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  1. 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/
  2. Hey I'm running into a bit of trouble creating a skill. I am hoping to make a healing skill that heals a random (not dead) ally. Is there an easy way of doing this that I'm missing?
  3. I don't know how many of us have had the chance to play this game/use this software, whether via emulation or on original hardware, but I can safely say that the engine is pretty decent and feature-filled, some features even not appearing on the PC version of RM. Yes, let us go straight into those features. Take Over Events: this basically allowed the developer to initiate the event calls of another event, or of a different page on the same event. This is something that is not really needed in the PC version, since Move Route exists and that can move any event, whereas the Move Calls in RPG 3 are only for the player or the selected event. Snapshot: this takes a picture of the current running scene (the game flashes the screen white to indicate that it has taken the picture). These are used in the ending credits, with up to 20 unique pictures displayed. This event call also houses the Ending call, which ends the game. Taking snapshots of the game is not something I've seen implemented in the PC versions of RM. Sprite Flashing: this event call allows one to take any of the character or object sprites and make them flash. There are other options that come with this set of calls, such as invisibility, change graphic, and a couple more. Flashing sprites are not implemented in any PC version of RM to my knowledge. Food Items; EXP Gain: this is an item type that gives to the user, said amount of EXP (it doesn't invoke a level up though). The limit is +9999 (that is the limit for all items, and all stats except total EXP). This is something I've not seen implemented in any PC version of RM. Message Balloons: this event call is part of the Display Message event calls, and it can display a brief message balloon over the head of an event or the leader of the party. All I've seen implemented in any version of RM for PC, is emotion balloons. Magic Class: this system is a very simple magic class system, unique in that it has four different types, and the weaknesses/resistances are hardcoded. Can't really make an elemental system with this, but it ties in with the next item. Class Abilities; No Class: this is an odd ability. What this does is it consolidates all the magic class types into one. About the only useful thing this does is allows one to equip Magic Class resistance accessories and have those resist all magic classes. This can be done in any PC version of RM, sort of. In-Game Title Screen: this event call simply brings up the title screen, any time after the game starts. The PC versions of RM have this at the beginning, unless one uses an externally-sourced script. BGM Sound Modifiers: this event call changes the volume, pitch, and various effects of the BGM (such as making the BGM sound like it's reverberating off the walls of a castle or the like). On the PC version of RM, we just have volume and pitch implemented. Shop; Trade: this event call initiates a trading scene, which allows one to trade items in for other items. This works by taking in the sale price of the items to be traded, for the full price of the item up for trade. This is not directly implemented in any PC version of RM. Attack Type - Group: this is an attack type (one of three) that can be assigned to weapons or skills. It essentially attacks all enemies of a given group (i.e. in a formation of two bats, two goblins, and an imp it would target both bats, both goblins or the imp). If assigned to a healing skill, it will target the entire ally party, but for enemies it will only target a group (not sure how the AI handles this). In any PC version of RM, you have single, all or random targets, not a group. Skills; Special Attack: this is a skill type that uses HP rather than MP. In the PC versions of RM, this is not implemented. There are others, but these are the ones that I could think of, that are fairly significant. Let us discuss, shall we?
  4. jamesdomus1861

