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Found 196 results

  1. Hi everyone, I'm fairly new to rpg maker and just getting used to how events work. I ran into a small issue regarding how I would go about putting an event over a door. What I aim to do is have a carpet, and an option to move it, revealing a door underneath it. Would anyone have suggestions of how to do this? Basically, how can I have an event OVER another event?
  2. https://www.pokecommunity.com/showthread.php?t=220360 Hey again, I know I know all I do is ask questions with little to show. I hope to change that soon, but right now I found something that could help me with an older project. The above is a starter kit for fans of Pokemon Mystery Dungeon, however when I attempt to run/open it I get and I noticed the link above said "RPG Maker VX" so I'm assuming Ace can't open it because it uses RGSS301.dll? But I do wonder if there's a way to get VX Ace to open this, right? P.S when I ty to open it I do get the message about how Windows can't open Game.rvproj.
  3. AceOfAces_Mod

    Immortal Sins

    Genre: RPG Average Demo Time: 1-2 hours (depends on play style) Latest Stable version: D0.20 Update 4 (0.20.3-2080222) Download from GameJolt, from IndieDB, from itch.io or from the Windows Store (Windows 10 Version 1607+ only mirror) Story Step into the shoes of Maria, a noble girl on a distant island who was exiled for a murder she never committed. Now away from her mother and her little sister, she and Elena, a trainee Dragon slayer, will travel across cities and kingdoms to uncover the truth and seek redemption. However, what she finds may be the key to change the entire world... Characters: Features: Screenshots: Assets and Source Code(Credits): System Requirements:
  4. I'm a RPG Maker newbie and just join the forum. I just want some help about the Mode7 Script. I create a new project to test it out. I paste the script between Material and Main, I paste the .dll file and the pictures like the instruction. The things is, I just want my character to get on the airship and move the airship around the map, like in the demo. But when I F12, an error occurred. I honestly don't know why. Please give me some tips.
  5. Darkness Void

    So Pokemon For Ace

    So I wanted to mess around with a Pokemon game (have ideas but need the practice) but the best method I could fine is XP only with no way to use on VX Ace. But there is Pokemon For Ace, Crystal Engine. However it seems to be a dead project (and since one link the creator posted led to a Rick Roll video.....) but, the stuff is there. https://crystalnoel42.wordpress.com/pokemon-for-ace-kit/downloads/ However upon messing with there are a few problems, such as.... #1 All sprites are downloaded separately, including the battlers #2It's riddled with bugs (for example attempting to save crashes, and the project refuses to be opened as long as that save file is there) #3There are zero tutorials (text or video) meaning I have no way of learning this without trail and error Now I do believe that, given enough time and effort, all of these bugs can be fixed but I'm very uncertain. After all I have nothing to tell me how to do anything. This really does feel like a massive troll (again he linked a Rick Roll video in a topic he posted elsewhere revealing this engine) but I could be wrong. But the most recent thing regarding this engine that I could fine was 2015. So chances are it's dead but if a really good scripter took the time all the problems could be fixed. I am not a scripter, I can't really tell what's wrong without trail and error but that's just with 3, 4 or maybe 5 scripts. Not a whole engine (meaning the custom scripts this guy built into the download, there are like +20 of these scripts). So before I even attempt this burden, is it really worth it? I want to put in effort but, if you guys look at the download he gave you'll see all the custom stuff he did. And everything is broken. Should I try to fix this engine or should I just save up the $25 to buy XP and use the still being updated project? The quick answer would be "Dude you're wanting to attempt to fix a projected when there's a better one that's still getting updated?" but again, there stuff is there and VX Ace is what I'm better suited at. But can I even save this? I shall leave it up to people who are way better suited and experienced. Projects are never finished, their abandoned. But this.....I just need somebody to look and with experience, can tell me if it'll be worth the time and effort to even attempt. Your floor experts. Should I attempt to fix this or should I just buy XP for the more advanced engine?
  6. Maxim5

    Need a Begginer Team

    Hi everyone. It has been a few months since I downloaded RPG Maker VX Ace. I was thinking of getting some support for my first and maybe other projects. All I need are people with even a little creativity. Doesn't matter what you are, even a little support will be appreciated. Since, this is my first project and have no real experience, I can't be paying or getting payed by others. I am sorry but I don't have much to say right now.
  7. Hi! Samuel's Attic Studio is here now and we are glad to become now a part of the RPG Maker Central community. We are creating art and games(also using VX Ace), so - ready to share our game-dev experience. Our website:https://atticstd.wordpress.com/ Our VX Ace game:https://samuelsattic.itch.io/arena
  8. I set them to custom move route and marked repeat so even will go back and foward all the time but problem is they start moving when I see the event. I want them to move even when Im far away from them.
  9. Hi! I was wondering if I could make an event move between several other events. In the game I'm working on, there's a part where you have to stealth around. If the guards see you, they'll stop doing their typical routine and actively search for you. However, this is difficult to do since they'll actively chase you down if they see you, resulting in move routes breaking. A lot. Is there a way I could have them move by event locations? Maybe by, like, a script call or something? Thanks in advance!
  10. jamesdomus1861

