After thousands of hours and 3 total reboots it's crazy to have it out for people to play. If you want to check it out you can find it on the Play Store or Amazon App Store.
I want to get it on Steam later, but right now the controls are built around a touch screen.
Figured I’d post this a couple places. I see a lot of work-in-progress maps for linear JRPG-type games, but not a lot for open world game design. I’m a little over 2 and a half years into development, and this iteration of the world was started liike a year and a half ago.
Not pictured are the hundreds of events populating the landscape(birds, bugs, plants, doors, fishing spots) or any of the underground/interiors. The land shown is for parties lv1 - 40 or so.
The game is available on steam for six bucks, should you want to take a closer look: https://store.steampowered.com/app/762240/Fantasy_Realm_A_Land_Torn_Asunder/
This is a screenshot of my 3D spinning cube demo;
http://i.imgur.com/vQoH9iC.png
You can download the demo here; https://www.mediafire.com/?cmu3coyp5vh36m1
It is a script/library I am working on that enables the use of 3D rendering in RPG Maker via OpenGL 2.1.
I'm currently discussing the idea of creating a new Tilemap class using this script that will let us do 3D maps in the style of SNES Mode 7 or have 3D maps in the style of Vagrant Story.
Something a little different this time - some music! Wrote the score, played in on my eh-quality piano, messed up a little bit as well, BUT I've got a placeholder recording now for when I want to clean up a nice recording.
Yes. I have.
https://play.google.com/store/apps/details?id=com.Themissingthreeunderground.andrewedwards
It's easy. But it takes time.
Export your game. Then package it. Then set the package name. Then change the version. Create a developer account on Google play. Pay $25. Upload APK. Upload ARMV7 and X86 APK. Publish. Wait around 3 hours.
They are either exported for windows or if they are exported for mac: they can't be opened after macOS Big Sur update. Developers can still export for Mac and make it work by using Electron.js but it's not easy! More info: https://hackmd.io/@Mirai/Steamworks_Electronjs_eng
You can use the rpg maker to enrich your text based rpg with some nice background pictures or even maps.
You could achieve that with just the eventing engine the rpg maker provides (no program knowledge need).
Eventing the fight system might be a bit harder for newbie, but there are many tutorials out. So the rpg maker might be the engine you are looking for.
On the other hand: this might be better.
"If you build it, they will come."
If you need additional talent that you can't provide, you'll need one of two things, and possibly both things.
1: You'll need a functional proof of concept. Something tangible and playable that shows you're serious. It has to be good enough to attract the attention of talent that might be interested in collaborating. If graphics are your weak spot, use pre-made graphics. Some weak little demo won't cut it either. It will have to be something substantial and interesting. Something that makes people say "Dude. That's cool. I wouldn't mind being a part of that." If you could do this people will offer assistance out of pure desire to see it completed.
2: Money. Talented people will offer work in exchange for money. Even if they're not particularly interested in what you're doing, they'll do work for cash. Promise of "a cut of the profits" won't do, as with these things it's unlikely the project will see the light of day. No disrespect, but most of these projects do not actually see completion. Regardless of how it ends up, I know there are many artists who will happily create high-quality graphical assets in exchange for money.
A great example of these things would be Yandere Simulator. The creator of this game is a talented individual. He can code with the best of them, but he's not a particularly talented artist. He started out with a functional demo using pre-made assets. The concept was interesting. It began to gain interest on Youtube and other sites. People offered their services in the area of modeling or animation. The author started a Patreon. People pledged money to this in an effort to see his project get finished, because they want it to be a thing.
If you're talking about RPG Maker MV, the Windows version is $79.99 - Official site
I bought it and think it is worth it.
edit: Perhaps the Steam version is on sale, if that is where you are looking. In that case, perhaps the Mac version will also go on sale at some point.
Can I sell my games created with RPG Maker XP/VX and its game materials included in (or added on to) the software?
