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Found 101 results

  1. Hello everyone, I hope you're doing fine and your projects go smoothly. I'm getting a NoMethodError when trying to implement a script. The script in question is Selchar's Item Charges add-on for Tsukihime's Instance Items script. . Selchar's Item Charges Tsukihime's Instance Items I did not edit the script at all (the instructions don't call for it either, as far as I comprehend). All I do is add the notetags to the Items I want the script to take effect on. However, in the playtest, whenever I try to use the tagged item on the actor, the game crashes. The error message I get is something like "undefined method `-' for nil:NilClass" in line 47 of the script. The problem is not outdated save files nor incompatibilities with other scripts/script order. I always tested the game on new game and got the error, then tried it in a clean project and kept getting the same error. I ran a Full Error Backtrace script and looked at the results in the game console after a playtest and this is what it showed: charges:47:in `consume_item': undefined method `-' for nil:NilClass, NoMethodError from Game_Battler:425:in `consume_item' from Game_Battler:418:in `use_item' from Scene_ItemBase:134:in `use_item' from Scene_Item:72:in `use_item' from Scene_ItemBase:65:in `on_actor_ok' from Window_Selectable:212:in `call' from Window_Selectable:212:in `call_handler' from Window_Selectable:331:in `call_ok_handler' from Window_MenuActor:21:in `process_ok' from Window_Selectable:297:in `process_handling' from Window_Selectable:276:in `update' from Scene_Base:95:in `block in update_all_windows' from Scene_Base:93:in `each' from Scene_Base:93:in `update_all_windows' from Scene_Base:49:in `update_basic' from Scene_Base:41:in `update' from Scene_Base:14:in `main' from SceneManager:23:in `run' from Main:10:in `block in <main>' Is anyone else able to reproduce the same error? Is there a way to fix the script? Is there something I should have done but didn't and that's causing the error? Thank you for your time.
  2. I am creating a game in rpg maker vx ace and I need the first time the player escapes from a battle, he will be given an object that will affect the end of the same game. if the player does not escape any battle, it will mean that he has killed them all, and deserves the bad end of the game. Does anyone know a script to do this?
  3. Have any of you played the sample game Crysalis? I'm trying to make a crafting-in-battle system like the one in that game. As of now, I was able to make a skill (create and consume a potion) appears only when certain items are in the inventory and them consume these items to use in the skill. But I couldn't make the skill disappear after consuming these items. Can anyone help me understand that game's system better? If you don't know the game, here's the link to download it http://www.rpgmakerweb.com/download/additional/sample-games thanks in advance
  4. Remove Party Script Variables

    Ok so I'm looking for a script that can remove a selected party member in game that allows the player to choose who to let go. The party size in my game is limited to six allies and I don't want to have a reserve party. I'm attempting to mimic Baldur's Gate 'Remove Party Members' window. The closest thing I have found is Galv's Party Select. A beautiful neat script but I'm not sure how to make it do what I want. I tried to add additional windows such as a window display above the party select that says 'Remove Party Members' but I can't get it to appear. I haven't even *tried* adding an 'remove/done' confirmation window to it yet. That's beyond my scripting ability at this point. Galv has stated on his site that he will not update the 'Party Select' further. It was meant as a utility and meant to be used as the user sees fit. But I don't understand how the stored variable is supposed to help me remove a party member by selecting their picture if its only storing data. I found a short topic about it on this website dubbed, 'Removing actor based on Variable' but I'm not sure how to make that work with Galvs Party Select script. I would love some assistance on this matter! UPDATE: Oh my gawd! I just figured out how the stored variable with the script: $game_party.remove_actor($game_variables[1]) works! Geez, got caught up on my variables and the set amounts! So for those interested on how it works check out the picture below: After downloading and carefully installing Galvs Party Select, add in the last line of script code provided by Gambit on this topic: Just make sure that you set your variables correctly! I still haven't figured out how to add a description window above the party select stating: Remove Party Members.
  5. Battle Bars Restore

    Hi there, I need this hud script restore the HP and MP bars every point not immediately. For example,the hp is 10, i restore the hp by 2 point, the hp bar will increase by 11 then 12, not increase to 12 imediately. Script
  6. I am looking for artist that can make Kirby character I will not commercial this project but this game will be free to play i'll give credit to the artist and music producers that helped with this project and HAL for the other projects.I will not copyright Kirby characters that is needed for the project.if i'm copyrighting Kirby characters I'll chose another Kirby character.Thank you and have a nice day. Artist Requirement: Beam,Hammer,Bow Hats and the rest you can make your own Kirby hat in needed Music Producers: Any music that can fit in except copyrights music Extra: also if you made a template of level that has kirby style or fit is fine Type of Project: VX ace style animators: kirby character needed in cutsences Coders:For battle system for kirby to dodge or block and attack More Details:Soon
