a "Conditional Branch" with Switch "Chasing Start" On. Check for "Set Handling when conditions do not apply". Inside and below the Conditional Branch, Make a Switch with "Chasing Stop" On. Below the Switch put a text to appear when the Chasing Stops. Below the Text Put a Self Switch "A" On. Below the "Else" box, put a text to appear when the Chasing isn't yet turned off. On the same Event make a second page with "Action Button" Trigger, Priority "Same as Characters" and "6: 4x Faster" Speed and "5: Highest" Freq. On the Conditions set on the Self Switch "A" On. Inside the Contents make a text to appear when the Chasing is turned off. The Event Should look like this: That's all. Just set all those on every map you want the chasing event to be and remember to change the names of all the events in the commands when you paste them, because on every different map the names of the events are changing/being reset. I have some notes that i have to mention. (Suggestions are open). If a map that the Chaser is enabled on, has multiple transfer paths, make sure to set the Chaser to appear on all of those paths, because when the player leaves but returns to the map, if it doesn't have settings that applied to the path the player went, the Chaser becomes invisible and goes to the player. (If you have game over command on the chaser, it's gonna happen). Sometimes, if the player enters a map that the Chaser is enabled on, and Player doesn't move at all, the Chaser stays still until the player takes at least 1 step. (I kinda fixed that by setting the Chaser's movement type to "approach" instead of "fixed") In "Step 3) Setting the "Transfer Player" Event:" on the 4 and 5 line numbers, if you don't set up those 2 steps, when the player re-enters a map that the chaser is enabled in there, the chaser will be on the spot the player left it. So if it's near the transfer event, it's likely that the Chaser will go right on the player.-
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- Diversity XP Mack Pack Edits - We need some diversity on RPG MAKER too! They are not much.. But i really wanted to make them and share them! I hope you like them! They are NOT loose Leaf templates. They are XP templates made for RPG Maker XP You can check out the same sprites for VX/ACE here. I used the basic XP RTP chara template (Which is the No.4) and i made 11 colour skin tone edits of RPG MAKER XP templates. In Total 12 Recolours! (The No.4 is the original i didn't made it!) I also edit draw them a little to fix nicer some pixels. I made Elf and Human templates in Male and Female. DOWNLOAD Credits to: RPG maker XP Enterbrain Chara Maker XP (For one very dark template that helped me to make better edits) Terms of Use: Free to use for non-commercial and commercial games AS LONG as you give Enterbrain credits (because i don't want any trouble) Feel free to edit them (credits are still needed) Credit my name (RedRose190/TheRamenGirl) for people to find them templates too. Thanks!
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- Diversity XP Mack Pack Edits - We need some diversity on RPG MAKER too! They are not much.. But i really wanted to make them and share them! Also this is my first resource post i hope you like them! They are NOT loose Leaf templates. They are XP templates made for RPG Maker VX and RPG Maker VX ACE You can check out the same sprites for XP here. I used the basic XP RTP chara template (Which is the No.4) and i made 11 colour skin tone edits of RPG MAKER XP templates. In Total 12 Recolours! (The No.4 is the original i didn't made it!) I also edit draw them a little to fix nicer some pixels. I made Elf and Human templates in Male and Female. DOWNLOAD Credits to: RPG maker XP Enterbrain Chara Maker XP (For one very dark template that helped me to make better edits) Terms of Use: Free to use for non-commercial and commercial games AS LONG as you give Enterbrain credits (because i don't want any trouble) Feel free to edit them (credits are still needed) Credit my name (RedRose190/TheRamenGirl) for people to find them templates too. Thanks!
