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Found 25 results

  1. Download through Itch.io by clicking this link! Synopsis "You walked unspeakable distances, until you found this peculiar forest. A glade immersed you in peace. As you kept walking, you found a place full of life—Heartland. Everything here gives you the peace you have been craving for. Yet you keep trying opening your eyes. You do not remember anything about yourself. If you do open them, you will get to see the truth. And sometimes, the pitch-black darkness is a better place to stay in." The Game Heartland is a narrative-based, story-rich, psychological-esque, linear RPG with a different take on battles. The gameplay is rather straight-forward, being based solely on the completion of the story. Though to make it to the end, you'll first have to face off familiar faces from your past through one-in-one, strategical, meaningful and decisive battles. All the events of the game and your actions are narrated in a second person point of view by a narrator. Through him, you will get to know the mistery amongst Heartland—and you yourself. The game heavily focuses on atmosphere to engage the player into the narrative, relying upon a plethora of nature sounds, beautiful scenarios and excellent background music which will take you in a singular journey to the discovering of the very truth. Battles have a peculiar twist, in which classic commands such as "attack", "guard" and even "items" are completely removed. Instead, you will get to choose between physical (Swordplay) and magic (Sorceries) techniques, as well as the Remnants bequeathed from your enemies, as you defeat them. Each opponent is a boss-like fight, and you will have to find the best skill composition to a strategy in order to defeat your foes. Heartland features no gameover, but the game won't advance until you win. Showcase (Click thumbnails to enlarge!) Author Notes Patch 1.01a As of 29/11/2018, the patch 1.01a was released in order to fix the obnoxious collision bugs that the game had,\. as well as other minor issues. With this patch, the game now promises to be fully playable without breaking immersion. The patch is allocated in the Itch.io page, so don't forget to grab it from there because it's vital!
  2. Konran;Zanki GATE0 [Prism+Virus] (コンラン;ザンキ) is the first oncoming game developed by Polar Moon Soft. DEMO HERE : https://polarmoonsoft.itch.io/konranzanki https://gamejolt.com/games/konranzanki/375204 Konran;Zanki is going to be a Sci-fi, Survival Visual Novel. You will be conveyed into a pop-futuristic environment in which an ominous future-inducing theme will be mixed with a colorful color palette . Mechanics : It will include mechanics such as an interaction system in order to obtain bonuses bond with the characters . A virtual map will be accessible by pressing a certain button, and more importantly, the game will be accompanied with several mini games . ( Characters' biography is very vague , it will only mention their age , job , height , weight , interests and dislikes . Keep in mind that these informations will be already directly readable inside of the game and that their backstory will only be obtainable by interacting with them. ) Each characters are accompagnied with a set of different facial expressions. They will also all individually include a japanese voice actor. Please , remember that anything related to the game design such as the characters , the dialogue box or even the map can undergo modifications after the release of the Demo . Also , a few screenshots might be added later on . A few maps : This section will includes arts and videos . 1st TRAILER : Konran;Zanki GATE 01 Demo Trailer Our most sincere apologies if we have forgotten to include someone . Feel free to give me words about it ! ( And thank you for sharing your talent , your voice or even your creativity !)  OUR PATREON : https://www.patreon.com/polarmoon?alert=2 OUR INSTAGRAM : https://www.instagram.com/polarmoon.soft/
  3. FeniXCLI - Open source RPG Maker MV plugin development tool FeniXCLI is a lightweight, easy to use RPG Maker MV plugin development CLI that helps you generate and setup entire project with no configuration required, just an easy to follow guided setup. It helps you develop plugins for RPG Maker MV by combining necessary development tools. These tools help with the building of all your plugins and serving files to a server for easy testing and streamlined productivity. Project Website | Gitlab Repository | Guide Features Project Setup Generate and entire project, download an MV demo game and automatically install and configures packages Live Server Start a live development server and reload when changes have been made to your plugin source code. Modern JavaScript Start writing with next generation JavaScript, split code into modules and import packages, no setup required! Roadmap Babel support Auto configuration for all packages in setup nwjs live reload support Live package install (install packages simply using the import keyword) Frontend GUI (For those who are terminal illiterate) Quick Start Create a new directory and open the terminal(Linux) or command prompt(Windows) and run the following commands. Install npm install -g fenix-engine-cli Setup a new project fenix Run the development server fenix dev F.A.Q Q: Is it ready? A: Yes and no! However, I only say no because it is in no way ready for a child to pick up and use, but it is ready for any developer that feels like giving it a try! Q: How will this make plugin development easy? A: It provides a consistent and easy to follow workflow and environment so that every plugin is developed in the same manner and with the same standards as any other developed using FeniXCLI. It also makes things easier by letting you develop your plugins in separate files which are bundled together to create a production ready plugin. Q: How can I get started? A: Follow the getting started guide Q: What is FeniXEngine? A: FeniXEngine is the name of the project which includes tools like FeniXCLI and FeniXTools. This open source project's mission is to make plugin development easy enough for a child, powerful enough for a developer.
  4. XxXhelazz

