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Found 17 results

  1. Harry Potter and the Chamber of Secrets - Reborn Abstract: The game is remake of an old Gameboy Color Game called “Harry Potter and the Chamber of Secrets†made by EA Games (Google it if you are curious). You control several characters of the Harry Potter Universe. The plot follows the original but with some cuts and additions to suit the gameplay better. Genre: strategy, rpg Average Demo Time: 4 hours Game Progression: 98 %, This in only a BETA version of the game, so some subjects may change, although this is a complete story and plot, ideas and critic is always welcome. So don’t hesitate if you have anything you want to add or feel is missing. Recruitment: Everyone's skill will be considered so don't hesitate if you feel like you have something you add. If so please use the following: Contact Info: Feedback, bug reporting, ideas and critic are always welcome. You can PM “jocae2100"or send an email. Story / Setting / Purpose: As Harry attends his second year at Hogwarts, the dangers are more present than ever, as students get attacked by a mystery guy which keep calling himself Slytherin’s inheritor, and at the same time both Harry and one of his best friends, Ron, are in constant danger of being expelled as they have to break a lot of the school rules this semester. Who is Slytherin’s inheritor and why are the mystery guy attacking students? Will anyone survive? Will Ron and Harry remain at the school? Find out in “Harry Potter and the Chamber of Secrets – Reborn†Character Bios: Harry Potter: The boy who lived. He is the one of the main protagonists. He has strong will and is quite better than average at the most of the stuff he does. Ron Weasley: One of Harry's best friends. Won't give up easily. He can take a lot of blows but still stand upright. One of the main protagonist. He also uses his pet Scabbers in battle to help him out. Hermoine Granger: One of Harry's best friends. Studies a lot which makes her spells excellent and devastating. She is a caring character and does her best to help others. Draco Malfoy: The nemesis to Harry Potter, Draco is a evil and selfobserved character who does his best to suit his own needs. Credits: Harry Potter and the Chamber of Secrets-Reborn 0.9.9 Scripts Seiryuki and KGC. yanfly SoulPour777 TDS Yami, Kread-Ex and Archeria_Nessiah Kread-Ex V.M of D.T Casper Gaming KGC Nicke Galv's Enterbrain Tileset Celianna Enterbrain Raven recolor, Mack's animal base and GC VXAN RESTAFF Mapping rpgmaker20221 Plot rpgmaker20221 Various Resources (therefore may never be used as a commercial project) trademark as Warner Bros etc. Lionhead Studios EA Jarrod Radnich Sprites Kotori-chan and LoMastul Music JStewartMusic Jarrod Radnich Screenshots: Features: · Over +130 maps to explore of the Harry Potter Universe · Hidden items to collect and to unlock more areas in the game · Lot of conversation · Achievements · Famous spells and Leveling-UP your character · Strategic Battling More detailed about features: In the game there are a large amount of maps in order to complete the Universe of the Harry Potter world. The maps are accessible in a nearly “open world†and many of them contains hidden items for you to find (optional.) To make looking for hidden items more attractive and valuable, there are achievements and rewards for collecting and completing. About conversation: Conversation in the game is nearly optional, but taking help by conversations with NPC’s could be a great way to get tips on various things, they also contribute to building the universe. Leveling-UP Battling enemies and practicing are crucial in order to not suffer in a later stage of the game as the difficulty follows an increasing slope. Download: http://www.mediafire.com/download/1flnqvuc1f9zlxv/Harry_Potter_and_The_Chamber_of_Secrets-_Reborn_BETA_v.0.9.91.zip Known Issues: None at the moment.
  2. Hello all, So I wanted to add a certain swing to my battles and make it that certain elements like fire are stronger to enemies that are ice and was wondering how I would excecute this susceptibility.I have a skeleton that I want to be weak against dark moves and am hoping someone could help me figure it out? If anything else is needed, please ask, thank you!