Yes, you can distribute games you created with RPG Maker XP/VX or IG Maker, using its included (or added on) materials, as freeware or commercial ware. You are also allowed to modify the materials with other software such as Photoshop, provided they are only used within RPG Maker or IG Maker software, and not sold/or distributed. You can also include your own graphics and music if you wish. Please ensure that those games do not include any material which infringe others' rights.
Please note that any modification of the exe, dll, or other game files generated by RPG Maker or IG Maker is forbidden. Also, you may not use the materials included in the software (or add-on package) within other game engines or software.
Here's a link to some great tutorials straight from RPG Maker's official website.
In this case, you're gonna want part 6 (Note: Page 11 explains how to set up random encounters).
Shew, ok, the short answer is: this is working as intended. So the good news is, you imported the tiles correctly! Now you just gotta learn how to use them ;)
1) Please review tutorials 1-9 in detail. Seek out other tutorials specifically about mapping if you have any questions, but this is absolutely required reading for starting out.
2) The walls and roof are separately autotiled. This means that the rectangle tool is of limited use here. Use single paint tiles, like you do in the top screenshot.
3) Indeed, the top screenshot demonstrates that the tiles have imported correctly. Look, the tiles are auto-adjusting to create borders where the borders are supposed to go.
4) The reason you can't place stairs is because the stairs tile lives on the layer below your cliff. That is, stairs are meant to be placed on the lowest ground level. Another way to think of it is that nothing on Page A is just a tile - it's also an elevation. So, when placing stairs in the middle, it's almost like you took a thumb and pressed into your elevation, depressing it (and RPG Maker is autogenerating borders accordingly).
To demonstrate this, instead of stairs try placing something from pages B-E (instead of A) on top of the elevation. Notice that it doesn't generate borders?
5) To get the stairs to work they way you want them to, you need to shift-click map. Check out parts 2 and 5 of the tutorials above, and I also talk about it in my bridge tutorial.
I have a couple things that might help.
Any developer worth their salt uses a flow chart to track projects and progress. Here’s the best one and it’s free:
Next, START SMALL!!! Only build a small part (one town, one quest, one dungeon) all the way to completion before you do anything else.
Find friends to play test your work. Nothing worse than building hours of gameplay to only find out your game is no fun.
I got really excited when a youtuber played my game, even though they are small (170 subs at the time). There's something about watching someone totally different react to something you made that feels really good: It's basically the complete opposite from yours though, it's a comedy/memetastic game. Their video is here and game here
You could publish it on itch.io or steam. I usually buy rpgm games from there if they're in a steam sale or I stumble upon it and it's like 99 cents and has good reviews. Humble Bundle is also an option.
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I don't think paid is a bad option for a game with 19 hours of gameplay but it does present a problem if you're not well known/don't have the funds to market your game.
This isn't a RPG Maker issue, it's a Windows RT issue.
The best you can do is hack it to work
The only workaround - if you can call it that - I can think of offhand is to get MV, export everything to something like itch.io, and play through a browser. That's not really a solution to a VX Ace project you've spent 300+ hours on, though.
Parts 1-9 are, as far as I've seen, the best very-beginner tutorials. And then once she's at an intermediate level, tell her to visit my blog ;)
thanks! i love drawing characters but not backgrounds haha so i took the bg pics from here: https://unsplash.com/search/photos/dungeon
then i applied the photos a photosketcher filter.
Give mine a try!
You can find out more info here!
I'd love to hear your thoughts and watch you play!
I made one, I was pretty proud of it at the time but I'm wayyyyy better at MV now. I wouldn't consider it a JRPG but give it a look if you'd like. Here it is.
These foods and tools look great. I really like the art style, especially the simple yet effective shading you're going with.
And in regards to your content on Itch.io, nicely done! The Minecraft-Related projects look sweet and your other iconsets are well put-together.
Ruby. There are some decent free tutorials all over the web, like on Code Academy. That's how I got started, myself. Some of the lessons have ambiguous or bad instructions. That site has problem discussion forums so if you absolutely get stuck you can always check other people's comments.