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Summary LiArt is a Phoenix Wright inspired mystery adventure game (more akin to its spin off, Miles Edgeworth Investigations). Here you take control as Acura, a private eye who has to solve a case of murder within the mansion and catch the culprit! With her is Jean, the living lie detector who is able to draw out the lies! A beautiful detective with her trusty sidekick. A murder of a person they love by someone they trusted. Can the walking lie detector artist and the charming, witty private eye solve the case? Features - As a phoenix wright inspired game, expect to have to use your wits to catch peoples lies through PRESSing their testimonies and PRESENTing the relevant evidence to punch holes into their testimonies! - Resolve lies through art! - Different lies have different mechanics behind to solve them, some require tactical stealth action, others good ol' RPG, and more! - Game length: Its a short story with an hour or two of game play time only. - I got lost on what to do next/I can't figure out the answer... Worry not! Your inventory is updated with the notes system, giving you a general gist of what your next move should be! And in the cross examination phase you can use the "Eyepatch" to find out the answer! (limited uses) Screenshots Download Credits
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Hello everyone! ♥ Sooooo... I have a script request to make. I’m afraid this might be a tough one to crack (I'm not sure, though), but I hope somebody can help me out…! Basically, I’m working on monster encounters. There’s an event on the map which follows the player, and if this event touches the player, the battle will start (via event touch trigger). Moreover, if the event touches the back of the player, the player starts the battle with some disadvantages. I actually managed to event this successfully, but then I faced a problem I didn’t consider. I’m using a caterpillar script in which the followers are treated as events. Oh boy, stupid me. In other words: Now, the monster-event doesn’t only have to be triggered after touching the player, but also after touching the caterpillar events. Theoretically, this can be done by eventing with variables and parallel processes. Normally, I’d do exactly that. However, in this case, I have several follower-events being potentially triggered by the touch of several monster-events on one map, which means that firstly, I’d need a ridiculous amount of variables and secondly, the map will probably have some serious lags. Like, the really, really bad kind of lags. (Are there even “good lags� Well, this is most certainly not one of them.) So – here’s the question: Is there a way to let an event be triggered by touching another specific event? Maybe there’s a way to let these specific follower-events (maybe by marking them with a comment) be treated like the player when the monster-event approaches it. Or something like that. I honestly don’t know. If you have better or easier solutions, I’d welcome them with open arms. I really tried out a lot of different stuff and googled like a maniac to solve this problem, but without avail. I really, really hope this script request will be more successful. As help, here’s the caterpillar script I’m using. It’s by Zeriab. Thank you very much for reading this request! I hope somebody can help me out with this. (Pretty please? ♥) If you need a demo, just ask and I'll prepare one right away! And sorry for bothering--
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This is probably a dead horse that shouldn't be beaten to more death at this point, BUT... I am nearing my Game's release but i discovered a problem, that i should've thought about looong before i even used the Program: SwapXT. So SwapXT is basically the godsend for VX-ers (That or parallax mapping, which i refuse to do), because it allows you to swap out tilesets! Here's the problem: When i encrypt my game and go to the areas i have swapped the tilesets for other tilesets... the tilesets are still default! I really, really, really, REALLY hope there's still someone out there who can tell me how i can fix this! I'm probably missing some kind of DLL i should've downloaded somewhere, but i don't know! I will credit you in my game and probably give you a small 5$ for fixing this problem! xD (Probably not the later, but... hey! I'm really desperate.) EDIT: Omg i'm dumb, i needed to add the SwapXT Folder inside the project as well! Sorry for the hassle! I hope i can make up for it by releasing the game! xD
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The Book Of Resurrection
NetwrkGames posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