  7. Item Drop Scatter Items?

    Hello I Need some help in tying figure out something so simple maybe? but so hard just cause i dont get it. i battler script from falcao pearl abs liquid v3 update battle system, with yanfly scripts as engire core. i have mosnter drop item script. when a monster dies and drops items showned on ground. and i add multiple drops to a single monster like maybe 8 random items at 100% jsut to test it to see if it works, and it does in wich it drops all 8 items but in 1 pile... ( look at 1 pile.jpg picture ) so my question is how can i make the drops be scattered different directions instead of being in a one pile to pick up? and also. when i go over an item it tells me the name of the item ( look at items pickedup.png picture. i dont think its supposed to be png but watever there it is. ) thanks. -----------------------------------------------------Luis Rodriguez
  8. Just Joined!

    Hello Everyone I am Static, a freelance Game Developer that Uses RPG Maker VX Ace and RPG Maker MV. My Current Game Project is Sword Art Online - Time Core. I use RPGMaker Central a LOT, so having my first post approved would be great. Thank youu!
  9. Greetings, I am using RPG Maker Ace, and it's very fun to use. I am trying to implement local two player capability. I've searched the web and it appears the only option right now is this script from forum member Tsukihime: http://www.rpgmakercentral.com/topic/4128-simple-2-player-script-development/ I followed his instructions, and it works just as he described; However, it has limitations. It creates a copy of the player sprite and allows you to control that as a second player, but you can't make the two players have separate sprites (as far as I am aware!). Now despite knowing practically nothing about script programming, I really wanted to try and solve this myself. So I spent a long while modifying things in the script editor, deleting and testing, modifying script (don't worry, I ensured to undo any of the damage I caused after I tested). My tampering was not altogether useless however. I discovered the following: In "Spriteset_Map" in the script editor, go to about line 60, and you'll see the "Create Character Sprite" section. At the bottom of that small section there is the following code: @character_sprites.push(Sprite_Character.new(@viewport1, $game_player)) @map_id = $game_map.map_id When I saw 'game_player' at the end, I decided to try and change it to 'game_player2' like in Tsukihime's script. The results were exciting. The first actor of the initial party could be controlled with the multiplayer script (w,a,s,d keys), and second actor in the initial party could be controlled with the default keys. In Database on the System tab you can change the sprite of both characters to whatever you wanted. But there is one catch. The movement of the default keys player is now delayed. To change direction, you have to press the key 2-3 times, and the player will move in it's initial direction one tile before moving correctly. Very odd. It reminded me of followers. My theory is that if the follower movement delay was gone, the movement of the default keys player would be normal. But alas, I know nothing of scripting. So while I'm suspecting this to be the culprit: Script Editor > Game_Follower, at about line 55 there is a section called "Pursue Preceding Character" ....I really have not the slightest idea on how to fix it. I could be way off base. Sorry for the lengthy description, it all seems so complicated. Any help is appreciated!
  10. rpgmakervxace Dungeon Master 2

    Mature Warning: Possible unintentional/accidental drug usage and very few but some foul language included. Abstract: A dungeon crawler with rogue-like elements, and great variety. Genre: See "Abstract" Game Progression: Complete, releasing demo Recruitment: Game entirely made by single person, none needed. Game Length: Full Game - 9 to 12 hours Demo - 45 minutes to 1 and a half hours. http://www.mediafire.com/file/1k5j4iieoxsa0e0/Dungeon_Master_2_Demo.zip [The Demo] Story: You control a group of adventurers seeking the "Dungeon Master", a strange overlord of an even stranger realm, which is responsible for the disappearance of many noble adventurers. You are tasked with heading through "The Paths", an enigmatic system of pathways dotted with strange symbols that teleport you to various realms all across this dimension. Can you survive the onslaught and reach the dungeon master? Or will you be but another tale of woe? Character Bios: The game is more focused on the gameplay itself, rather than the characters, and though your characters may individually fall victim to traps or avoid them, there isn't any real development going for them. Credits: Creator/Ideas - Squishybrick Scripts-------- Item Rarity - Hime Item Stack Size - Hime Mana Shield - Hime Active Cost - Hime Toggle State - Hime Chest Drop Randomizer - AdiktuzMiko Anti-Fail - Yanfly Passive States - Yanfly Passive Skills - Neon Black Drop Options - modern algebra (rmrk.net) Custom BGS------ Thunder - Squishybrick [The player heading through "The Path", in the demo] [The player visiting one of the "Temples".] [A screenshot of the inventory page, with some various collected items] Features: The demo perfectly encapsulates most of the main features my game has to offer, and, if beaten, will tell you everything you need to know about what the full game offers.. But obviously it'd be lazy to just let my demo do all the talking, so here's a basic explanation/run-down on how the demo/main game works.. The gameplay is quite simple. Once you're actually in the path, you're set on a non-deviating path leading down. In this path are "nodes", miniature portals on the ground which teleport you to various locations each time you step on them. Growing stronger in this game is not done by EXP, but instead, equipment and stat-ups.. Some of the "nodes" may take you to a realm known as a "temple", which contain