    Free 8 bit songs (minipack)

    I made 9 songs that you can use in your project (if you credit me, of course) Here's the link: https://mega.nz/#!z5oShB4Q!IPgxkzQErrirQgNR7dTa4yppQxX-EKyhLLsowZN0a6g
  5. RavenBlueIndigo

    Raven's Aviary of Art

    Heya, guys! Raven here! I do a fair bit of Pixel Art and I've made this topic to share my work with y'all~ I typically work with minimal colors. I started with black and white and I've since started dabbling with mixing in more colors, but I rarely dabble with more than two colors. It is an art style that I feel I excel at and I have been honing it. Lately, I have been working on a game by the name of DungeonBound that uses the Gameboy green palette which limits you to four colors. For starters here, I will share art that I've made for that game. This is the trinity and their avatar(a fusion of the three members.) This is Envy. A demon that is treated as lesser and thus tries to emulate others to poor results. These are all of the demons that I have designed thus far(excluding lust.) Gluttony -- A demon with a mighty appetite who will demand a chunk of your food. Miasma, the Plague Bringer -- A demon who will shower you with deadly diseases should you not satisfy his requests. Envy -- ^ This is Lust! A dangerous demon who will seek embrace from your party members. If any of your party members are dead, she will mess with your stuff. WARNING: The following image contains some risque imagery. This is my newly designed over world system. The old one was kind of meh. Each of the three zones in the game will have randomized maps, so this is one of five possible maps for the (first)area. Hope you enjoy~
  6. *This game is created by LionSea/Greerenz and is originally in Thai. It has been translated by "Goddiga" of Whateverzone (me). The description is also being proofreaded by Jit, one of our translators! Caution: This game contains blood and violence, including sexual implication. Controls: Arrow keys - Walk SHIFT - Run A - Select an item X - Open the menu to exit or load the game Genre: Dark, Horror Average Playtime: 20-30 minutes Endings: 3 (1.Bad End ;Red wolf 2.Normal End ;Confuse 3.Secret End) Intro: Once upon a time, there was a family consisted of a father, a mother and a daughter named Chara. They moved here from the village to look after their grandmother who lived in the house in the forest. Chara got a lot of love and care from everyone. She and her parents always visited their grandmother every month. They lived very happily together. But one day, Chara's parents had gotten into a fight. After that, they decided to split up. The father had moved away, so clueless Chara had to stay with her mother in a forest. Three months since Chara's parents' separation, her mother, who had been in depression and unable to make the trip, finally entrusted Chara to go visit her grandmother by herself. Characters: 1. Chara : A red-hooded girl who have to visit her grandmother in her mother stead. 2. Chara's mother : Too depressed to go outside so she sent her daughter to visit her grandmother. 3. Nakan : Moved away because of a fight with his wife. 4. Elvis : A hunter who helped Chara during her trip.| 5. Chara's grandmother : Live in a house in a forest alone. Credits: Greerenz/LionSea - Game Developer & Illustrator Admannon - Message Thai Vovel and Outline Fix script NerdiGaming - Title Menu script mjshi - Non-Combat Menu v1.04 Galv's Use Item on Event script Khas Awesome Light Effects script Download: English version , Thai version *I bear full responsibility for any translation errors found in this game and the description. Feel free to correct me. I will also act on behalf of the creator for any questions, suggestions or bugs reports. Thank you! You can support the creator by visiting his page: https://www.facebook.com/LionSea-1429142294047422/ Here are the links to contact us, the translator and the publisher of this game: https://www.facebook.com/whateverzonepage, https://whateverzone.tumblr.com, https://whateverzone.itch.io,https://wez.in.th
  7. Greetings: Hello, everyone! The name is Brandon Lee, and before I waste your time telling you all cliches and platitudes about how I love video games and stuff, I just want to announce that My name is Brandon Lee, and I love video games. Alright, no more jokes (for now). Right now, like right now, I just founded Vulgaris Studios, my own independent video game studio. I will take the time to discuss what I need, what project I am working on, and the direction of the project as a whole. So, let's get started! Who am I? As I stated before, the name is Brandon Lee. From a very young age, I started playing a lot of classic RPGs my older cousin introduced me to. These games included: Chrono Trigger, Final Fantasy IV-VIII, and The Early Tales Series Games (Destiny, Phantasia, Rebirth). When I beat Chrono Trigger many years ago, I was impressed by how prolific the game was. I loved the story, the music, just everything about it. From there, I started daydreaming about creating my own game. After a quick google search (create rpgs for free), I soon became acquainted with the RPG Maker series, and long story short, I became a programmer. Life soon became reality for me, and following hobbies sure wasn't paying the bills. So, I got a boring job and now I own my own company. What made me consider creating my own game for real was when I read the transcript of an interview by Takashi Tokita, the game director of Chrono Trigger, one of my favorite games of all time! He blatantly stated that when Chrono Trigger was first planned, Square wasn't making a whole lot of