The Book Of Resurrection Background Hello there! Back in April of 2015, I started a small RPG Maker project called "The Book Of Resurrection". This was only intended to be a small game for me to play on, however eleven months later I've decided that I'd like to release this RPG that I created for free. The length of the game is a little over two hours and has now been officially released on GameJolt and IndieDB. Story The Book Of Resurrection takes place in a small town where four friends (Timmy, Rick, Bert and Tera) try to resurrect a dead punk rocker called Syd Victorious. Instead of resurrecting their idol, they released monsters and zombies on their once beloved town. With the help of a mysterious person only known as "Ninja", they must stop this curse that they accidentally released. Screenshots Teaser Trailer IndieDB Page <removed> GameJolt Page <removed> You can download the game from either the IndieDB or the GameJolt page. -
Soul Effect
ShinNessTen posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
WARNING! This Video Game contains rude language, as well as not so pleasant to the eye blood and guts... maybe even corpses, who knows. Introduction Story Characters Credits Screenshots Download Bugs- 8 replies
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Developer: luiishu535 Main Writer: the13thsecret “I want to return.†Have you ever made a mistake you regretted so much that you wish it possible to turn back time? That memory will never release you from its agonizing grasp for the rest of your life. But even if the present gave you the privilege to relive the past, would you have the strength to confront it? Or would your sins damn you into oblivion? In our remake of Castle Oblivion, we've done a complete overhaul: Story, Character Development, Maps, and Gameplay worthy of current RPG players. The Castle welcomes newcomers and old-timers alike. And if you played the original, you’ll definitely want to revisit the Castle again. Story: Characters: Screenshots: Even More Screenshots: Features: - A rewritten and more expanded take on the original plot. Filled with tons of BANG! - Re-balanced battles, designed for an enjoyable challenge, rather than frustration. - Remade, detailed maps filled with variety. Makes the Castle feel more deep and alive than ever before! - Stronger development for the different characters in the game. - Save anywhere! - Interesting and creative puzzles to solve! - Rescue other trapped souls (NPCs) from the Castle! - Find Recovery Crystals, which you can either use to heal or break for stat-increasing items! - Witness Vincent's hometown, Port Brinks, evolve as the story progress. - Lots of secret rooms and treasure are rewarded for the dedicated explorer. - Find Huge Gold Coins, Gold Pouches, Gold Blocks and more! - Optional Bosses and Floors to test your might and uncover more information about the game's world and characters. Estimated game length: 20-30 hours WATCH THE TRAILER! Download: http://rpgmaker.net/games/7548/downloads/7704/ Credits:
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Hi guys! I am working on an rpg, and some friends where asking if I'd show them how I was doing some of the stuff I've been doing for the game. So I thought I'd record them and make a little tutorial of my workflow. I'm not the best at this, I've never made tutorials before so I'm learning as I go, but I'd love to share them wit you guys if you're interested. The audio isn't very good in the first two, but the 3rd and 4rth are much better, and I'll continue to provide more from here on as I progress on my own project. BATTLE BACKGROUND 1 - BATTLE BACKGROUND 2 - https://www.youtube.com/watch?v=zsm5Cwsds_g RATLING BATTLER 1 - RATLING BATTLER 2 - I'll do more later, if there is anything specific you'd like to see let me know and I'll try to touch on it. Thanks for looking! Also, here are some of my old tiles if anyone is interested in them. Feel free to use them in your projects, even projects you plan to sell. Just put me somewhere in the credits! And maybe give me a free copy if you can? http://www.newgrounds.com/art/view/hyptosis/ff6-recreated http://opengameart.org/content/lots-of-hyptosis-tiles-organized http://opengameart.org/content/lots-of-free-2d-tiles-and-sprites-by-hyptosis http://opengameart.org/content/mage-city-arcanos http://www.newgrounds.com/art/view/hyptosis/sprites-and-tiles-for-you http://www.newgrounds.com/art/view/hyptosis/tile-art-batch-5 http://www.newgrounds.com/art/view/hyptosis/tile-art-batch-3 http://www.newgrounds.com/art/view/hyptosis/til-art-batch-2 http://www.newgrounds.com/art/view/hyptosis/tile-art-batch-1 http://www.lorestrome.com/pixel_archive/main.htm << ignore the disclaimer, I need to update the site, everything on this link is free to use too!