one of the various demi-gods that rule over this dimension.. Most of them offer you one of two choices. A free permanent stat-up if you pray to them, or, a different special reward depending on which god it is.. For instance, kaiser, the god of wealth, may offer a chest which gives a random amount of gold to you. Brutus, the god of endurance, may offer a random piece of armor-based equipment, and so forth. Among the nodes, there are two other main types you will encounter.. One being "Village" nodes... Stepping on one will teleport you to a random village. There are various different villages you may end up in, each one unique.. Some villages don't sell weapons, but extra-powerful armor, some villages might include a higher chance to encounter special merchants wandering around, some villages may sell special items which you may use to help you along the way, and some villages may offer discounts or special services unique only to that village. The last thing I'll explain, is dungeons.. Among the nodes, a dungeon node is also something you will encounter often. A dungeon node will take you, unsurprisingly, to a dungeon, which to your dismay/pleasure merely looks like "another path, but horizontal this time".. Within a dungeon, you will face enemies, specific to that dungeon.. There are many flavors of enemies you may encounter. Some strong, some weak, some fast, some dangerous, but each one has their own unique attacks and strategies to employ, so never expect the same battle twice. Also within dungeons you may find random items, or bump into/dodge traps. Some of which may hurt a party member, debuff them, or even help them, depending on the situation and dungeon-type. I don't wish to explain my demo/game any further than that, because my game is rogue-like in nature. It's just as much about exploring new avenues and encountering the unexpected, as it is "a generic dungeon crawler".. Known Issues: I've play-tested the full game and beaten it over 6 times, each with a roughly 10-hour play-through, my goal was to merely continue playing and beating the game, until I ceased to find a single bug in a full play-through, and then play-test it once more to make sure, which I've done. That does not mean my game, or the demo for it, is perfect. If there are any bugs, I have not seen them, but I won't deny that they could exist. There ARE balancing issues, where taking advantage of certain events may end you up with a disturbingly over-powered party, but this, I like to think, is similar to the :"binding of isaac" form of exploit, where though said exploits may openly exist, you'd be required to do perform very specific long-term actions to ensure said exploits were possible, and I guarantee you won't even be aware the exploits exist on your first few play-throughs. Future Plan / Ending notes: If you play the demo, and successfully beat it, you will be rewarded with a credits screen showing you what the "full" game offers.. If you hated the demo, I promise you, you will hate the game, because besides having a lot more content all-around, the gameplay remains mostly the same to the demo at its heart. If you loved the demo, and end up playing it multiple times just to see the various places you end up, the items you can gain, and things to see and do, then let me know on this thread. Three last points to make.. 1. I'm releasing the demo as an installer in a zip file, without the rtp data or whatever it's called.. If this is considered "bad" please let me know, and I'll re-upload it with said data included. 2. I'm not "holding the game hostage until I think enough people like it".. In fact, it might be easier to just personally ask me for a copy if you like it, so you don't "have" to publicly praise/shame the game on the thread if you don't want to "give me attention".. 3.The full version of the game, if given to everyone or just through a PM, will come with a free copy of a full guide that I created for the game, completely explaining every mechanic in the full version, as well as hints, tips, secrets, and even a few basic strategic exploits. I suppose that's all I can say for now.. Hope you enjoy the demo. Post what you think about it (if you want), and if you find any bugs in the demo, let me know. I play-tested the demo as well, but I'm not perfect, who knows what a fresh pair of eyes might catch that I missed.
  11. Hello! I'm a programmer on RPG Maker VX Ace. I've been trying to make a custom parameter based off the TP parameter, I'm currently using the notetag in skills to choose whether or not to use the custom parameter. I've already done most of the work myself but I've hit a blockage. I'm getting an error that I've go no idea how to solve and it honestly makes no sense to me. I usually like to try to solve these things myself but this has stumped me. I've been going through documentation and other scripts for reference since yesterday to try to figure it out but it's not giving up. So I've come here to see if someone can help me out! Here's my script http://pastebin.com/3CSjMwvr. I'm getting this error: Line 56, Comparison of fixnum with nil failed. I'm not entirely sure how it's returning as nil. I've set it up in the RPG::Skill class but it's acting as if the variable I created doesn't even exist. I've looked at scripts for reference such as Yanfly's skill cost manager and he does something very similar and doesn't seem to have a problem, so I'm lost as to why it's giving me one. Thanks in the future! - Azerosk
  12. well things were going good for awhile, but then the text that pops up telling you the name of the map your on stopped working. I am currently testing my rpg, and I am confused why this is happening. If I load to another point in the rpg the map names work fine. What did I do? Do you think another script is interfering? I am using 'TDS: Map Region Names' and these are not displaying either. If anyone here knows just what the heck is going on, I'd be much obliged.