    Damage formula help

    Hi, I'm working on a fangame and need to do some (I think) advanced formulas based on skills in that world (Dragon Age). I was thinking about a formula that added damage based on the attackers MHP. Would (a.mhp / 3 - b.def) work? What I specifically think it does is take the attackers MHP, divide by 3, then subtract the defenders DEF. A separate question, how can I direct a skill that has the option of (One Ally) to a specific Ally? Like, the player has a party total of 3, a warrior, rogue and mage, but the warrior wants to target the mage ally for a skill, not randomly choosing (One Ally). Is that possible? What I'd ideally like is a mentor to help me learn all I can about VX Ace. I absorb knowledge quickly. Thanks for your time, James
  11. jamesdomus1861

    Item Carry Weight

    Hi, can someone direct me to a good Weight system that doesn't clash with other scripts? I've read that some will not work well if you use other scripts. I main use Victor Sant scripts, but I am also looking into using others, so I need a Carry/Weight script that doesn't clash. Thanks, James
  12. So, I have a bomb skill. The scope of the skill is set to All Enemies, and the formula is this: (112 * 2.25)/$game_troop.alive_members().length - b.def However, if I target two enemies, for example skeletons, and Skeleton 1 dies before Skeleton 2 is hit, Skeleton 2 takes the same amount of damage as it would if it was the only one alive at the start of the skill. If the skeletons have 10 DEF and 120 HP, the first one takes 116 damage, and the second takes 242. With three skeletons, the skill works properly on the first hit - all skeletons take 74 damage - but on the second, after Skeleton 1 takes 74 damage again and dies, Skeleton 2 takes 116 damage, and Skeleton 3 takes 242. How can I change this skill so that even if Skeleton 1 out of 3 dies, Skeletons 2 and 3 will still take 74 damage? Even if Skeleton 1 out of 2 dies, Skeleton 2 will still take 116 damage? Edit: Fixed the b.def subtraction. I imagine this would have to be done with some other script call. Another gripe I have with the skill is that it plays the animation once per monster, instead of on all monsters at the same time, but I remember reading that that can be remedied with a notetag in Yanfly's Battle Engine. I'll test that after I get this fixed.
  13. I've created a multi-map dungeon, and I would like to set it so that once a player leaves the dungeon completely, all of the enemies inside respawn. However, I'm also using the Sapphire Battle System, so it's making things a little bit more complicated. The way I have enemies set up right now is this: Event Page 1: SAS Enemy battle, turns on Self-Switch A when defeated Event Page 2: Death Animation, gives player gold, turns on Self-Switch B Event Page 3: Nothing If I use erase event, then the enemies respawn when the player leaves the screen, but there are multiple maps in the dungeon. I would like the enemies to respawn only after the player leaves the dungeon. There's got to be some solution involving switches or variables when a player enters or leaves the dungeon, and I'm hoping it's not literally creating a separate switch for each enemy, I just can't think of a good solution right now. Any help would be appreciated!
  14. I need some help understanding Accuracy/Evasion in RPG Maker VX Ace. I know there are invisible "ex-parameters" called HIT and EVA which default to 0% but can be modified in the Features or Effects sections of various tabs; however I have thus far been unable to find the formula for how this affects chance to hit. The program's Reference Material says only "if accuracy on the attacking side is 90% and avoidance on the target side is 10%, avoidance will be 10% of 90%, resulting in the overall accuracy being calculated at 81%," which is unclear to me. 1. What is the default formula for HIT/EVA in VX Ace? 2. Can the HIT/EVA formula be modified (for instance to factor in AGI)?
  15. MrSte