  3. Idea Feedback for strategy

    Trilogy Battle System For Simple Emergent Complexity (Creative Commons) EDIT: so after doing a little more work on this, I am starting to notice an emergent pattern of complexity with this system that makes it very Its very easy to use to make certain situations arise. I encourage people to play around with it to discover what can be done with this game type. So I've been doing some work the last little bit on how to make enemies that make things interesting and really make the player learn how to use their skills and force them to use different skills, not just spam the same string of skills again and again so this is my idea I have been operating with so far: every time a player uses a skill on an enemy, they de-buff an enemy skill AND buff an enemy skill. I was thinking along the lines of making a cross between a fighting game and an rpg and how each move has a risk and reward attached to it, whether in the context of leaving the attacker vulnerable to skills based on position while also hampering the offending parties incoming attack . The monetary buff/de-buff , SO FAR only lasts the one turn with all enemy attacks based on a stat, attack, speed, A-S-D. A Skill = - Speed, + Defense, S Skill = - Defense, + Attack D Skill = - Attack, + Speed It's still in the early phases, but the idea I have so far is for enemies attack patterns to be based on this triangle. For example A Dwarf's skill patterns ( / designates randomly which attack it will do) : A, S, S/D, D/A, A, S,S, D/S/A/ Other elements of this battle system Battle actions fall into three categories: Skill, Ability, Enchantment. Skills build TP for Abilities and Skills, Abilities would be considered magic, special abilities, extra strenuous abilities (example: Warriors, big wild and meaty can use war cry as an innate skill but Squires, timid , innocent and coffee boys probably need to work up the courage (through multiple encounters of combat) to execute such a move, thus for the squire, it is an Ability) and enchantments effect all users, I'm thinking flipping stats characters are proficient in (still under development) Probably not with all battles, but my end goal is for battles to build up to a climax moment, a big burst attack / or burst attacks similar to how in golden sun, the player had the option of strategically playing djinn in certain combos, building them up to when they can unleash the summon. I am working on a demo where I am experimenting with trash mobs but of all trolls/dwarfs/slimes. Also currently, because I just began this demo, battles are 1 v 3 , player vs Mob. This is just the rough Idea so far and I am curious as to what the community thinks, potential pratfalls, or problems.
  4. [IGMC] Stock Trader Hiyo

    Presents... Economic crisis is striking the monster world due to a group of humans called heroes who like to steal loot. As a result, job opportunity is pretty limited and many monsters become unemployed. Our main character, Hiyo, is one of the victims. His professor encourages him to become a stock trader! This is his journey as he embarks to become the best stock trader in monster world! VOTE US ON GAME DOWNLOAD IS UP! Find the download link here: http://contest.gamedevfort.com/submission/130#.VcSp0_mqqko (if you enjoy this game, you can help us by voting for STOCK TRADER HIYO! after 7th August 2015. Your support is really appreciated) Support us by adding this to your signature! STATUS: CLOSED BETA Are you interested to become a beta tester? Send me a PM!