  13. Youtube | Twitter Hi all, the series began on my channel, entirely dedicated to mapping (mapping speed) with RPG Maker VX Ace, the first episode of the length of about four minutes illustrates broadly how to create a small interior of a house of a town in typically American / Modern style. Not inspire me to anything in particular jot down the maps as most pleases me and I will keep for my project Town of the Dead, in fact the videos are recorded during the making of the project. >> CLICK EPISODE 1 - HOUSE MAPPING INNER >> CLICK EPISODE 2 - HOUSE MAPPING INNER >> CLICK EPISODE 3 - LOCANDA MAPPING INNER >> CLICK EPISODE 4 - HOUSE MAPPING INNER >> CLICK EPISODE 5 - OFFICE MAPPING INNER >> CLICK EPISODE 6 - CHURCH MAPPING INNER >> CLICK EPISODE 7 - RESTAURANT MAPPING INNER >> CLICK EPISODE 8 - BAR MAPPING INNER >> CLICK EPISODE 9 - MARKET MAPPING INNER >> CLICK EPISODE EXTRA - SCHOOL OUTSIDE MAPPING >> CLICK EPISODE EXTRA - FULL SCHOOL OUTSIDE MAPPING >> CLICK EPISODE 10 - CITY DOWNTOWN >> CLICK EPISODE 11 - HOSPITAL ZONE OUTSIDE MAPPING >> CLICK EPISODE 12 - CITY EXTERIOR THE WOODS >> CLICK EPISODE 13 - CITY EXTERIOR PART 2 The episodes are in progress, be sure and subscribe to my channel to keep updated! Thanks for visiting and I hope they can be useful to someone ^^
  14. Hello good people~ I'm in progress making a game with rpg maker vx ace. I'm a bit frustating with scripts... Because I'm not good in scripting... (I just guessing...) I want to know how to add "gallery" option in my menu after input a right password. So, it's like... First play the menu will be like: NewGame Load Gallery << Its still locked Exit Then, after beat the game and input right password New Game Load Gallery <<It's unlocked now Exit I have tested it with MOGHunter Gallery Script https://atelierrgss.wordpress.com/rgss3-picture-gallery/ and SoulPour777's http://www.rpgmakercentral.com/topic/30850-extra-menu-button/] I know to open MOG Gallery. We need to call this script, right? SceneManager.call(Scene_Picture_Gallery) I did it but the gallery will come out when interact with the event. I want this gallery on my tittle Then I try to modife that gallery script in SoulPour777's extra button script like this, This is part of the original script #-------------------------------------------------------------------------- # * Ending A #-------------------------------------------------------------------------- def command_e_a DataManager.setup_ending_a close_command_window fadeout_all $game_map.autoplay SceneManager.goto(Scene_Map) end to this #-------------------------------------------------------------------------- # Ending A #-------------------------------------------------------------------------- def command_e_a SceneManager.call(Scene_Picture_Gallery) end Then I unlocked the Gallery button with call this script. $game_endings.create_ending_a = true I did it. After I interact with an event in the game and input the right password, the "Gallery" button come out. And this is my problem: 1. After I close the game.exe and reopen it, the "Gallery" button turn back locked It's make me need to play the game again and input the password 2. Also. After the "Gallery" button unlocked, I choose NewGame, then turn to tittle without interact with the password event. The picture in the gallery will gone. I hope you know what I mean. What I did above may be a mistake. So I need your help to fix it. Or maybe you know the easier script to make Gallery on tittle. (Btw, sorry if you find a wrong english. ) Thank you.
  15. Hi All, I'm currently utilising the following script at the bottom of this post. What this does is it very handily lets you display an animation from the games database over a picture that you've set to display over the screen. I use it a lot in my game to do all sorts of stuff like lip syncing for voice acting to showing cut scenes etc. I'm at a point where I want to use it for showing a fire place with flickering flames etc. my current dilemma is that it will display an animation once only, so I end up with a static image as soon as the animation has finished. I want to add an extra function to this script to allow you to set an animation to loop. I'm trying to learn ruby code here and there, but I'm a long way off figuring out this type of thing. Would anyone be able to lend a hand? I think most of the work is done in the script, it just needs something adding in to give looping as an option. Please note I didn't make this script. A talented fellow called TheoAllen threw this together as part of someone else's request. Many thanks for any help offered!
  16. Hello! i've been searching for a Kasen Ibaraki Sprite (Here an Image of the Girl:http://vignette2.wikia.nocookie.net/touhou/images/6/67/TH14.5_Kasen.png/revision/latest?cb=20141231151020&path-prefix=es ) can someone make an sprite similar to her? (or identical if it's possible XD) every help is accepted :3
  17. I'm having trouble choosing which battle system should i use, mog's linear motion battle system or Yami's symphony battle system. Can you guys help me out? (sprites/battlers is not a problem.) My game is jrpg inspired game. I really need your advice/suggestions so i can move on and start creating my battlers.