money. Their releases were modest and sales weren't too high, yet he says that he urged the higher-ups to continue with the project, and you know the rest after that. The game blew up. I figured in I put in the hard work and believed in my project that it would succeed too. Well, that's that. I'm a old-school retro gamer who happens to be a businessman. Now, let me explain the project. Project Final Arcane: The name I chose for this project is Final Arcane. Final Arcane is a 2D Anime RPG with distinguished elements from the classic RPGs from my childhood, and blended with story elements from my favorite anime. Yes, if you haven't figured out already, I love watching anime. In any case, this project will be entirely developed on the RPG Maker MV engine. Allow me to discuss the plot: In the beginning, the Three Goddesses of Light created the world of Arcania. They sought to create a world in which their creation could thrive or fall entirely by its own merit. Accordingly, the Goddesses created the Humans and the Spirits. The Spirits were blessed with the Goddesses' natural aura. Thus, they had the ability to use magic. Humans, on the other hand, were adept in other areas such as intelligence, dexterity, and physical talents. Initially, both were able to live in peace. In turn, the Spirits soon taught the Humans how to use magic. This act of kindness soon evolved into a volatile conflict. As humans developed magic, they became increasingly violent towards each other. Kingdoms rose throughout the land and war erupted throughout. When the Spirits tried to intervene, they were wiped out. With the extinction of the spirits, one kingdom reigned supreme throughout Arcania. This was the Kingdom of Nubes, led by Queen Lexus. Queen Lexus was unmatched in power. Her beauty and might became legendary. She was revered as a Goddess, and in order to cement herself more powerful than the Goddesses, she created an immortal being named Kudgen. Kudgen was everything in one word, invincible. The Goddesses trembled in fear of the thought of facing Queen Lexus' tyrannical reign. Instead, they personally created a hero to stop this being. He was named Damon, the sorcerer. Sorcerer Damon was powerful enough to easily defeat Queen Lexus. But, he struggled mightily upon facing Kudgen. Ultimately, he sealed Kudgen deep beneath the Earth, while sapping its power low so it could not rampage again. The battle left a large scar upon the Earth. Damon personally forgave the Humans and restored everything to them. This time, he made sure magic was forgotten by every human. Meanwhile, Damon created an instituted known as the Five Points Guild, a aggregation of five master guilds whose goal was to protect and govern Arcania's citizens. These guilds were known as Lumen, Aldix, Srequl, Klavista, and Grandine. However, 300 years after its institution, the human's returned to their deviant ways and corrupted the Five Points Guild. Instead of protecting the citizens of Arcania, the Five Points Guild ignore the citizen's needs, fill up their pockets, and laze around for their own personal gain. The Premise: Wow. That was long to write. Anyway, I stated the plot of Final Arcane. Let me explain how it ties into the game: As talented as Sorcerer Damon was, he did have one flaw. He settled down on Earth to govern it, and as such, he had his own descendants. These descendants are collectively known as the Amethyst. Now that magic has been forgotten throughout Arcania, the Amethyst is the world's last magic user. Commander Virgil, the de facto leader of the Five Points Guild, wants to capture the Amethyst at all costs in order to revive Kudgen. With all of the corrupted guilds on his side, the Amethyst herself seeks out the help of the worst guild on the planet, Grandine. Not only is Grandine superbly untalented and fails every one of their missions, the guild is employed of Torus, the main character and an A-class idiot, Drake, an under-achieving intellectual who serves as the team's leader, and Robin, the guild's perverted ninja. As the world's last hope, Kurami teams together with Torus and Grandine as they protect her from the Five Points Guild who has turned on the world, and a certain mystery foe. Influences: What makes this project special is that it combines the visual and the abstract elements of the classic RPGs of yesteryear and the story-making and character development elements of anime. Much like Chrono Trigger and the Tales Series, I want Final Arcane to be a symbolic JRPG. However, I also want to make the game a bit modern and appealing, while not sacrificing its originality. Final Arcane, in short, will be an old-school Anime JRPG, with a modern feel for new-age gamers. I believe that this project will sell, and just like Tokita, I'm not giving up. Now, it's time to announce who I need. We need Everyone! Being a new video game studio, I'm the only one "we" got. To get this game to reach unimaginable heights, I will need a Mapper, 2D Artist, Composer, and a Concept Artist. I really don't have any requirements for our team members. I mean, beggers can't be choosers right? However, I want all applicants to be determined, honest, and reliable. I am willing to add more people to our team to fill in more roles, so if you feel like you can contribute, go ahead and apply. In addition, this is initially a volunteer position. I want to build trust with my team first and get every settled. Though, I did mention that I run a company, so when the whole team is producing the way I want, I will have no problem paying for your services. Notice I italicized the word, paying. While I would