  5. ONE PIECE - TRIPLE DUELS I~III, Diamond & WAR OF THRONES Latest version : OPTD I v2.10 Extended Edition, OPTD II v4.20 AIO Gold Edition, OPTD III v8.20 AIO Gold Edition OPTD Diamond v1.03 AIO Diamond Edition OPTD IV War of Thrones v3.03 Grand Line Part 1 +GAME DESCRIPTION+ It's a Card Collection & Role Playing Game based on ONE PIECE (a Japanese manga series written and illustrated by Eiichiro Oda). +STORY+ +CHARACTERS+ +FEATURES+ +SCREENSHOTS+ +DOWNLOADS+ +CREDITS+ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  6. Tactics Ogre MP Battle v 1.0a Script by California Macky a.k.a. Neil a.k.a. mackintosh a.k.a. noelburgundy27 Description: Replicates Tactics Ogre (Let Us Cling Together) MP and TP Mechanics, where you start out with zero MP and/or TP, which you slowly gain per turn. That means no one can immediately cast their spells and must wait it out or strategize. Ideal for turn-based battles. This version is still in alpha and may need tweaks. If you find any, PM me in the forums, comment here, or leave a comment in my wordpress. If you have formula ideas please let me know, as well. (http://calimackrpg.wordpress.com) Download Download the Script by using this link. Merely skip the ad. You'd be helping out the scripter, as well. DEMO
  7. Hello, guys! Looking for a different challenge to your turn-based battle systems? I'm developing (trying to, anyway) a Tactics ogre (Let Us Cling Together) MP and TP System! That means everyone starts with 0 MP and/or TP and slowly gains their piece per turn! Won't that be challenging? But I need some help since this script I still think is ALPHA stage. Here's where I need help in: The test script is in the spoiler below. Please don't redistribute it just yet. Thanks again for reading. Hope you guys can lend a hand!
  8. As part of the marketing of the game Bobbi Ficus (Paglalakbay ng Diwata), I am thinking about having a world atlas with a Bobbi on each country that has a contributing writer, artist, or musician. I know that Antarctica Bobbi is going to be almost at the miracle level. Other six continents covered. What do you think about having this as part of the worldwide fairy anthology marketing?
  9. So the end of chapter boss for the third chapter of my game is a girl who gets possessed. I wanted the battle to have a little something to it, but I'm not sure on how to have a repeating sequence/how to apply it to the battle events. What I want to have happen is that she takes very low damage while the ghost is inside of her (how the battle starts). I want to have it so that you have to make the ghost come out (either by causing damage to her a few times, or waiting every couple of turns.) When the change happens the monster will transform into another one, with lower resistances but higher attack power. The same thing would happen here, either after a number of blows are struck or a few turns have passed she will revert to having the ghost back inside of her. Would anyone know of a simple way I could apply a repeating sequence like this? Or would this require the use of a script? I should add that I don't need both strategies. I'd like it to be either causing damage to her a number of times to activate the change or waiting for turns to pass by. Thanks for reading!
  10. Hello I am new to the RPG Maker series and just picked up Ace VX on the Humble Bundle. I was wondering if it would be possible (and how relatively difficult) to make a spritual successor to the game King's Bounty from the sega genesis. I did search the forum and see that someone had asked a similar question about remaking the Hero's of Might and Magic series but I would be happy to stick more with the more simplified version that is the Sega Genesis version. I am not afraid of learning some scripting, but have not done any programming for about 8 years so it will take me some time (had a year of Java and a year of C++ in school, do some SQL and similar/obscure language stuff at work). Can anyone help point me in the right direction to get started on tackling the major challenges (as my unexperienced mind sees them) of: Overworld map system where enemy armies "chase" your character and initiate battle only on contact. Enemies cannot reach you when in a boat or flying. The biggest improvement/change I would be interested in making is to have each "contenent" be procedurally generated. Anyone who played the original game knows that the locations of treasure chests/recruiting hubs/unique items was randomized each playthrough (which I would also like to keep), but the map of each "contenent" stayed the same, I would like to randomize both the location of items and layout of the land (or make the game choose a random map from a pool of them). Battle system where you are managing up to 5 "armies" as oppososed to traditional RPG "characters" and fight other groups of "armies". Turn-based battle system on a grid (I am fine with a square grid). Main character can navigate the overworld map via flying only if every one of his "armies" can also fly. Replicating the original game's winning condition in a similar way. I actually like the 16-bit graphics look for this type of game, are there resources for more free/premade spites? Any other general ideas/thoughts are welcome too, thanks!
  11. Oops, wrong forum.
  12. I'm opening the topic up on enemies in rpg's that take advantage of a player's abilities. What are some examples that you guy's have encountered that really made the player think about which skills to use, and also how it took advantage of characters own stats and how that meaningfully effected the game's strategy.