  18. I just want to add the TP bar inside the status menu/menu screen. I'm trying to figure it out myself but i'm worried that i might mess things up. XD so i decided to ask you professional coders for help.
  19. Okay, I came across yet another problem while making my game and this one is just puzzling to me. Basically, some of the BGM that I have playing in my game does not loop. It just fades out and then it's just dead silence for minutes on end. I have waited a few minutes, not that it just takes a while, but to no avail. Does anyone know why the BGM isn't looping and how I could fix it? I'm not really trying to get it to loop at certain points, I just want it to keep restarting from the beginning, as usual. If it helps, I have a custom song and that song is an .ogv file. Another weird thing is that some of the other custom songs in the game DO loop correctly, even though the songs are the same file type. Is there something I'm missing? Is there a script I need to fix this issue? Any help is appreciated. EDIT: What I did notice is depending on the converter I use, the file output will be either .ogg or .ogv. Is it that the ogv isn't registered to really loop whereas the .ogg is?? That's what my theory is at the moment and I'll probably try a different converter to get the .ogg file but if it doesn't work then I have no clue. EDIT: Okay, I converted the .ogv file to an .ogg file and now it's looping correctly. Welp, I just feel reeaallly stupid now xD At least I figured it out. This thread can be closed now, if it can even count as a thread.
  20. party Pokemon style party help?

    Hello, I have been looking sooooooooooooo hard for some help on this!! I want to make this possible, but can't figure it out nor find it.. I want to have a playable player, but not be able to see the player in the party menu instead of the monsters he's captured. I have the whole capture system down (evented...) but, I only want the monsters in the party... Hopefully I'm making sense? I don't want it to be graphically identical, so I'm not worried about visuals. Just wanna use the default RGSS style. I'm currently using "XaiL System - Menu Delux" script, so if anyone can help me out.... Here's my scripts I am using: Z12 Automatic Nameboxes Yanfly Engine Ace - Ace Battle Engine Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars Fantasy Bestiary v2.0 XaiL System - Core XaiL System - Menu Delux Yanfly Engine Ace - Ace Status Menu Yanfly Engine Ace - Ace Equip Engine Yanfly Engine Ace - Ace Item Menu Yanfly Engine Ace - Ace Shop Options Yanfly Engine Ace - Ace Save Engine
  21. The year is unknown and has been for some time. Decades, perhaps centuries have passed from where you stand today and when the world came crumbling down. What was once a bright green future has turned into a barren wasteland in which no life can sustain itself. Human ingenuity kept your race alive, and now you all live underneath the ground which was once walked upon. However, no amount of cunning or quick-mindedness can save you from a natural death. Your resources are depleting rapidly, and your life support is running dry. To be blunt, you are nearly out of water. You are a Practitioner: A member of a controversial group created shortly after the world went to hell. Your organization has accomplished some of the greatest feats in this era, but at great costs to both the financial and moral well-being of the people. You are liked by few and respected by next to none aside from the rest of your peers. But this is not a popularity contest: What must be done, must be done. Your group consists of some of the finest members to ever enlist in this service. You've all contributed plenty towards your name, defending the population from the horrors of the world above you. Today, you celebrate the seventh year anniversary since you all became a team. But tomorrow you carry the weight of a mission that no one before you has had to bear. Tomorrow, you take an indefinite journey into the Outside. Your goal is to find water so those remaining can survive. If your team fails, the human race will die. --- Gameplay So, that's the pitch we're going to use for The Woodcutter's Daughter. But what is the game? What can you look forward to? The Woodcutter's Daughter is an Adventure RPG set in a post-apocalyptic world. It is told in a chapter-based story format, and is dependent on the path you choose. Your actions will have consequence. It will not always be bad, but it will always happen. Now, is every decision in the game like this? No, absolutely not. Some make a minute difference, and some make no difference at all. However, the absolute most important decisions in your game will be obvious. Ordering a grilled cheese in a diner will not determine who lives and who dies, but it might improve your mood enough to open some new dialogue. Choosing to assault your guards or sneaking out of prison may lead to someone being captured/killed depending on other factors. This isn't meant to keep you constantly guessing if you made the right choice. It's meant to give you a unique experience. The player is supposed to discover these things, not seek them out. Let's move on to another important aspect. Exploring. Exploring is a pretty big part of this game. NPCs and objects aren't always just there for the sake of the environment. About 90% of this game has things that you can interact with. Some things will reward you for discovery, some things could possibly shape your story, and some are there just for fun. You should enjoy the world you're in, and I'm pretty confident that I've done a rather nice job of creating that world. There are a few places that might pop up in this post, so just to let you know what they are I'll give you a short description. The Compound: Where your team, other teams, and the Practitioners are stationed before combat. Traders and merchants are sometimes allowed, as well as scientists and researchers, but the Compound is often on lock-down. Why? Because not only does the Compound hold the majority of humanity's water supply, it also connects to the Outside. EDIT: This is the first, albeit low-quality (I use free recording software) look at the