    Return problem

    Okay, this is a frustrating problem. When the player levels up, I've created a skill tree, so the player can choose what skill they want. I want to take the player from say, for example, map A, where they are when they level up, to map B, where the skill tree is, then send them back to Map A, where they initially were. The Common Event I'm using for the Level ups: 1st line has Control Variables [0011: Elf Female level] = [Elf female]'s level Line 2 is a Conditional Branch Switch for Warrior chosen, so the Common Event knows to take the player to the Warrior tree. Line 3 is a Conditional Branch Variable [0011: Elf Female level] == 2 Line 4 is a Conditional Branch Switch [Level 2 reached] == Off. Line 5 is Control Variable [0017: return map ID] = [Map ID] Line 6 is Control Variable [0018: return x] = Player's Map x Line 7 is Control Variable [0019: return y] = Player's Map y Then I fadeout screen and Transfer Player to the Warrior tree map, flip a switch Return = On, and flip the Switch [Level 2 reached] On, then fadein screen. So, this should save the map and coordinates where the player was when they level up, right? Trouble is, it's not working correctly. The event in the skill the player selects, once they get to the Warrior tree, after the skill is granted, I have Transfer Player: Variable [0017][0018][0019] and the Return switch is set Off, but when the player is transferred, they are still on the Warrior tree, not where they were when they leveled up. So, to summarize, I use a Common Event to acknowledge the player has leveled up, it's supposed to remember where they were and on what map they were, then transfer them to the correct level up tree, then when they select a skill, they are supposed to go back to the map they started on. What am I doing wrong? Thank you, James
  5. Alright. So, I figured this out, with some contextual aid, but for those of you looking to simplify messages, or however this may be useful to you, here's how to store the price of any item in a variable. Event Command Set Variable Script $data_items[00].price Replace 00 with the item ID (like Potion is ID 1 by default), and when the variable is set, it will be set with the price as defined in the DB (by default a potion's price is 50). You can also do this with $data_armors and $data_weapons to get the prices of those. One example of this being useful is in messages. "A Potion costs \v[1]\G." This way, if the DB changes, you don't have to alter potentially hundreds of messages to match the DB change. Yup, that's really all there is to it.
  6. I've been dealing with a lot of garbage as of late, so progress has slowed to a trickle. I'm actually still figuring out story and locations related to story. That part has been difficult to do. Also, I keep running into bugs with syntax, a lot of times in battle due to some sort of conflict or NoMethodError nonsense or a number of other things. Some of it I've been able to correct, some I've had to disable scripts to avoid, and some I've come across due to Game_Interpreter being stupid, that of which I've decided to avert by doing some really shoddy backhacking. I've also been testing out some of the modifiers I've made to existing scripts, and I recently made a fix to one of my own. I made a scriptlet that changes the Dash button. I made it so that one could bind it to a switch, or to a variable (I've not written that out as of yet but I know how to write it). However, if one uses Yanfly's System Options, my scriptlet breaks Autodash, if one changes the Dash button (it works fine if left unchanged). So, I figured out exactly what runs Autodash, and incorporated it into a scriptlet. Took me about ten minutes. It works. Well, other than scripting...I've progressed very little elsewhere. I'm trying to cobble together all the possible summons, but to be honest, I kinda wanna go further into the game and see where that goes before designing those further. However, until those are done, I won't be able to redo the skills for each one. I have a few NPC characters done, and I've also resized some small battlers so that they can look like they're not meant to be on a Game Boy Advance screen. I'm getting there; unfortunately my excursion with MV was a big distraction, and it did kind of take from my creative energies towards this project. Well, anyway, until next time, true believers...
  7. PhoenixSoul

    Saryn-Eye Patch and Headwraps

    This is Saryn as she is known by everyone. She may not have her eyes to see with, but can see everything with her Third Eye. Shingantsu, it is called. She is proficient in Magic, but prefers guns above all.

    © anti-copyright

  8. PhoenixSoul

    Saryn-Rainbow Eye

    Saryn is one of my favorite characters in local lore. Of course, by local I mean my local. Anyway, this is my interpretation of a blind girl having inner sight and being able to see as if she had perfect vision. Her rainbow eye is indicative of some form of incredible power that even she doesn't understand, but she doesn't mind being different from everyone else. I'm still working on the gch item, but I figured I'd share these two portraits. I have a whole list of face sets, one set of her in clothing, the other naked, in various stages of her eyes healing. Obviously, these are portraits of her eyes being fully healed.

    © anti-copyright

  9. PhoenixSoul

    Saryn-Normal(?) Eye

    Her name is pronounced 'Sah-ryn' by the way... I'll have more posts of her up soon, and she'll be a playable character in my current game.