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Liked Castle Oblivion 3? Check out the Remake of the original Castle Oblivion! http://www.rpgmakervxace.net/topic/31580-castle-oblivion-remake-updated-with-characters-story-target-completion-date/ History of the Castle Oblivion Series: Story: A scientist known as Evan has his own hobby of exploring places all around the world. A rumor has been told that a treasure is hidden somewhere on a very rare island that is said to be hidden deep within a fog so thick that not even the eye of a deaf captain could see it. As the young scientist prepares to sail out in the sea in hope to find the hidden island, a greater evil awaits them that neither Evan or his companion are aware of. Will this treasure hunt turn out as it was expected, or will a drastic wave change the course of this adventure? World: The story takes place on the ancient island of Strombidge. This island isn't the normal paradise you'd travel to on your vacations, this is the island that's so well hidden that no one's ever found it. The story also takes action in a place beyond reality. Is it a dreamworld, or is it a paradise? Is it even real? You'll have to find out about that yourself! Characters: Screenshots: Gameplay and Mood: The gameplay takes place in 2 different worlds! On the mystic island, Strombidge and inside the floors of The Castle. The game is meant to be fun to play, exciting, emotional, scary and challenging. CO3 will deliver an epic mix of both reality AND imagination. So if you're the fan of games based on true reality or the fan of the games that are surprisingly imaginable, stay on, this game might do the trick for both of you. Features: - A mysterious castle filled with over 9 different worlds to explore! - Exciting and climactic story with twists! - Fun gameplay with a good mix of exploration, battles, puzzles, scenes and more! - Well mapped areas with beautiful, creepy, mysterious and unique atmospheres. - Minimap system that displays in your upper left corner which you can turn on/off at almost any point! - Secrets! Hidden arrows, items, skills, bosses, rooms, side quests and all kinds of goodies! Gives the game a good replay value. - A challenging difficulty. The game requires thinking, rather than repetitive button mashing. - Two endings! A good and a bad one. - Expected game length: 30-40 hours. Download: http://rpgmaker.net/games/4242/downloads/ Credits:
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Status: Completed Genre: Rpg/Strategy, dark fantasy, DramaSetting -This game takes place in Feudal and in the Sengoku period of Japan. The "feudal" period of Japanese history, dominated by the powerful regional families (daimyÅ) and the military rule of warlords (shÅgun), stretched from 1185 to 1868.The Edo period, a Period of war, politics and conflict between European and Asian Religion. -The Sengoku period or 'Warring States period' in Japanese history was a time of social upheaval, political intrigue, and nearly constant military conflict that lasted roughly from the middle of the 15th century to the beginning of the 17th century. The Sengoku period in Japan would eventually lead to the unification of political power under the Tokugawa shogunate. Christians and firearms first arrived during this period to Japan.History During the Edo period, also called the Tokugawa period, the administration of the country was shared by over two hundred daimyÅ in a federation governed by the Tokugawa shogunate. The Tokugawa clan, leader of the victorious eastern army in the Battle of Sekigahara, was the most powerful of them and for fifteen generations monopolized the title of Sei-i TaishÅgun (often shortened to shÅgun). With their headquarters at Edo (present-day TÅkyÅ), the Tokugawa commanded the allegiance of the other daimyÅ, who in turn ruled their domains with a rather high degree of autonomy. The Tokugawa shogunate carried out a number of significant policies. They placed the samurai class above the commoners: the agriculturists, artisans, and merchants. They enacted sumptuary laws limiting hair style, dress, and accessories. They organized commoners into groups of five and held all responsible for the acts of each individual. To prevent daimyÅ from rebelling, the shÅguns required them to maintain lavish residences in Edo and live at these residences on a rotating schedule; carry out expensive processions to and from their domains; contribute to the upkeep of shrines, temples, and roads; and seek permission before repairing their castles. Genesis: The "Christian problem" was, in effect, a problem of controlling both the Christian daimyo in KyÅ«shÅ« and their trade with the Europeans. By 1612, the shogun's retainers and residents of Tokugawa lands had been ordered to forswear Christianity. More restrictions came in 1616 (the restriction of foreign trade to Nagasaki and Hirado, an island northwest of KyÅ«shÅ«), 1622 (the execution of 120 missionaries and converts), 1624 (the expulsion of the Spanish), and 1629 (the execution of thousands of Christians). Finally, the Closed Country Edict of 1635 prohibited any