/r/ruby has some great posts (and links in the sidebar) you might want to pay attention to. I'd focus on learning the basics before getting too deep in the min-max stuff, though. Rather thorough API documentation at ruby-doc.org and there's a ton of info on the RM data structures in the help file within RPG Maker itself. One of the few programs I use where hitting F1 isn't a total waste of time. VX Ace, for instance, uses an implementation of Ruby 1.9.2 that's unfortunately missing some of the core API. Help file has info on what's in the RM implementation.
While there is Rails, that's really just a web server that's written in Ruby. Make sure you dodge most of the Rails tutorials and focus on basic programming stuff related to Ruby. Unless you want to run a web server with it, I suppose.
The YouTube videos. Just tutorials and quick tests.
I haven't had a chance to upload proper gameplay footage or a trailer yet.
BTW, if you have RES, don't access that video via the drop down button, rather open it in a new link, since it's an entire playlist.
My favorite PC indie RPG is Kenshi. It has a great setting, but almost no story to speak of. Instead players explore the world and make their own narrative experience. I think RPG is a bit broader term than you define it as.
Edit: to be clear, it's not rpg maker at all. But it is made by a very small team and so I think it merits attention as an example of an indie RPG.
the issue with this kind of thing is the engine of RPGMaker is built for turn based like RPGs, so there are a few different groups editing the engine to change it to a Zelda-like environment
If that seems real scary (like to me, huge engine edits like that make me sweat) there's ZeldaClassic
The best pro of MV it's probably their community and the use of javascript. Huge and friendly community. Really easy to find tutorials to learn the language.
For GG Maker, just download and try it for free. ;)
I didn't use it, but looks cool. Didn't know about the community. The language is a limited version of BASIC, so if you search a good language, better use MV. But in the other hand, the graphical scripting looks better on this one than MV. (Once again, I didn't try it) The program was published on July this year.
If you have access to a Mac, try using Wineskin. It takes a few tries to figure out how to get everything configured properly, but over all it is fairly easy to do. Link: http://wineskin.urgesoftware.com/tiki-index.php
> I was wondering what recommended tile art software would be
I use Asesprite for the vast majority of things. It takes a little bit of getting used to at first, but it's excellent for pixel art and animation. I'll occasionally use GIMP too, although mainly for transparency work. You can use layers to create semi-transparent areas in Aseprite, but it's often easier to edit the alpha layer directly in GIMP.
Sorry, but I can't help with the character creator question. The default art style doesn't mix with my own, so I'd have to completely replace all of the images to use it.
Uh... Anvil Studio? You can even do VST stuff with it. I've used it to mess around while treating my computer keyboard as an input device via a virtual MIDI port.
It's freeware with some paid accessory packages. Really oldschool software model, the kind you tend not to see very often these days.
I think prices are the same across Mac/PC. MV is $80 normally, even for Windows, but you may have seen lower prices in the past as RPGMaker stuff frequently go on sale. MV frequently goes down to $20 on Steam, which applies to the PC/Mac/Linux versions of the game.
The programs are fun to mess around with. I'd recommend trying the trial out first.
I'll be honest, I have no idea what you're asking for.
itch.io exists. It's free, lets you upload RPGMaker games in .zip form, and gives you tools to talk about and show your game before someone downloads it so they know what they're getting in to. It has categories/tags/whatever the kids call it these days, a respectable search engine, and.. again, it's free.
And because you're distributing the game via the XP or whatever distribution export, there's no need for anyone to own the game in advance. You can tell your players to download the RTP in advance and/or provide a version with the RTP attached.
Does that resolve the problem?
You can still download games made with rpgmaker, you just can't open the project files (if they're included).
Go to forums.rpgmaker.web under completed games for some games or rpgmaker.net, they also have a lot of games.
For some games rpgvxa and below you may need to download the rtp here. But it will specify most of the time if the game has rtp or not.