Compound. Click here to take a peek. The Outside: What earth used to be. It's a wasteland, only holding the most hardened of hostile creatures and remnants of what used to be. It is incredibly hot. Your team must wear protective gear to enter the Outside. Nova: The big, big, BIG underground city. The central hub where people live, where businesses set up shop, where governmental procedures are conducted, so on and so forth. The Compound is connected to Nova, and other smaller, less significant towns connect to Nova as well. That's all well and good. But what are you going to be doing in this game, then? What's the content? It's a complete quest-fest. You have your main objective, which is to find water. You can go full-red-zone on that objective and not worry about anything else in the game. However, it will not be an easy thing to do. And it will be a shorter game. Side quests aren't meant to be necessary, and if the player doesn't want to do them then they're not going to be heavily punished for it. Just keep in mind that a game that is heavily based on questing rewards you for doing more of those things. You will not be forced to do them, but they will help you with your game. Can you fail your initial quest, though? Yes. You can never take a hit of damage and still lose the game because you failed to complete your initial mission. It doesn't matter if you've gotten to the highest level, if you don't find water, everyone will eventually die. Of course, this means the game can have multiple endings. I've gotten about four figured out so far, but I'd like to have around eight or ten. Let's move on to something else in regards to gameplay. In this game (this will be in the demo, please don't worry about spoilers right now), there are two formats of play. The first is... Well, your own. Your existence in the era you live in with your team, your occupation, your home, and your way of life. However, there will be things found along the way of your quest that are called 'fragments'. A 'fragment' is a literal piece of history, and has energies surrounding it that can be analyzed. (In order to save space, I have left out a bit of detailed explanations in the forum post. All of these things will be explained thoroughly throughout the game's development and in the game when it is released.) Doing so will transport you to the past, to another time before the apocalyptic nightmare that took place. For the sake of convenience, I'll refer to this as 'Memento mode'. In 'Memento mode', you will play as Madeline. She is the woodcutter's daughter. She is not a fighter, and thus you will not encounter combat in this mode. You will deal with things like questing, exploration, story-expansion, and perhaps some puzzles/problem-solving. Again, HOW you solve your problems is more important that solving the problems themselves. Please note: Madeline WILL NOT BE KILLED as a result of your decisions. However, that does not mean that there will not be other consequences. To sum this up, you are playing a story: Your story. You will uncover what happened, why it happened, and who was responsible for man's downfall. You will get to figure out how the world went from a lush paradise to the metal, underground fortress you live in now. You will get to mold both the past and the present. I'm the developer, the creator, and the owner of the content... But this is your game. Past Times I know what you're thinking. I just said the game's main focus was on exploration, so why would you need a past time? What purpose does it serve? Well, it depends. Would you like to learn how to cook, to make food that will restore more health, focus, and energy as well as increase your team's morale (morale is a mechanic I'm working on, but is not currently implemented)? Or, perhaps you'd like to learn how to make armor? You could learn how to reinforce armor to make it more durable, lighter in weight, or simply just better. Maybe you're curious about this world's religion. Maybe you'd like to learn about the history before you, and how it affects you. Maybe you'd just like to learn how to better strike a conversation. Past times are in the game to improve your content and experience. Not all of them will be immediately present, and they all do different things. Some will help you in combat, some will unlock different dialogues with characters, and some might add to the story. For example, if the player thinks they might like to learn Communication, it's possible that they can approach subjects more diplomatically than those who choose not to invest in this field. There is not a limit on how many past times the player can have, and that really depends on how long the player wants the game to be. I will let you know, however, that it is far more effective to invest more time into one past time than it is to invest little time into many. However, it is the player's choice. Past times are not necessary, but much like questing the player will be rewarded for doing the content (and not being harshly punished for skipping over it). I have five past times in the game so far: Cooking, Armor-Making, Religious Study, Communications, and Historical Study. I would like to have a minimum of ten past times for the player to choose from. **PLEASE NOTE**: These past times DO NOT change the player's or any other character's class/combat skills. Some are useful in combat, but it will not change what everyone is. We'll move on to that, next. Combat 5/23 UPDATE: I'm going to be doing custom hand-drawn animations for battles. Short, 5-10 second clips of the characters performing their attacks. One of the ideas I had was to make different animations based on the levels of the characters. As in, a lower level character might have a more basic animation for an attack, then develop a more flashy or impacting one as they gain experience. I just got this uploaded, it's a basic wireframe sketch of what a low-level Enigma's attack might look like. https://www.youtube.com/watch?v=qil5aUAACIo I was going to do an animation of what a higher, more skilled level character would look like performing the same attack, but it's about 2 AM right now, so expect it to be updated sometime