Japanese from traveling outside Japan or, if someone left, from ever returning. The christian problem reached its highlight under Ieyasu's successors Tokugawa Hidetada and Tokugawa Iemitsu, particularly after the predominantly Christian population of KyÅ«shÅ« had risen in the Shimabara Rebellion against the shogunate in 1637. The uprising was crushed brutally; more than 40,000 Christians were killed. Authorities of persecution were set up, with the goal of a nationwide persecution and extermination of the Christians. Anyone who was suspected of being a Christian had to abandon Christianity publicly and dishonor Christian symbols, which were called 'fumie', , as well as register in the Buddhist register of faith of Buddhist temples and visit those regularly. Those who refused to abandon their Christian faith were executed, often through public crucifixion or incineration. Shimabara Rebellion: It is an uprising in southwestern Japan in 1637–1638 during the Edo period. It largely involved peasants, most of them Catholic Christians. The shogun vs Samurai Christians and peasants converted to christianity. Plot: In the Year 1665, You play as Jubei Kibagami, a hitman at a local city of Gion, a district of Kyoto. Your origins are unkown, but it is known that Jubei is a very skilled swordsman, being a student of Sasaki Kojiro, the greatest samurai. You will live through several decades of Jubei's life. Some say Jubei comes from a town that was known as Ichihara, a town that a powerful dragon destroyed, Jubei even lost his family during the attack... but in the end only Jubei knows the truth, since it is said that only he survived, this event came to be known as the massacre of Gion. It is said that Jubei is searching for Kojiro, his master, since he was the only man to ever slay a Dragon and a possible survivor at the massacre of Gion, only Kojiro knows how to kill a dragon! Play as Jubei in his search for Vengeance! Places: Yomi: The Japanese Hell.Ichihara: Home village of Kojiro and Jubei.Characters: -Amakusa Shiro: Leader of the Christian rebellion in Japan, people call him the "heaven's messenger." Miraculous powers were attributed to him.-Francisco Xavier: Roman Catholic sent by the pope to Japan to convert Japan into a "Christian country" for "Salvation" porpuses.- Kojiro: Granson of the famous samurai Sasaki Kojiro, that was slain by Miyamoto Musashi. Kojiro worked for the shogunate and is now a teacher in Ichihara. He is famous for slaying a Dragon, it is said he is the only one in the world to have accomplished such a feat.- Sakura: Kojiro's and Jubei's younger sister. Kojiro is like a father to Sakura.- Ittosai: Village chief in Ichihara, he taught Kojiro the way of the sword, he is one of the daimyÅ ruling families.- Amaterasu: Goddess of the sun and universe.- Susanoo: God of the sea and storm, ruler of Yomi.- Jubei: Brother to Kojiro and Sakura, was a student under Kojiro... now a famous hitman at Gion.-Seiryu: Famous dragon, has control over most natural elements.-Go-YÅzei: Emperor of Japan.-Oda Nobunaga: Daimyo from the Oda Clan, initiator of unification of Japan, interested in European culture and one of the first to wear European clothes. He also became the patron of the Jesuit missionaries in Japan and supported the establishment of the first Christian church in Kyoto in 1576.-Toyotomi Hideyoshi: Worked for Nobunaga as a general and later a persecutor of christians.-Tokugawa Ieyasu: Tokugawa Ieyasu received the title of shogun from Emperor Go-YÅzei.-Shimazu Takahisa:Daimyo to receive Francisco and let him spread Christianity in his domain. More info at: downloadjunkie.weebly.com/japan-jubeis-vengeance.htmlremake on ace I+ II + III: http://www.filefactory.com/file/6lentwnaigdl/n/Japan_Jubei_s_Vengeance_I_II_III.rar
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Hello and salutations! D is for Dungeon is my first completed RPG Maker game. It is a story of Love and Betrayal. Of Good and Evil. Of Life and Death. Of Truth and Lies. At least it would be. But it was made in a month for the Humble Bundle Contest. It should take you a good afternoon to finish on the harder difficulties. Have fun! I know I had a lot of fun making it. Download Links: With RTP: Get it while it's hot. 42.77 MB Without RTP: For those who like to save computer memory. 8.88 MB Story Synopsis: In a world of monsters and kings there is a legend of a great evil that appears every 500 years to ravage the countryside. It is at this time that a hero appears bearing the mark of light to quell the darkness and return peace to the lands. It is an ancient tale that has been repeated time and time again without change. Until one day the evil returns...20 years earlier than normal. The search for the hero begins and the people scour the lands until they find their champion with the mark of light...in a crib. Can the hero of light stand a chance against the forces of darkness in this state? That all depends on you. Characters: Screenshots: Features: Active Time Battle System with up to 4 party members. Use your wits to act before the monsters do. 3 different difficulties. Choose "Casual", "Hardcore" or "Grinder" to fit your play-style. Make the characters all your own by customizing all the parameters each level and choosing up to 66 skills to equip. Choose your allies wisely from among 12 unique classes from "Armsmaster" to "Pyrolancer" to "Sentinel". Traverse 25 floors in 4 unique locales crawling with treasures, monsters and puzzles. No random encounters. Monsters roam the floors and chase the player when they spot them. Credits: Graphic assets fore tilesets, charsets and the like are mostly from RPG Maker 2000 and RPG Maker for the Game Boy Advance. Then there's a few sprite edits I made myself using photoshop and the like. Music assets are also from RPG Maker 2000 save for a couple tunes from the good folks at Material Midi. You should check those bad boys out. Scripts:
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Description: Includes 29 total maps. All but 1 of them I have created myself. The other one, I used as a base from the sample that comes with VX as a means of showing that you can still use the sample maps and tailor it to fit your own game. The maps include forest paths, caves, interiors, exteriors, and ruins. A large portion of these maps come from my upcoming game (Night of the Living Noobyas). Credit: The resources here are all from the VX RTP. If used, please credit both me (for the maps) and EB (for the resources). Download Link: MediaFire
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rpg maker vx Halo Reacharound: Extenze (WIP)
Tentacle Grape posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
~~~~~~~~~~~~Halo Reacharound: Extenze~~~~~~~~~~~~~~~~~~ This is a warning: (one will also be implemented to the game itself soon) This game is incredibly offensive. Like, really, really offensive. It includes but is not limited to: -Sexual Content - There is nothing shown but the game is sprinkled with very vivid descriptions of such content. -Sexism -Racism -Vulgar Language -Religious Prejudice -Crude Humor -References to tragic events, recent or otherwise -Drug Use If you even think these might offend or disgust you, don't play this. Don't even read on. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -
Hey everyone, I've always been interested in doing a Let's Play and I finally bought myself a headset and Fraps so that I can do just that. Because this is my first Let's Play, any constructive criticism and/or advice will be greatly appreciated. My first Let's Play is going to be for Lunar Wish: Orbs of Fate by LusterMX. Some general notes about my playthrough: I'm playing the game blind (I haven't even read the topic itself). I'm generally a very thorough player. I hate progressing the story if I think there's somewhere I haven't explored yet or someone I haven't spoken to. You might notice that I re-enter the same rooms multiple times as I tend to forget if I've explored it already... Game topic: http://www.rpgmakervxace.net/topic/14944-lunar-wish-orbs-of-fate-12-hour-complete-rpg/ Part 1: Part 2: Part 3: Part 4: Part 5: Part 6: Part 7: Part 8: Part 9: Part 10: Part 11: I don't have a schedule for recording these but hopefully I'll be able to find time to play this at a good pace.
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Welcome to the SMC Games Blog. In which one of the two head Developers will update you all on the progress of our Current and Past Projects. Lead Developers Jonnie91 and Shaddow Graphical Artist Magical_RuNE_KNight Dragoncookie Sprite Artist Shaddow Musician Jonnie91 Scripter Jens of Zanicuud Eventer Jonnie91 Shaddow RMK Game Page RMVXA.net Thread Slendeman's Amy is SMC's first release. It was finished in a week for RMN's All Hallows Event. Slenderman's Army is a Survival Horror featuring the well known Creepy Pasta Slenderman in a new 2D format. Including Monsters from two other horrors and one original monster. It has two different endings and also features an original Randomization system created for this project. Each time you enter a room the monsters will appear at random. You will never know when they will appear, You enter a room and you think the Page is in one place however it is now in a different place. Will Slender be there? Or will another one of the monsters appear to haunt you! Game Page: Coming Soon Thread; Coming Soon Lullaby is our latest game in development. Lullaby is a psychological decision-based Horror/Thriller created using RPG Maker VX. We will be taking the things we learnt from Slenderman's Army and creating something new and original it will feature customized Menu Screen an exclusive Item inventory Screen. It will also include Parallax Mapping and a Fully Custom Soundtrack created by Jonnie91. The game will be released in 7 Chapters each chapter will work from the previous game, your save file will be transfered and your choices and decisions will effect the events of each chapter. So far we have written 5 endings not including the various Game Overs. If you like what you see from our games then feel free to support us via the following: Support Slenderman's Army: Support SMC Games: Social Networks: Facebook Twitter