    © anti-copyright

  10. Ayyyye people, you ever wish you too could have amazing side battle monsters? Tired of the default? Drowning in over used art? if you answered yes to any and all questions then I Inazuma the lightning may have something for you! Here on the Zuma farms, we take care of our pixels raising them from the time they were small until they are big enough to leave home and start adventuring in your game! Need a harpy? No problem! How about different kinds of slimes? order and your wish is my command! how about a seven head fire, ice, and poison breathing hydra that is every colour of the rainbow? Sure but that is going to cost you! come on down to my neck of the woods and see what I can do for you!
  11. Stapleton

    De'Vine: World of Shadows

    Small details: This game will be commercial and will cost $9.99. Summary: Play as Kuan a half-demon born in Hell. And enjoy many features such as: Explore a vast open world with many quests and things to do. Complete the story and save the world from Kuan's demonic father. Indulge in the full card battle system. With 150 unique cards forged with the crafting system. Take a break from the battles and spends days farming with over 33 different crops. Use them to trade, sell, or eat! Over 100 side-quests. Over 100 towns. Fast paced no wait battle system. Turn-based is also featured. Genre: Fantasy, JRPG. Game Progression: How far am I?? About a month and a half away!! Story: 100% Farm system: 100% Card system: 100% Mapping: 98% Music/Sound: 25% Scheduled game release Q4 2017. Characters: Kuan: Half-demon and main protagonist. He is betrayed by his father and strung along while seeking his revenge. Amos: Demon and father of Kuan and Chung. Main Antagonist. Anri: A poor and helpless girl that gets caught up in the midst of things. Oblivious to the eternal conflict. Priestess Audie: A benevolent priest that watched over Kuan while he was dormant. Master Sage Oat: Kuan's guiding hand. And soo many more.. How much further can I go without spoiling?? Story: Kuan and Chung lived normal lives in Hell until their father got a hold of an amulet made by Griswold a Demonlord. This amulet was forged as a treaty between Angels and Demons so they may nullify the power of the Ancients. The Ancients were beings of enormous power each created on their own accord. Negative energy that lies dormant for too long within varying dimensions finds a host and thereby creating an ancient. These Ancients threatened both Heaven and Hell. For the first and only time in all existance, Angels and Demons came together to create a trinket so strong that they only allowed those with human blood to possess it. That is when Amos, being obsessed with the Ancients, created a blood ritual and had 2 sons of his own. Both half-demon and half-human. They were able to wield this powerful amulet and do his bidding to seal the Ancients. But alas, Amos' plan to sacrifice Kuan was revealed and instead Chung gave his own life to save him. Nevertheless a portal was opened to the mortal realm and an invasion of demons scourged the land. ----------- 1000 years later, Kuan awoke from his sealed prison after Master Sage Tenoch's seal shattered. Priestess Audie and Master Sage Oat quickly but with great caution take him in and hope that he can be the new "Hero" of this age. For just as it does every 1000 years, Lucifer sends an invasion of demons to try and reclaim the mortal realm as a stepping stone to Heaven. From here on, it is up to Kuan to stop the invasion and put an end to malevolence once and for all! Screenshots: Battle System: Features of the battle system: Fast paced battle system with over 20 playable characters. All having their own sets of skills and classes. Not turn-based. React quickly with 6 preset skills that are hotkeys into your controller or keyboard. 1-6... 6 being alchemy bag for all characters. No resources aside from TP which only parents one ultimate skill. The other 4 are all situational. So think before you act!!! Customize your character by changing their class, a well balanced equipment system with major perks for all big 3 armor types, flasks to increase parameters. Armor system has varying potentials. For example, any class can wear any armor. Give your DPS heavy armor to keep them alive longer in combat! Buffs mean everything. Without them hard difficulties are essentially impossible. 4 Difficulty settings including a super easy that allows for the Battle System to be turn-based. Random encounters... They can be turned completely OFF. Aside from dungeons and even there they are limited to 2-3 per floor. CARD Battle System: Features of the CARD battle system: Collect essences from rare versions of World Map monsters. Forge the essences into cards using the Cardcrafting station in your Headquarters. Take those said cards into a battle with 1 of the over 100 battles throughout the world. Select up to 7 cards per battle. With a limiting power of 25. Better qualities cards use MORE power. Defeat 7 Card Hubs throughout the world to face up against the Card Champions in Tarn. Rewards after each victory and the NPC's even talk smack during the battle! Farming System: Features of the Farming System: Till the land anywhere in farm area of your Headquarters. Plant a seed of one of more than 33 different crops! Water them and watch them grow. Will take patience... Of course. Excellent yield that can make you quite a bit of Mola! A chicken coop where you can raise chickens. Get Eggs or if the ratio is right, get more hens and roosters! A livestock farm where you can raise cows and sheep! Get wool or milk, and again, if the ratio is right more animals! The Economy: Features to manage the currency. Random shopkeepers around the world will be randomized per play. With random goods and random purchase multiplier. An auction house where you can bid with other NPC's. They are witty bastards! Caches inside houses serve as a quick means to getting loot. Careful, when you steal them your karma goes down! Well balanced to provide a good means to getting armor, accessories, and a bunch of other useful items. Playable Characters: Other Notable Features: A sleek and simple menu system for clear navigation. A vast tutorial page that you can call up on your own accord. An encyclopedia to describe states, enemies, and so fourth in more detail. An achievement system that also has stats depicting how much damage you've dealt and so fourth. A descriptive parameter chart so you can get an idea of how best to customize your battle members. All enemies level with you. Meaning every battle is a challenge. Only story battles cannot be skipped! Levels grant more stamina to run longer, better sustenance control, and vigor! Credits:
  12. PhoenixSoul