tomorrow. As of 3/17/16, the combat is nothing spectacular. However, there are a few unique features. Instead of Mana and TP, you have Focus and Energy. Every class requires both of these stats, some more than others. A Seeker will require a massive amount of focus in relation to energy (ranged combat), whereas a Brawler will require more energy than focus (physical combat) to deal greater damage. Enigmas require a great amount of energy, but needs a bit of focus to perform their abilities. Finding the balance for each class is important, but not hard to learn. The game will walk you through it in the early stages. Your combat is meant to be skill-based. The different types of skills include: Physical, Ranged, Energy, and Defensive. The Player and Weasel both use Physical attacks, Seeker will use Ranged attacks, Enigma will use Energy attacks, and Alan will use both Physical attacks and Defensive skills. All characters will be given a base physical attack called 'Jab'. It's not good. It does very insignificant damage and is meant to be your last resort. I'm looking for a way to remove it entirely, but for now it's just something that exists. The Player, as a brawler, will use fist weapons and claws-- One for each hand. Seeker will use a ranged weapon, starting off with a bow but may later discover rifles. Enigma will get to use a staff/stave. Alan, as you could imagine a Knight having, will be able to equip a sword and a shield. Weasel will have daggers that will also require both hands. If he does not have a dagger in each hand, he can not attack with his weapons (well, he can 'jab', if that remains in the game). The Player can use their attacks without fist weapons or with just one equipped, but it will not be nearly as effective. Because the combat is so simple, I'm looking towards a way to make it more visually appealing. Battle animations, maybe longer, more detailed animations for special attacks, those kinds of things. That is all I have on the combat, so far. I suppose we can't really go forward until we meet our characters, now. Main Characters **Not all art here is original. As original art is created, content will be changed. Please also keep in mind that original art may also be altered later down the line. ** The Player The Player is someone I can't really talk too much about. By which I mean, your story is your own. What I can definitively tell you is that the character you play as in this game is a Brawler. The only customization you can make is the ten character 'enter-your-name' slot in the beginning. Your gender is undetermined. Your physical appearance (your sprite) can not be altered. Enigma An Enigma is very attuned towards energy, though no one is quite sure what makes them this way. Your team's Enigma is the youngest member in your group, very cheerful and passionate, and very, very loyal. However, her age tends to make her less emotionally stable than the rest of your team, and she's more likely to have more dramatic and extreme reactions towards pivotal events. She takes interest in cooking for a past time, and loves the color pink. Everything she can make pink is pink. She's very close to Seeker, and thinks of her as a best friend and an older sister. She sees Alan as a brother-figure, as well. The Enigma is the only class who has three different routes to specialize in: Archaic, Lifewarden, and Entropy. Archaic is relatively similar to the way she is initially played. It focuses more on dealing damage, but is still a very important support class. Lifewarden is, as you can guess, the healer option and will focus mostly on restoring life and granting buffs towards your party's damage. Entropy allows control over nightmarish energies that can be used to terrorize enemies, leading towards weakened attacks and even frantic panics to leave them immobile and stunned in battle. Alan Alan is the only member of the team (with the possible exception of The Player) who refuses to abandon his first name. The reason for this is that he doesn't believe his training defines him, and this is a common mindset in this field. His field of training is referred to 'Knight', skilled with the sword but moreso the shield. That means that he is the first line of defense. Alan's eager in combat, and will happily join you on any side adventures to practice his combat and reap the rewards. Alan and Seeker are married, and have been for several years. He's generally a warm personality, though has the tendency to sometimes be deadpan and sarcastic. Knights are a full support class. You can deal damage with them, yes, but if you choose to ignore Alan's defensive abilities then you're going to be seeing a lot of 'Game Over' on your screen. His defensive skills (what he's been trained for) can sincerely make the difference between life and death for your team. Seeker The Seeker is the only class of the Practitioners who will not always be trained/used for offense. While most of them prefer to fight in a team, some Seekers will be researchers and historians. Following the models of archaeologists and anthropologists, these types of Seekers dedicate their life towards observing the changes throughout the years. Seekers that take on the role of combat perform these jobs as well, but not to the same extent. Your team's Seeker is very calm and composed, with a steady mind and a stable hand. Like the Enigma, she is able to use energy for attacks but does not control energy itself. Instead, the weapon she is able to use (bows and rifles) will be imbued with a 'synthetic' type of energy. To save space in this post I won't explain exactly how that works here, but it will be explained clearly by the time the game's demo is ready to play. Seeker is married to Alan, and is a close friend of your team's Enigma. She's warm towards The Player and Weasel, as well, but she discloses very little about herself. She's a history-buff, obsessed with when the world was once green and full of life-- Even though she's never seen it, herself. Weasel If you were comparing this class towards a traditional RPG class, then I suppose it would be a rogue. However, I hesitate to call it that, because a Weasel is much more. A Weasel must