be happy to pay my team, I can't pay anyone $70k a year or anything like that. I have to pay bills too and I work a full time job. I am taking money out of my pocket to pay my team and make this project successful. Therefore, please bear with me. Final Word: I'm not going to make any empty promises about how much this game is going to sell. I'm not about to give some empty platitudes either. I wrote this post because I truly want to construct a team so we can do something special together. Otherwise, I wouldn't have wasted my time. I guess the bulk of this post just introduced Final Arcane, but that's only because I want all applicants to be sold on this project and be as excited about it as I am. In any case, if you are interested, please PM me, reply to this thread, or you can email me at vulgarisstudios@gmail.com. I look forward to hearing from you all!
  8. Rem System Version: 1.00 Introduction Do you wish you could have NPCs be more dynamic when they say something? Or maybe, you would like to have easy ways to import text into your game. I definitely know it can be annoying to play with switches in RPGMaker MV just to have your NPCs be more dynamic. Well, I have a solution. The Rem system allows you to import text from text files directly into message windows in your game! This can make your NPC more dynamic, and interesting without all the extra work of using switches and variables to do so. Furthermore, this is just a base, there's more to come using this system. Features Message window text replacement Allows you to dynamically switch text in-game Switching in-game text randomly Switch in-game text sequentially Script call for reading text files from any filepath Script call for reading text directly from the compendium Easy to use text codes for replacement Automatically generates folder structure for you Read text files from any file path Get text data straight from the text conpendium Script File Find it Here. Script Calls & Text Codes Script CallsRemIn.readTextFile(filePath, fileName) RemIn.getCompendiumText(sectionName, key) Text Codes\TX[sectionName-FileName] \TXS[sectionName-FileName] \TXR[sectionName-FileName] How To Set it up Download the plugin Run the plugin in game Insert text files into any subdirectory folder (commons, dictionary, maps) Instructions on use Use text codes (\TX, \TXS, \TXR) Look at the help file for detailed description Setup Example Window Credits Free for both commercial and non-commercial use. Credit with the name Endless Illusion Studios. Thanks Thank you to anyone who decides to use this script; I appreciate it! If you have any questions, or if you have any suggestions for improvements please comment down below.
  9. I was wondering if any would help me critique my design for this game. Its basically your run of the mill horror game. Ghosts haunting a mansion and the character has a connection to it somehow. Story The Story resolves around Jack. An orphan who is revisiting the mansion where his entire family of six were killed. He begins to see corpse of the mansion's servants stowed away in cabinets and lockers. Their ghosts will attack him. He slowly begins to realize who the killer is. Tell me what you think.
  10. Normally, it would be a monthly topic, but it is already less than two weeks to February. But, yeah, this is where you post some of your goals and also your progress during the month. I'll go ahead and start. Wed 1.13.16- Finished off Chapter 1 in writing my outline. Thu 1.14.16- Absolutely nothing. Was sick instead. Fri 1.15.16- Nothing special, just watched Raven's stream Sat 1.16.16- Started writing Chapter 2. Sun 1.17.16- Nada. Mon 1.18.16- Created the actual project so I can start putting some of that story into events and such. You don't need to wait that long between posts, it can be every day or even more often if you desire. Have fun with it!
  11. Hello, i hope this place isnt dead. i am having a problem with something on VX ace. i have trying to make a game where its about different parts of many sagas. what am i trying to do is get my character to walk through the ice doors and change into a different character. but what i also want to do is put a picture before it changes to the character
  12. Flare Currencies - A better way to manage currencies, v3.0 Darkness Falls, MIT License, Credit must be given to me. free for commercial usage Download: Get The Script, Make sure to name the script: Flare-Currency.js Screenshots: Disclaimer All code is written in ES6 and compiled to ES5, do not edit the distributed script file. Please see the source for making modifications and please read this section on building scripts. This script should work with all or any other scripts that modify the shop in any way. Flare Currency allows you to add up to 5 currencies to your game via the options menu when setting up a script. When a currency is added you can add the following tags in enemy note tags, not troops. <currencyToGain name: "Some Name" amount: x chance: 89> name: The name of the currency, must match that of the currency you set up in the script options. amount: The amount of the currency to reward. chance: Optional. The percentage of which the enemy will drop the currency and its amount. Currencies with out a percentage default to 100%. When you set the percentage you have to set 0-100 as an integer. Currencies can have a variable amount, for example: <currencyToGain name: "Some Name" amount: "1 ~ 34" chance: 89>This means that "Some Name" has a 89% chance to drop between 1 and 34 "coins" Shops Shops are easy to build in Flare Currencies. It's quite amazing too. So how do we make a