  13. Lamia must die!

    Lamia must die! Abstract: Lamia must die! was a contest entry done for Encounters of Boss Kind. Since it actually placed 3rd of 28 entries (going for a tie with Demon Slayer Z), I went ahead and improved the game with improved graphics and more depth involving battle system before release to general public. It has an opening, the fight against Lamia herself and then the ending which is afflicted by which of the heroes survive. If all four heroes survive, there's a special ending. The battle can be somewhat tricky and requires use of strategy. The difficulty is medium-hard to hard, depending on how familiar with RPG mechanics you are. Genre: Strategy Engine: RPGMaker VX ACE Download www.asciinetwork.com/GiveMeBeer/Lamia.exe If you downloaded the game earlier you can update it from 2.01 to 3.0 using this patch. The main Lamia.exe comes with the patch already pre installed. http://asciinetwork.com/GiveMeBeer/201to30.exe Gameplay Length Microgame (<1 hour) Story A horrible monster has been terrorizing the local town for years, doing terrible, unspeakable things to the citizen. One day, a paladin leads several other heroes towards the cave where the monster lies in, them being the final hope for the town of Clearmill and to save it from total devastation. Characters Eric Eric is the Paladin who seeks to eradicate all evil from the world. Jonathan Jonathan is an old friend of Eric and has been helping him along his journey for a long time. Ursula A local mage from the Clearmill, she joins the heroes in hopes of saving her town. Brenda A local rogue from the Clearmill, she joins the heroes to seek revenge on Lamia who killed her sister. Lamia Lamia is a creature of utmost evil. She must be slain!! Credits Game by MISTER BIG T Face emotes by Mr Dai Lamia face by Sorejenai Cutins by Archeia Nessiah Scripts by Yanfly, Yami, Victor Saint, Moghunter, Modern Algebra, Fomar0153,Mithran,Zeus81 and Lone Wolf Screenshots Features * Epic boss battle to test your RPG player skills * A classic tale that borrows from the mythology of Lamia * Endings vary depending on what happens in the battle, special ending coming when all four heroes survive. Known issues None Version info 3.0 Bug fix - The $People1-2 (1) error has been fixed Gameplay changes - A new heroine Janet has been added as a playable character, allowing you to select between Eric or Janet - Changed the way AT system works Graphical changes - Ursula now has cutin in the Fire Geysers spell - Actors now have pose pictures Story changes - The intro now has a small background story depending on who you play as 2.01 Bug fixes - The $People1-2 error has been fixed Gameplay changes - Increased Lamia's attack to 83 - Increased Lamia's agility to 20 from 15 Graphical changes - Lamia now has cutins in her special move
  14. "Hard" Mode

    (To Mods: You can move this to Theory and Development if you want) Hard Mode Hard Mode is the highest difficulty given to a game (there are many exceptions where the difficulties will have custom names that exceed "Hard Mode", but the highest difficulty of a game is what we will consider "Hard Mode"). I will specifically only mention games that are Role Playing Games, or at least considered a Role Playing Game. Traditionally, RPGs are all about numbers; so upping the ante commonly pertains to increasing the number of an opposing forces' (Enemy's) parameters. This change is received differently based on the mechanics of the game itself. For example, the tactic of wearing the best items for a Turn-Based RPG will probably not work as effectively for an Action-Based RPG. But for sake of the RPG Maker, we will mainly consider the Turn-Based mechanic. (Because to be honest, the ABSs of RM are rarely as good as actual Action RPG Games, with the limitations of movement and flow with the RM Engine). Hard Mode: In Popular Media Since I mentioned that we will mainly be talking about Turn-Based RPGs, games like The Witcher 2, Dark Souls, Dragon's Dogma, Phantasy Star Online, Skyrim, Fallout, you get the idea, will not be given too much spotlight. This is because (as mentioned before) mechanics and design will not work as effectively in Turn-Based as they do in Action-Based, and vice-versa. However, we can include Turn-Based