You might want to find a tutorial or two on how to set up maps and events. Plenty of them available. There's a few in the Humble Bundl-er link toward the top of the subreddit and there are some official tutorials here. http://www.rpgmakerweb.com/support/products/tutorials
If you want a specific look to the graphics, you'll need to make them, regardless of the engine. If you want blockier graphics than the RTP, then it's definitely not RM that needs replacing! Look through the "DLC" (check out the old school pack, maybe?), or make your own.
When you're working on any kind of serious project, use proper version control. It not only works as a backup solution, but also allows you to go back to previous versions on a file-by-file basis when needed, or to show you the changes you made since X.
If you're not familiar with version control systems yet and work on Windows, I recommend Tortoise SVN. Here's a tutorial on that: https://www.youtube.com/watch?v=osnP8MGO0PQ
Mine have been around for more than a year. Working great but not perfectly. Depends on the kind of gameplay you want to implement too; think touchscreen!
https://play.google.com/store/apps/details?id=com.bloodmoongame.bloodmoon
Yep, I'm using XP. Whichever version is available on their site now. I just got started being interested in game developing, so I figured I'd just mess around with it to see what I could create. It lets me save :)
If anyone would like to check out the project I'm fiddling with (far from polished) - I've got the first three little "Map levels" up. Basically, I was testing BGS and how the switches / variables work. If you'd like to try it I'll link to my dropbox below. I understand if you don't trust me though.
If you do try it, be sure to check out the coolest things i've done so far, which is making the frog say different things things when you talk to it, as well as the monk talking while he is coming to find you. Oh, and a demon. That explodes out of a baby. All pretty basic stuff but it took me forever to figure out - so I'm really proud.
Anyway here's the dropbox for what I've done. If you already have RPG maker you dont need the RTP thingy. That's what lets you run the game. If you already have RPG maker or the RTP thing you can just grab "Adrena-Lynn.exe" and run the game :)
https://www.dropbox.com/sh/ziusau0z5f0otf3/Y3SD2bZLBf
Lemme know what you think, should you decide to try it. I posted it all over my facebook but no one said anything ,so I don't think anyone tried it yet. I'm a noob and it's a alpha alpha alpha project. I'll probably delete it once i figure out what I'm doing.
I agree with you a lot here. While I fully believe that an artist should have control over their work, I also believe that once a decision has been made, it has been made. In this case, offering the work for free with a "weak" EULA.
So if you put your work out for free for years and then suddenly decide on a paywall.. .I don't know, it doesn't feel right to me. I would argue that the free aspect of their work was a prime factor in actually building the community that is now asked for payment. If they had started with a 1-5 USD paywall from the get-go, I daresay the creator would have never garnered such a following, let alone a virtual dependence on their work.
I would read often on Steam or other forums that people would recommend RPG Maker MV with the caveat that you would, naturally, get yanfly's plugins to make the package whole. That will most likely cease now, as I cannot imagine that hobby creators with no monetary interest (such as myself) would actually pay for stuff. I make games for relaxation and fun, I would never intend to make money off of them (also, I don't release anything apart from stuff to friends and close people).
Ah well, this is mutating into a longer and probably uninteresting rant than I intended. The gist I wanted to relay is that I disagree intently with the idea of paywalling stuff once it was made available publicly and used to build a community. It rubs me in all the wrong ways. Especially if there already is a Patreon and itch.io that can be used to sell things. This just has an aftertaste of regret for not having asked for money before and the desire to monetize their work further now (which is fully in their right, I just disagree with the way and how).
https://store.steampowered.com/app/426100/RPG_Maker_MV__Season_Pass/
This season pass will include 4 high quality DLC packs for use with RPG Maker MV:
DLC Pack 1: Music (released! 2016-02-25) You can find 10 remastered/remixed RPG Maker 2000 Music and 100 brand new SEs.Interested in stand-alone copy of this DLC? You can find it right here!