shop? The first thing to do is to set up some items with the following tag: <currencyShop belongsTo: "Sample Name" andCosts: 76> That should real like english. We are saying this item belongs to a currency shop and a currency of: "Sample Name." We also state that the it costs x of that currency. So lets read it together: For the currency shop this item belongs to sample name and costs 76 of sample name. The next things, for the currency information section is to then do: <currencyShopEvent belongsTo: "currency Name">In a comment for that event. What this does is: As you can see we have an extra line: "There is a currency shop selling this item." This tells the player that hey, there is a currency shop on this map. So now that you went through your weapons, armors and items and added tags to stipulate which items belong to what currencies and how much they cost, how do you open said shop? You create an event: FlareCurrencies.openShop("Sample Name", boolean)You have essentially opened a shop that is either purchase only (the boolean) or allows the user to sell items. Selling items only works for items that belong to that currency shop. Items may have multiple different Currencies but currency shops only take items that belong to the specific currency you specified. You cannot have multi currency based shops. ATTN Developers This shop is designed to be completely backwards compatible with your shop scripts. How ever if there is an issue Please file a bug report. ATTN Users This shop will be blank if the currency doesn't exist or no items have that currency. Additional Information You must keep the name and the description short. If you make them too long then they will go off the window and it will look broken. Amount is not capped, you can have over 9,999 of any currency, but you cannot have any thing less then 0. any negative value that that takes the currency amount below 0 will cause your currency to default to 0. Public API FlareCurrencies.addAmount(currencyName, currencyAmount): Lets you add a specific amount to a currency, either negative or positive. Example:FlareCurrencies.addAmount('Demon Teeth', 56); // Or: FlareCurrencies.addAmount('Demon Teeth', -56); FlareCurrenies.openShop(currencyName, boolean): Lets you open a shop specific to that currency.Example: FlareCurrencies.openShop('Demon Teeth'); // Or: FlareCurrencies.openShop('Demon Teeth', true); // Purchase only FlareCurrencies.setAmountBasedOnVariableId(currencyName, variableId): Lets you set an amount positive or negative based on the currency name and the variables value.Example: // variable id 5 has an amount of 650 FlareCurrencies.setAmountBasedOnVariableId('Demon Teeth', 5); // Demon Teeth currency now has a value of 650 Yanfly Victory Aftermath Script To see currencies spit out as "battle spoils" add the following to the option, "victory order": currency. It can come in what ever order you want, how ever it must be present. For example: exp custom drops currencyOnce added, battles will have an additional battle spoils window showing the currencies you gained. Yanfly Menu Manager Script You don't have to do anything. It just works. For Developers I have a special treat for you. You can mess around with currencies in your own scripts via: flareCurrency which is a global object. You can do the following with it: flareCurrency.store(currencies) - This takes an array of objects, an example from the script: [ { name: currency["Currency One Name"], description: currency["Currency One Description"], icon: currency["Currency One Icon Index"], amount: 0 }, { name: currency["Currency Two Name"], description: currency["Currency Two Description"], icon: currency["Currency Two Icon Index"], amount: 0 }, { name: currency["Currency Three Name"], description: currency["Currency Three Description"], icon: currency["Currency Three Icon Index"], amount: 0 }, { name: currency["Currency Four Name"], description: currency["Currency Four Description"], icon: currency["Currency Four Icon Index"], amount: 0 }, { name: currency["Currency Five Name"], description: currency["Currency Five Description"], icon: currency["Currency Five Icon Index"], amount: 0 }, ]; flareCurrency.setStoreFromLoad(store) - Takes an instance of the above example which is gathered from loading a Saved game. flareCurrency.getCurrencyStore() - Gets the above store at its current state. Not Public. This class is not meant to be given to the end user as a public api. It is for developers. End users haveFlareCurrencies as a public class they can access for events. Regarding Enemies: Enemies have some extra keys added to them thats been around since 1.0 of the script. Lets look at them now. - enemyCurrencyRewardData - Contains information about the various currencies this enemy can reward. This is generated on game start. - gainCurrenciesOnBattleWin - Contains name of currency and a boolean of true or false. Both of the above are arrays of objects. FAQ: Somethings broken ... Please take a screen shot of the error. If the console is open take a screen shot of that too. What were you doing before it crashed. What scripts do you currently have active (and their order)? Can you add ... ? Yes I can. Please explain what you want in detail, any additional information such as screen shots, example images and so on.
  13. So, I wanna ask about Credits.. Always found "credit me as 'name'" in scripts, resource etc.. 1. Do you need to pay for it or just do the credit scene without paying that person? 2. What happens when I didn't even credit that person? Thats the only thing I wanna ask about credits. And thanks for the help!
  14. Nekotori