Strategy Games (such as Fire Emblem and XCOM: Enemy Unknown) since they are still Turn-Based. I'll mention examples of games, their difficulties and differences, and what it means to the player. All mentions are debatable and suggestions are always welcome. Development of Hard Mode Now we get into our own personal discussions about Hard Mode. The way we perceive and create Hard Mode in our own work is reflected by our experience with difficulty modes in the games we played personally. Some of us may just increase the enemies' stats, some of us may give enemies' new abilities, some of us may allow the reward to be increased, it all varies with how we have experienced these difficulty modes. Along with it's accessibility, such as changing the mode in-game, unlocking the mode after finishing the game, or allowing it as a feature to increase stakes in specific areas (think WoW's Heroic Mode). Usually we want to create our own mechanics, original or not, and then decide how difficulty changes that. Above Difficulty (in terms of priority), is Mechanics and Balance. A sum of par games published using the RPG Maker Engine seem to suffer a loose perception of Balance. Balance can go much, much further than "Enemy takes 4 hits to kill, Actor takes 6 hits to die", because if that is how you view balance in your game - it will honestly be criticized as bland and stale. It's very possible to make a difficult boss that doesn't deal ¾ of the Party's Maximum Health, it's very possible to make a difficult boss that doesn't practice common gimmicks, it all varies with your game's mechanics, and limited by your creativity. Playtest your game, fiddle with it in various ways, how many strategies does this increased Difficulty allow? How many would you allow? Balance compensation with punishment, that is what makes difficulty fun. Compensation doesn't have to be an Item, it can be a simple mechanic - such as FE: Awakening's "Rescue" mechanic (as mentioned before). Another thing is to also test the balance of how long it would take the Player to accomplish this one objective? Are you willing to have them grind 2 hours for a boss? Or are you going to allow the difficulty to raise experience gain? Or are you going to create an average threshold of experience that allows you to level up at a fair pace? These are all things at your discretion as a creator and developer. Your Thoughts of Hard Mode After reading all this, what is your opinion of this topic? What would you like to add personally to the concept of Hard Mode (and difficulty in general)? What's your advise to others about it? What are some ideas that you feel could benefit others? You're free to debate about what I've said, to add your personal thoughts about difficulty, to insert your ideas and why you chose them, your examples from games that you have played, and all that jazz. Things you could consider about development of ideas for Hard Modes could address things like: Is Level the main factor of success in higher difficulties? Would you allow to lower level characters to maintain efficiency? Does your game allow access to Hard Mode as New Game+? Does you think that grinding is a prerequisite for success? Do items have totally changed effects in higher difficulties?
  15. Orange Shaker

    Orange Shaker Story: Ray is sick of his boring life as a university student. One day, he discovers something interesting that would change his life forever. What kind of thrilling adventure will he encounter? What kind of new characters will he meet? The journey awaits! Main Character: Ray: Charming, Adventurous, and always looking for fun! Screenshots: Credits: Scripts: Tsukihime Galv Yanfly Victor Atelier TDS Khas Nicke Special Thanks to: All scriptors (of course) Alexander Amnell TheoAllen polidoro Shaz Celianna Andar Mike DangerSushi William C Big Fat Mantis Engr. Shana anavn Wawa light487 deilin Zalerinian caveras Emzie Archeia ragnawind seita Probotector 200X Skimoman Espon Selchar Mithran Dark_Metamorphosis kerbonklin http://forums.rpgmakerweb.com/ http://www.rpgmakervxace.net/ Download Links: With RTP version: http://www.4shared.com/zip/QbDuxULLce/Recommended_Tense_Tops.html Without RTP version: http://www.mediafire.com/download/fdqmxncylxmn4bo/Orange%20Shaker.zip Have fun!!!