    GCH - Face and Makeup VX Ace.png

    I've messed around with Game Character Hub for a bit, and I'd like to share some of these creations with you. So, here's one. With this one, I changed the colors of the outfit, and I added makeup. Nothing too fancy, or too dull. If you want, you can have this, and if you want to change anything, I'll include the library item as well. Face + Makeup.7z Enjoy.

    © anti-copyright

  13. PhoenixSoul

    Looking for a face set generator...

    I'm going to be brief with this. Does anyone have Skye's face set generator? It would be great if someone did, because the mirror links on the website itself are no good. If anyone could assist with this, much appreciated. Merci beaucoup!
  14. Chaximel

    Marsigne's Cutscene Workshop

    What's this workshop about? Cutscene making, of course! Struggling with move routes? I'm your man! Want to have your cutscenes taken care of? You're at the right place! Want to have 30 soldiers chasing you and fighting you at the same time? I can! (within a year of course) Have in mind though that I only work with VXAce and MV. I'm much more familiar with VXAce, so MV may take some time. The template must be sent via PM, and it must be composed of: Game Title: Directions: (outline, instructions, etc.) Project demo: (materials for the scene) Process: You send me the template, then I'll start working on it ASAP. I'll aim to make a fast first draft (shown via video) so you can see the progress and tell me what needs tweaking. After the scene's finished, I'll send the project file so you can copy the map/events. Terms of service: There is only one rule: that there are no rules! Samples: Workload: 1. 2. 3.
  15. For some reason, the tiles in sample overworld maps don't work. There are 6; i've tried all of them and none actually show what they're supposed to show. This is supposed to be a grassy island. For reference: This is what it's meant to look like. Is this normal? Am i missing tilesets or something?
  16. So I'm starting a new project and I put in the Ancient Dungeons tiles to use, imported them. and then tried to set up a cliff. All went well until I tried to place a tree, which caused weird graphical glitches, like a tile was being shoved beneath it.. Around the corners of my cliff, there is the same tile being projected underneath it. While I can work around it for now, I would appreciate any help in solving the issue. I included a screenshot in case that helps.
  17. Also posted on RPG Maker forums. I'd like to have custom images etc for the home/title screen, a.k.a no box and if possible a fluid transition with the cursor. Font used is just an example, provided by MOG's animation title(?) https://atelierrgss.wordpress.com/download-page-9/ Preferably something like this, this, or this, since I'm going for a more pixely style Iori's Dream Teller probably is the best example. As of now I can't seem to get the font graphics to actually replace the ingame menu options. It looks like this currently. Thank you in advance.
  18. Vis_Mage