    Japanese Plug In Gone Rogue!

    Hello guys~ It`s been a while since I actually posted a topic and here it goes~ Another HELP ME MEOW topic xD Apparently, this certain japanese plugin is doing some crazy stuff right now. You see, this certain plugin enables the player to change weapons in battle (as well as shields). It`s working fine with changing weapons but things go crazy when changing shields. When I highlight the shield option so I can change my shield, the weapons are still selectable. If you select a weapon rather than a shield, the weapon gets consumed. Yes, consumed, weapon lost forever. I dunno how to fix them meow... Here is the plug in if you need to check it :3 All the other Plug Ins that I use are all from YANFLY~ http://www.mediafire.com/download/tjx9fxt8ux1s63c/ChangeWeaponOnBattle.js EDIT: It seems to be an incompatibility with Yanfly and this plug in :3 I shall try to contact yanfly P.S. My topic title though.... xD
  15. Zielach

    Some battlers I made

    Hey, I joined this forum today because I wanted to share with you these battlers I made: http://imageshack.com/a/img911/8224/E6BsYr.png http://imageshack.com/a/img910/7786/djsOdN.png http://imageshack.com/a/img910/2241/UKjyj8.png I just started doing sprites and stuff, and want your oppinion, thanks.
  16. Zielach

    "Cold" Battlers

    Hey, in this second post, I'll be posting Ice battlers, I'd like to know your opinion, but be honest, i want to get better at this! http://imageshack.com/a/img633/2240/vKgmTV.png http://imageshack.com/a/img905/6412/g4ZVkr.png http://imageshack.com/a/img910/1630/kwjvu5.png Please note that I made them on a hurry, because I want to end my project as soon as possible! P.D: Feel free to use them on your games, you don't have to credit me if you do!
  17. So this is a bit of a question and a request. So in my game I'm using Yami Battle symphony engine. now onto my question, Is it possible to do the following 1. Is it possible to only inflict a status effect when the weak element is hit. For example; If I land a critical or hit the enemies weak point, as long as it is not a AOE spell or the enemy is not inflicted with the state already, I can inflict a state 2. If I do inflict that state is it possible to actually get an extra turn by doing so? for example, If I Hit the enemies weak point and I inflict say "Burn" I get an extra turn by doing so. A good example of this system would be persona 3's combat system. Thank you for advance for the help and replies.
  18. I am currently using Yanfly's Lunatic Damage script as it allows me so much freedom. I like freedom. So my damage formula is pretty interesting to say the least. I am not the cleanest when it comes to scripting in ruby, as I don't really know ruby as well as I'd like. So I created a simple system that would let the individual weapons hold their own ATK stat independent from the ATK modifier listed on the weapon. I did this because I turned ATK into STR to represent the characters strength, not the damage of the weapon. Then, I created a small script that consists of just global variables which lists the damage for every weapon in my game. So something like this $Dagger = 24 $MKnife = 28 $MRod = 32 So when damage is calculated, it runs down the list and determines which weapon is equiped to the attacker, then puts the DMG value there for my formula. if user.weapons.include?($data_weapons[2]) damage = $Dagger end if user.weapons.include?($data_weapons[3]) damage = $MithrilKnife end if user.weapons.include?($data_weapons[4]) damage = $MithrilRod end I did it this way because I intend to have accessories or states modify specific weapons in the future. I also did it this way because I didn't want to create 68+ skills devoted to individual weapon damages with Yanfly's weapon attack replace script. This ensured I only need one formula and all weapons are covered no matter who uses the weapon on the team. So when calculating damage, I first take the attackers STR (ATK) and double it, so something like str2 = a.atk * 2 However, I put in an absolute value of 255 but the actors can have 130 STR str2 = a.atk * 2 if a.atk >= 128 str2 = 255 end Next, we round out the variables. if user.state?