DLC Pack 2: Character Graphics DLC (2016-04-01) Featuring Characters from RPG Maker 2000. This includes the following materials. Character Walking Graphics + Damage Poses Sideview Graphics Facesets (MV Style and Rm2k Style) + 4 Basic Emotions Remastered RM2k Bust Art from the Original RTP
DLC Pack 3: Tileset DLC DLC 3 includes a large and versatile set of tiles for creating a train that's right at home in the standard MV resource environment. Autotiles (A2-A5) for creating floors and walls for both the outside and inside of the train Tile B including a large train, complete with the engine, passenger cars, freight cars, and caboose. The train faces east and west, and may be used with a scrolling parallax background to simulate movement. Tile C includes a full sheet of objects and details that can be used to create the inside of train cars. Animated tiles - such as opening doors, smoking chimney and railroad track switch
BONUS: 8 Train-themed NPCs, incuding the Conductor, Ticketmaster and passengers - complete with walking character sprites and matching facesets with emotions.
DLC Pack 4: Kid Generator Parts DLC 4 contains 134 parts to create kids! 22 Front Hair 22 Rear Hair 2 Ears 15 Eyes 14 Eyebrows 3 Noses 19 Mouth 4 Facial Marks 22 Clothes 6 Accessory 1 4 Accessory 2 1 Glasses
Try this. Implemented from this source since it was a little more clear and compacted. http://www.gamefaqs.com/ps/197338-final-fantasy-ix/faqs/44329
class Game_BattlerBase def ff9cure(a, b) base = 16 range = (((a.level + a.mat) / 8) + 1) bonus = rand(range) + a.mat a.state?(id) ? (base * bonus) * 1.5 : base * bonus end end
Edit: Make sure you turn off the variance on the skill since it has a random number in it already. Also... Ruby is pretty flexible. You don't need to contort your code to work all in one line. You can do it human readable easy enough and let the computer handle the rest.
If I was going for a non-RPG maker feel I would have made it in Fusion 2.5 or something.
This is just my second (first released) game in the engine and I'm probably never touching the engine again afterwards. I don't really see the point of spending money on non-RPG maker type art to put into RPG Maker, might as well use a more powerful/flexible engine for that. It's kind of like doing this, I just don't see the point. I used free/cheap tilesets that had to be used in RPG Maker, all in all the game cost me $640 to make (custom sprites, music, sound effects etc.). If I commissioned assets individually I'd spend at least 3500 just on the art of the game, and I'm probably not going to even make that much.
thanks for bringing up my game jam. And yes, using a game jam to help get an idea together, is a good idea to help with motivation, story, etc. If you'd like to join my Game Jam, click the link and feel free to ask questions.
That's a great attitude to have. I don't contribute much because I'm still learning, but this community has helped me a TON. Here is a link to the demo of Tumbling Apart with some basic info:
http://gamejolt.com/games/tumbling-apart-demo/167551
It will definitely be finished:). You can check the progress out on twitter as well:
It has gone on sale for $50-$55 every month for the past several months. Dunno for sure if it'll be on sale for Halloween specifically, but it should be due for a sale pretty much any day now. Here's a good site to track it for both Steam sales and also on other sites that sell Steam keys for it.
It didn't go on much of a discount last Halloween, but MZ was pretty much brand new at that point, so that's not really surprising. It should be cheaper this time around.
I sadly don't - but for a fan of some FF music, and if you've got a ton of time to kill, this is the first movement of what was planned to be a full symphony of the ff6 themes. Wrote this part about 7 years ago, never moved on. This movement is titled "The Family" as it's just Realm, Strago, and Shadow's theme (ok with a little Kefka, because he's unavoidable). Lemme know what you think!
You're making it a lot more complicated than it needs to be. Internally, there doesn't need to be any difference between a grid of hexes and a grid of squares, because hex grids have regular rows, too, they're just offset. The offset, as well as the fact of the grid spaces being hexes at all, can be produced entirely at render time. You'd also have to modify your input scheme (in the example above, you'd have to block right-left movement; you could also rotate the grid 90 degrees and block up-down movement instead), but other than that it'd be pretty straightforward.