possess several skills and qualities: First, to be swift. If the student can not complete certain trials of speed, then they aren't permitted to follow the lessons. Second, to be able to identify weaknesses/certain points in targets that would benefit themselves. These could critically hit an opponent, or if something is terribly wrong with your own team, a Weasel could identify it so the team would know where to improve. And thirdly, the Weasel must be able to build and engineer their own objects. Objects include, but are not limited to, explosives, weapons, appliances, and armor modifications. The Weasel isn't just a stabby-stab-stab class. Every single one of these human beings is incredibly intelligent. You have one on your team. Use him for what he's trained to do. He's mostly skilled in engineering explosives, and dabbles in a bit of armor modification. He is very quiet, and doesn't give his opinion very often unless it has to do with tactical planning, or if someone asks it of him. Despite being a bit anti-social, he's rarely wrong about what he observes. Having been trained to spot enemy weakness as well as knowing the strength of his team is vital in combat. The Weasel knows how important it is that they're effective and efficient. Your team's Weasel is very reliable. I know I've said it a hundred times, but seriously. You'll find that it's a good idea to harness each member's abilities to be used to the fullest potential. Obstacles, enemies, roadblocks... Sometimes, when it's possible, it's just quicker and easier to just blow it all up. Madeline This is the woodcutter's daughter. She lives in government housing with her mother and several other young women. She is the one who has left behind the fragments, though whether this was intentional or just something that happened is not known until much later in the game. Madeline always speaks positively of her father and often misses him. She has a very close connection with her mother, as well. She does not have any siblings. While she is a friendly person, the only true friend she has is a girl around her age named Karen. You will play as Madeline when you are accessing the fragments in 'Memento' mode. Remember, Madeline will not be killed because of the decisions you make, but will be affected by them. I'm not really good at drawing cute, younger girls, so I have a feeling that Madeline will be the one who's most edited over the course of the game's creation. Nashtavara: The only things you need to know about this character right now is that she is self-motivated and incredibly violent. Nashtavara is a huge part of this game, and an obstacle that will not be easy to get around. You won't meet her until later on, but your interactions with her are very, very important. Minor/Unmentioned Characters There will be many characters in this game that are more than just some lady in a park talking about her cat Chippy. However, for the sake of space, I'm going to leave them out of this forum post. Artwork and Music All final artwork and music will be completely original. There are substitute images and sounds in the game until I can work on the final pieces, but I will randomly do a little bit of art at a time. I'm not doing the artwork first, as it'll be easier to add it at the very end when everything's built into the game. Here's a couple of pictures to give you a preview of the style and quality. As you can probably tell, some of the line art is clunky. The right half of my right hand has recently been affected with numbness and it can be very hard to use a stylus. So, these pictures, the character icons, and other images may later be edited to have a smoother appearance. Nothing here is final. In-Game Screenshots These are required, even though right now they're not very attractive. This will, of course, change later on. (You approach a Practitioner in the Compound who tells you a little about himself.) (You begin your mission to find water-- Time is of the essence.) (Your room in the beginning of the game.) Features I've already gone over most of the features of this game, so I'll just list this as kind of a summary section. This concerns the final product. + Completely original music and art. + Weighted dialogue/interactions between your character and the other characters in this game. + Multiple endings based around your game choices. + Animated cutscenes. + Many, many, many side-quests that will impact your game but are not necessary to complete. + Skill-based combat, which differs for every class. + At least 10 pastimes. Follow Development This game is still very far from completion. Website is not available right now. Credits Original Artwork: Self (CynaMarqi) Stock Imagery/Music/Programming: RTP (This is all for now, this may be edited in the future.)
  22. Talking in shops

    Hello! I have wanted to make a shop system that is quite different than default. Is there some sort of script that allows the shop system to have a huge graphic in the background instead of the text box taking up the whole screen? like if I want to go to a shop, i get a graphic on the whole screen of the store clerck and "buy" and "sell" are all in a smaller box along the bottom or a corner. Also, i would like some sort of "chat" feature that gives me multiple options of what topic i can ask to the NPC? If there are any scripts out there that can do that, or if someone can make a script that can do that, I would gladly appreciate it.
  23. Hey There!

    Hello! My name is Mac, and I'm new to this community. I like to make games in the more darker side. Currently I'm working on a Five Night's at Freddy's fan game in Rpg maker vx ace(the engine I perfer but I might get MV soon). My favorite genre of Rpg games are side view, action and tactical Rpgs. I hope to become a good game maker and get to know you guys! All right, I'll see ya later!
  24. Script plug in help

    Hi. Im a newb with rpgmaker (running vxace) I havent the foggiest clue of how to use script plugins and I don't really understand how to operate them, or what a sript call is.I'd appreciatehelp with learning how to plug a script into my game engine
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