(4) wdmg = damage / 2 else wdmg = damage end attack = str2 + wdmg value += wdmg + ((a.level * 2 * attack) / 32) * 3 / 2 so wdmg is the finalized weapon damage. Like I said, states can modify things, So far I only have one, rust, which reduces weapon damage by 50%. As I add more to the game, that part will become a bit more complex. Anyways the character's attack rating is determined by adding str2 and wdmg together. That is their Attack stat for this formula. Now, those that played ff6 will probably note that this formula looks familiar. It does. It isn't the exact formula ff6 used, but it is modified from ff6. Truth be told, I'm still modifying it to tweak the damage figures just right. Currently, with 128 STR, and the best sword in the game with a dmg of 255 does about 5k - 6k damage. between there. again though, that is at lv 99 with 128 STR and a 255 dmg. so I'm still tweaking to get the numbers I want to be just right. So that's my complicated physical attack. So tell me what you think. I can always use more constructive opinions on this matter. If you know a way to simplify what I'm going for I'd me more than happy to hear it lol
  19. I think I’m trying to do too much... The realization came this morning when my 3rd alarm went off at 5:30AM, and was angry at myself for sleeping in. Don’t get me wrong, I know sleep is important and love it dearly, but only when it doesn’t come in between me and my projects! In this chapter of my life, days are spent almost entirely either at work (including a commute) or being husband/dad to my wife/2-year-old son. Once I’ve finished work, afternoon activities, dinner, bedtime routine, and cleanup, most of the minutes between 5:30AM and 8:30PM have been spoken for. Several months ago, I discovered that the best time for me to write music is in the early morning before people are up, so I got in to the habit of rising at about 3:30AM to get a couple hours of studio time before the world stirs from its slumber. So this February, I have about 2 hours a day (as long as I don’t keep sleeping in) to get some REAL work done. Current projects include (in order of priority): A hack-and-slash endless arena for Android (being released this weekend, woot!) Some 8-bit tracks for a couple fellow VXAce community developers A “Horror RPG†sound design package for all you horror game devs out there (seems to be a popular genre at the moment, and making creepy sounds has been SO fun, so far). My own RPG Project (workingly titled “Planetary Infiltration"), including learning a little Ruby scripting just for fun (and more autonomy on my part) With so little time, how can I eke a little more time out of the day to get this all done in an efficient manner? I realized the other day that I spend about 1-1.5 hour in the back of a car all day. That’s a pretty good chunk of time, so I’ve moved this preliminary stage of game development exclusively to my phone. As I started work on an “Event Flow†spreadsheet (fourth “development spreadsheetâ€, however, I was troubled with the thought of “How much preparation is too much?†So far I have 2 docs and 4 spreadsheets detailing different aspects of my game (summary, asset list, balancing, etc, etc, etc...) At what time am I just spinning my tires, and should just wait until I make computer time on this thing a priority? So for any of you still with me, how much work do you do planning, designing, and thinking about your game before you put your metaphorical pens to paper and get into the nitty gritty of RPG Maker?
  20. GOD