    Akuma No Gakko

    Enterbrain Makerando Forum Indiexpo Game Jolt modern algebra (Quest System) Nickie (Core Script) Yanfly (Save Engine) Raizen884 (Step sound system) Syvkal (Menu Bars VXAce) Yami Engine (Battle Symphony) Jet10985 (Splash Screens) NerdiGaming (Title Menu) Nickie (XaiL System - Menu Delux) CSCA (Light Effects) [Link 1] Release 1.7.3 (299Mb): https://rpgmaker.net/games/9715/ [Link 2] Release 1.7.3 (299Mb): https://gamejolt.com/games/akuma-no-gakko/249835
  16. I have a problem when importing tilesets, let me explain. I downloaded this tilesets from internet, and they have a white background (see the first picture), and, when he tried to use it, it appears like the second picture. Does vx ace have any way to make this white background dissapear, if not, does anyone know about a program that could delete that background? (the only one I have it's not useful, I have to do it manually with a tiny eraser)
  17. Looking for a way to reflect a portion of damage from a physical attack. I want there to be certain enemies where you take a small percentage of the damage you deal to them. Say you do an attack for 100 HP of damage, the character who attacked takes 10% of that, or 10 HP damage.
  18. Someone help on creating event, I create a 1st-Event with a Event Touch and a 2nd-Event/ as a monster moving to my player and I also add a battle scene for them to fight. I need help because the monster on the map is not showing unless I step to the 1st event. I want it to show in the map before I step at the touch event . this is the only thing that I know but it didn't work the thing I want it to be. Sorry for my bad English. I accept all the help I can get ,Any help is appreciated. In the video below at the time 10:45 battle, I want it like that.
  19. I want to make visual novel-style cutscenes for my game, but I also want to have the option to have the player freely change the characters' costumes. (As in, multiple unique sets for each character.) I don't mean actor character/face graphics, but rather images of the characters with different clothes and expressions that I can reference with one specific name (i.e. "Bob_happy") and change to a different set depending on what the player has equipped for them in their costume slot. Like, "Bob default costume" and "Bob royalty costume". Both will have the same faces, but with different outfits. Is there any existing way to do this, without using a dozen conditional branches for every single bit of dialogue in a cutscene? (Also if anyone's wondering, I'm using RPG Maker over Renpy intentionally, as it's harder to do complex battles in Renpy than make vn scenes in RPG Maker.)
  20. Hi, I've been developing my RPG Maker VX Ace game for about a year now, and it is live on Steam: PUBLISHED STEAM GAME From the feedback I get, it goes along the lines of a 'a love letter written in crayon'. While I have received a lot of feedback and support from other communities, am finding it difficult to make this game attractive to the RPGM fans.So here I am: looking for advice and potentially volunteers looking to get a credit on a released Steam game.Even if you cannot directly help, would love to hear what you think of the current art-style and happy to discuss why certain artistic choices were made.Where should I go from here? Thanks for your time.
  21. I didn't know what kind of topic to tag this as sorry, if im not in the right section please tell me where to post this when ever i'm in my current map my character will not move, i tried creating a separate map and removed the events but its the same, i copied half the map and tried it and it still didn't work, i then tried using the tiles on a map i made before and it worked, i tried using a grass tile on the map that wasn't working and it still wouldn't work. i have a video showing what happens when i join the map and what happens when i join a map i made a little while ago.Also this only started happening 3 hours ago in which i nearly had the entire map and its events completed.
  22. Hello everybody! Well, my game it´s a zombie apocalypse, but i would rather not to use an ABS Battle system, i like the frontal battle for this, this way i can use some good battlers for my zombies instead of the little and boring zombie characters, but there is a problem, i want my firearms to consume items (bullets) from the inventory, and when there is no ammo, this render the weapon useless until you find more, could anybody please help me with this? do you know of a script that work for this?? Thank You!
  23. Okay, so to go into greater detail on what I mean, at some point in my game I provide the option to save and if the player doesn't save it won't progress the game, so it will offer the option to save over and over again until the player saves. Of course, I have no idea how to make the game check to see if the player saved after the option is provided (not if the player has saved in general).
  24. Hi. I would like to know how can we add a confirmation as a text (which could say "If you start a new game, it will erase your current save. Are you sure ?"). Thanks in advance
  25. Hey everyone, how's it going? I'm new to RPG Maker and trying to make a specific type of event. If you've ever played the original Pokémon Red/Blue/Green/Yellow, there are these tiles in the Team Rocket Hideout, which cause you to move forward uncontrollably until you hit a wall or another tile. So I decided to try some similar puzzles for a game I'm currently working on. Now here's what I'm not sure on. When the player touches the tile directly above him, it moves him up three spaces. Then when he touches the tile pointing to the right, it moves him to the right two spaces, etc. However, this requires stepping off the tile to activate the second event. Normally, I would just program the first tile to move the character along the whole path, so up 3, right 2, down 4, right 3, up 8, and so on and so forth, but there are two problems: 1. Later in the dungeon, some of these automatic tile sequences can be entered halfway through, and it would be a lot of work to program each tile 2. There are some areas with moving obstacles that will stop the player, breaking the sequence and allowing the player to get to hidden locations or open new paths So basically, I'm looking for a way to make it so when I step on that up tile, it moves me up three spaces, then when I hit the tile pointing right, I automatically move right without any button input. Anyone have any ideas for a simple way to program this? Thanks in advance!
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