  16. I was wondering this a long time ago and now that I've actually been looking around on here it seems like it might be possible. Has anyone managed to create a Tactical RPG like the ones listed above? I'd love to give it a shot, though, as I am not a scripter I would need to pick up pieces of script that others have written. Also, I'd love to see those games!
  17. I'm also covering SIC on my blog at Pixel Brady Pixel Brady: Scima Invasion Crew, lazily titled by breeding Sci-Fi and fantasy magic into the system, is a short repeatable game based around a small crew of specialists who invade a rebel base to save the world or some such. Truthfully there's not really much of a story! Play now? v1.2 is out now and can be downloaded from Mediafire. Playtime? Each playthrough clocks around 30~40 mins on average (at least during the test runs) but with three routes to the end and ten classes to pick from (as well as passwords to unlock extra features after completing a run) it's designed to be playable more than once! Features, you ask? Sci-Fi & Magic! Handguns, grenades, combat specialists and magicians all wrapped up together in a mission to punch through an evil base! Simple maps, simple graphics, simple story. It's a simple game with simple mechanics. Sounds boring maybe, but that's part of the point; to just be able to dive right in and play with class combinations! No free recovery points or Inns to stay at. You need to rely entirely on your crew and any supplies you find. You begin with plenty of supplies but they start running out as the enemies get stronger! Conservation is key! No levels! Your crew is always stronger and better than any baddies you find (except bosses!) so your only worry is supply attrition; can you save all your best stuff for the bosses? Ten available classes to mix, match and combine into your crew. With eight common skills between everyone and four unique skills per class, there's plenty of tactical differences between using each class. All skills have unique and varied damage calculations which are shown in the descriptions for you to accurately and tactically decide which skills are best used at any given time. Permanent death! Losing someone hurts your chances of completing the mission, but airlocks across the base allow you a chance to request backup from four other crew members waiting to aid you! Three different paths leading to the bases inexplicable core. Each path can be backtracked and taken (if you want) to give you different bosses and paths to take when trying different class combos. Unlockable Boss Rush Mode! Fight every boss in the game in direct succession with no ammo refills, no backup calls and no breathing time between! Unlockable Survival Mode! Fight an endless supply of baddies with random bosses mixed in! Three optional bosses who make even the General look like a miniboss! Oh no! Screenies? Oh, it was Details you wanted? It's a simple game based off a simple concept I wanted to try implementing. There's literally more tutorial textboxes than there are dialogue/story, as that was never really a part of it. I liked the idea of seeing sci-fi and fantasy magic put together (which is something I rarely see) but wasn't as interested in story as the concept itself. It also helped with the skills, as I mixed together "tech points" (a victor script) and mp use. Between the ten classes who have their own skilltrees, everyone has a various mix of skills utilising both of them to different degrees. By then putting unique damage calcs to each skill that involved a mixture of stats, and then limiting ammo boxes and mp tonics, it forces you to tactically decide which skills to use when, so you always have some left over for the boss. These classes include a Marine who uses firearms to attack. These weapons do very strict damage that's modified only by an enemies defence. They target single enemies, while Grenadiers will use explosives that target everyone. There's also a Healer who uses magic that heals based both on their magic attack, but the targets own magic stats as well. Healers use magic to heal whole groups at once, while Medics use single target heal and buffs that (non-magically) deal strict amounts rather than stat based. The rest of the game? The mapping is uninspired visually, although the game as a whole is mapped out in such a way that there are three separate routes to the boss (with backtracking possible) so I just spent more time actually planning routes than trying to prettify it. I kept one tileset throughout the whole game, but made an effort to change the basic visual look after every couple of bosses. But besides that; you can save anywhere, death is a permanent feature so you have to conserve even peoples lives, but every so often you'll find an airlock where you can request up to four more people to come and help you. Most importantly is just the cute, chibi battle appearance! So harmless looking, but I think it goes well Anyhoo, blether over. Credits?
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