    SHURINI

    Decided to take a different approach with introducing this game and let you guys read the small prologue instead of an overall game summary. I'm actually looking for a game team to work with so we can put a lot of hard work into it. Silence and myself just made this and would like map makers and scripters to help with it. If you like the prologue and think this can turn out to be a great game and would like to help just let me know! Game: SHURINI Main Character: Zoe Shurini The Shurini clan is one of the most notable clans of Lannit. Zoe’s master Cannon Shurini which is her grandfather who is head of the clan. After leading this clan for the last 67 years he has decided to retire and past down the leadership to an honorable member of the clan. To decide who gets to lead the clan they have a reunion so the family can decide together who deserves to run it. All clan members meet at the grandfather’s house and is about to begin the reunion. Cannon tells Zoe to go get his sword from the backroom. While she goes back to the room to get it she hears screams. With a look of being frightened she says to herself “What Was That!†After picking up the sword she walks back towards the door and continue to hear screams and swords slicing. She goes up to the door and looks through the crack and sees her family being slaughtered. Being at age 10 not knowing how to react she stands still with shock and says “What DO I Do? What Can I DO†Last she sees her grandfather helpless without his sword and gets sliced across his chest. After slicing him they vanish and she runs out of the backroom. Zoe runs up to her grandfather who is living on his last breaths. She holds him and says “Zoe…Im Glad You’re Ok†Zoe responds and says “Why DID THIS HAPPEN?†He says “I Have No Idea Dear. The Shurini Clan was leading a way of peace and prosperity for everyone. But now I speak for everyone when I say SURVIVE ZOE. There is one more member of the clan who is alive. Zoe says “WHO GRANDFATHER†He responds and says “My Brother Muto Shurini. He lives on the outskirts of Lannit find him and he will help you…..Without finishing the sentenced he dies. Zoe stands up and puts the sword on her back that her grandfather used and says “don’t worry grandfather I WILL EMBODY THE NAME SHURINI†(TIME SKIP OF 9 YEARS HAPPENS AFTER THIS)
  21. I've decided to make a return to the forums by asking this question, that has been hovering my mind. During my course of planning an RPG game, i've come to implement a villainous character, who will bother the same character repeatedly over the course of the game. This character will come back again and again, trying to beat the heroes, but fails everytime. Everytime he/she occurs, they're be stronger, having new set of attacks, more stats, etc. Eventually, before the resolution of the game, he/she will be beaten officially, and will never bother the heroes again. I, for one, like such an antagonist, especially if they're comical. I find them to be challenges of the players, an evaluator of some sort, to test the players if they're good enough to advance, or need improvements in their playstyle. Most recurrring bosses i've met aren't important to storyline, but they're there nonetheless. However, from what i've seen, some people don't like this character due to him or her returning on most vital points of the game, mostly when the characters are damaged or just not ready. Most recurring bosses aren't even necessary in the plot of the game. They're just there to mess with you. So I came to a decision, which I want to ask to the community. Should I implement such a character in the game, or should I remove them entirely? Are they necessary in any RPG game, or not? I haven't given any major roles to the character I have in mind, in terms of story, but what do you guys suggest? Give your thoughts about this. I want to know!
  22. So in my game I made this statue that you can pray at to gain experience. While attempting this is brung up an issue ive been having for a while. Whenever I make an Event and make it activate by "Action Button", if the graphic is of a character its fine. But if I use anything else like a statue. I cant do the action button unless I make it passable, which I dont want to do. Is there anyway to fix it to where you dont have to be ontop of the event to do the action button if its not a character graphic?
  23. I'd like to use some of the XP's background and character tilesets in the VX Ace Project I'm working on. Partly because I'd much prefer that my PC and NPCs look adult-like and not chibified, and also because there are some items in the former that I'd like to include for aesthetics. I know both XP, VX and VXAce are from the same developer, but they are still wholly different applications. So, I have to ask, is there a problem in exporting their tilesets and importing it in VXAce? Also, I had installed the XP and VX versions in my old laptop before it crashed but fortunately have back-uped their tilesets beforehand, while I'm sure I still have an installation of the latter in our family's old desktop. Does that count also as a factor?
  24. Hi! I'm from Pakistan. I love RPGMaker. I've used RpgMaker since it was available on PS1!
  25. estilo

    Hi you!

    Hello i am new!! i try to register before, but i dont recieve the email so i have to try several times xD i work with XP, VX in the past and i think now is time to try ACE. well nice to meet everybody!
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