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Hey y'all ! I'm Cag3000 ! I'm a young 111 years old man who is a HUGE fan of gaming ! (Yes, the 111 is on purpose, but no, I'm not 11 >_<) I play all sorts of games (FPS, RPG...), and love all sorts of characters (Mario, Cloud...) I have a lot of knowledge of Gaming, from the NES, to the N64, passing by the PSOne... I just love Gaming ! As for RPG Maker, I started with RPG Maker VX. Back then, I was really bad at it, so I was just fooling around in the editor, making games (which sucked), practising mapping, eventing... Now, I'm in RPG Maker VX Ace, and I'm starting my 1st real game ! I have posted my game on this forum already I have already posted my project (in progress) in another French forum, which I'm also called Cagt3000 there, and I have also posted it in the rpgmakerweb forums So yeah, hope to have a great time here ! Signed, Cagt3000 FRENCH FORUM : http://rpg-maker-vx.bbactif.com/t11812-cagt3000 RPGMAKERWEB FORUM : Gotta wait for the admins to approve
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Transition from Film to RPG's Part I: Pre-Production
Zachary Marsh posted a blog entry in Marshzd Film to RPG Blog
Most of the film world considers writing a script part of pre-production. I disagree with this. I think until you have a script, you don't really enter into pre-production, because you really don't have a product to be creating until that point. Some movies move forward without a script. They are a complete disaster (Star Wars Episodes 2-3 had already created sets, creatures, and many things before they had finished the script. The Pirates sequels were basically writing as they went along during production. The Matrix sequels, well, many wonder if there were scripts at all because of all the simple contradictions (i.e.: The Architect tells Neo there will be a system crash if he goes back to Save Trinity, yet when Neo discusses this with other people, he says the robots will attack within 24 hours...A huge plot point completely overlooked)). Without knowing what you're going for, it's easy to get lost in what you're doing. It's simpler when you're the only one working on it, but with a team it gets exponentially worse. So the script is the key to everything. I believe that more people give up on their RPG Maker games because they just start creating the game without a plan. They don't know where to go, they don't have a plot set up, and so there's nothing for them to follow. A close second to why they give up would be not realizing the amount of effort that goes into the creation of a game like this, even if all the programming has been removed (Well, most of it. Events are like basic programs). So what's my point? WRITE A SCRIPT. Not a movie script, but an outline of your story. Even Entebrain gives this great suggestion: http://www.rpgmakerw..._1.pdf#zoom=100 The site also ends on the note of creating the name and personality of your main character. Go further! You need to create a few different characters. In a conversation I had with Joss Whedon (the director of the "Avengers" and creator of "Buffy the Vampire Slayer", "Angel", "Firefly", and "Dollhouse"), I asked about how to create good characters who can contribute to a plot or story. He said you start with one character, then find someone that's the exact opposite of them, then find reasons for them to work together so that their personalities clash. That made total sense. I know many of us are sick of talking about Final Fantasy, but since I know most people have played FF7 I'll use the example there. Cloud and Barrett. Need I say more? Okay, I will. Cloud is quiet, reserved, light skin, blonde hair, uses a sword, and is decent with magic. Barret is loud as hell, easy to anger, dark skin, dark hair, uses a gun (attached to his arm no less), and isn't the best with magic. And the beginning of the game, half the drama and conflict is Barrett yelling and being pissed! Another thing to think about with your characters are quirks or personality traits. Yuffie steals materia, and she does it no matter what. She can't help it. Aeris wants to help people so badly she'll constantly risk her life. In movies like Star Wars Episodes 1-3, there are almost no distinguishable personality quirks. One of the things that made the movies so uninteresting. And even the traits we think they have (Anakin willing to do anything for Padme) come to naught (he force chokes her at the end to kill her...WTF?). So I've pointed out some bad and good examples. So that's what I'm working on today. Coming up with a basic storyline and some characters with personality! Oh, and you'll notice, one of the most consistent things you'll see in a GOOD movie is heart. People with faults. People with unrequited love. Lovers that can't get back to each other. A father doing anything he can to help his daughter. Now, I hate the Twilight movies for many reasons, but I have to admit that I love Bella's father in the movies and think most of those scenes are fantastic in terms of dialogue and realism.- 1 comment
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