    Cute Monster Overworld Sprite

    Howdy! I was wondering if anyone would be willing to help me out with an overworld (character) walking sprite for an unique monster in my game? In particular, I'm looking for a sprite of this little melon cutie: ​​​​​​​ As far as size goes, VxAce style is the preferred sprite size, but I'm not too picky. Thank you for taking the time to read over my request!
  19. Is it possible to bind the remaining percentage of MP (or TP for that matter) to a state? For example: a mage uses all of its MP and automatically gets the ''Exhausted'' state which will immobilize him, or a warrior uses gets to 50% of its TP and gets a state that lowers its damage.
  20. I would like to know if binding an item and a skill could be possible. I wanted to make a skill require having some item in order to be performed and then eliminate that item as if it had been used the regular way. I understand it could be easier to bind the effects of the skill to the item itself and then use it, but I want to know if this could be done the other way around. Any help or opinion is appreciated.
  21. Hey all, I'm wondering if I can make a buff apply to my entire party (of 4), but only have the audio file play once? Right now, whenever I apply to the buff to my party members, I hear the audio file 4 times, but I don't want that. If it's not possible, please let me know.
  22. In my game you can equip multiple accessories, I am going for something like FF6's relic system. There is an accessory that gives you the ability to dual wield weapons and an accessory that boosts your attack in exchange for losing your ability to use a shield. However since characters have multiple accessory slots they can equip both of these accessories at the same time and seal shield does not affect the Weapon 2 slot, allowing the character to dual wield and gain the Two Handed attack bonus at the same time. So I need a way of making it so that either you can only equip one of them at a time or making it so that the accessory that seals shields also seals the weapon 2 slot. I have already looked into making each accessory slot a different armor type using Yanfly's Equip Engine(which I also used to give the character's multiple accessory slots in the first place), which works alright but isn't exactly what I prefer to do, so I was hoping there is a way to solve this problem without doing that.
  23. Hey guys! So, typically I just browse and browse and browse until I finally find something that gets through my thick skull and makes it so painfully obvious I can't miss it, but with the current circumstances I don't have the time to sit at my PC and do that. So I figured I would finally cave in and actually ask for help. So, I'm still relatively new to RPG Maker, but I've gotten a pretty good handle on everything except events. My biggest problem is common events. I spoiler'd all my images just because they're relatively large. So, basically whats happening is - I need to make a step counter. Now, I've found posts about the built in step counter and it works. So I guess actually my problem isn't the steps. I can make a normal map based event and set it up like this: Which successfully activates my other event: but when I put the exact same code in a common event, for the life of me I cannot get it to work. I'm not 100% sure what the condition switch is and I can't find any kind of documentation on it to help me either. The way I understand it is that since its on Parallel Process it should just run in the background. But it doesn't seem to do that for me. It's clear there is another step I need to take with common events but idk what it is and I can't seem to *easily* locate anything on what it is. Please and thank you for any help you can shed on the subject to help me out >.< Jusblazm, out.
  24. Hey everyone, so, atm I have an encounter where someone is chasing me with a blackjack and when he finally catches you he hits you and you black out. I have created my sprites for falling all 4 directions. I've also gotten the whole event to work. Atm you run as long as you can, he inevitably traps you and knocks you out. Then you transfer to a new map. I can't seem to figure the best way to have the sprite change from the walking character animation to laying on the ground for the wait time. The event is autorun and it starts the second he hits you (that way once he gets you, it effectively starts a cutscene so you can't move around). I can't change the event animation to the laying down sprite because I won't be in a specific spot, but rather anywhere on the map (afaik). The only thing I can seem to find / come up with is making the laying down sprite a character and remove the main character sprite from the party and adding the laying down sprite character to the party. The problem with that is then there is a tick of the game where you are effectively invisible. Now, I'm almost positive there is a way around it whether it be with or without a script. Anyone have any ideas? /e I'm just kidding, more tinkering finally got this to work as I wanted!
  25. RoooodWorks

    Finally uploaded my games to gamejolt

    So the only 2 games I completed, I have uploaded to GameJolt, the finding Chibi from the Indie in a week 1 which won 2nd place and was made in VXACE (Drassray won 1st place), and Finding Chibi MV, which is just a port of finding chibi made in MV, but fixed a few stuff and changed some things like the ending. Here is the link to my page : http://gamejolt.com/profile/chibievil/1522601 enjoy and hope you enjoy, give me as much criticism as you want. I will improve it and make the game better in the remake.