You can set your own custom stat base and bonus values by using a module. Store them as instance variables within the module, then you can make methods to modify those variables and report the current value. That's a bit more work than helping you sort a spell formula, especially if you need implementation on item note tags. If you do some Ruby lessons at Code Academy or another tutorial site you should be able to work it out.
I can't help you with that other person's script. I'm not even sure why you have the numbers you're reporting because when I put your magic formula in my calculator for level 6 with 16 mat I get an answer of 2.3 which is very different from 4 or 5. Try this forum as well if the one you're already trying doesn't help you resolve it. http://forums.rpgmakerweb.com/index.php?/forum/47-rgssx-script-support/
For the ff9cure formula... Just don't modify the original. Work with a copy. You can always copy text and experiment. I don't think the exact same approach applies to that note tag portion, the note tags are just checking values to be acted upon by the actual script. You'd need to modify the script if you want to do anything fancy within it and I'm not sure you're ready for that just yet.
I have always wanted to create a game, but never got around to it. the IGMC 2017 finally inspired me to start my project, and it's really ambitious. I plan to make something that reminds the player of the classics, like Chrono Trigger and Final Fantasy, as well as some exploration and puzzle elements too.
This is the result. There's still so much to do, I want to have hours of fun exploration, crafting, puzzles and quests.
If you REALLY like it, you can vote for it in the IGMC here: https://itch.io/jam/igmc2017/rate/191443
Check out itch.io for paid and free assets: https://itch.io/game-assets
Check out https://opengameart.org/ for a ton of free assets.
Regarding free assets, please note the license. If its licensed CC0, you can do whatever with it, other licenses are more restrictive. Some other ones just require credit, others require the whole project to be under the same license.
Edit: Also, you will need to modify any assets to be used in RPG Maker MV. Just take a look at the default assets and you can copy the format.
Wait, what? XCode and Cordova are free, last I checked, and you're able to install a self-signed iOS app onto your iOS device for testing...
As for Android, you have plenty of free hosting options. You can shack up with Amazon Appstore, but I prefer https://itch.io.
I personally prefer http://www.getpaint.net/index.html as it's much better for editing on a pixel by pixel basis than gimp, and it's free unlike photoshop. It's sort of a common ground between the two of them and MSPaint, actually.
If there's not much voice content, or if you just don't want to take the time to learn a large program, I recommend Audacity. It's fairly simple to use, and has a decent amount of filters you can use after you record something.
If you want to invest a bit of time, I recommend using something like Reaper. You can set things (filters, etc) up ahead of time and apply them as you record, each time you record.
In the description I've lined out, page 1 has no options checked on the side. Page 2 has BoatBroken checked on the side. Page 3 has Self-Switch A checked on the side.
The contents of the event of Page 1 are the "Hi, how are you" stuff, Page 2 is the Movement Down to the boat, yelling at the Player and as the very last step, turn on Self Switch A and the MovedToBeach switch.
Page 3 will be blank.
A third event (not the boat, not the NPC) will be set up on the spot where the NPC is moving to. It will only appear when BoatNPCMovedToBeach (or whatever you call it) is on. It will look like the NPC and say "Thanks for ruining my boat, jerks" or whatever.
If you have windows use the trials for now and if you ever get any cash or there's a give away on this sub you can get one of the cheaper rpgmakers on steam/free. Sometimes you can get it on humblebundle for as low as a dollar.
Specifically, you'll either need to run a plugin to remove up/down movement (probably not what you want as you likely imagine ladders) OR you will need to set up a tileset where some tiles are duplicated, so the duplicate tiles can be set as Impassible while the regular tiles are passible, creating a seamless illusion OR you'll need to run a plugin to restrict movement based on regions and label regions based on how you want movement to work.
Or just get IG Maker
Yes, there are many comparisons.
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You could also try out the different makers if you don't want to buy.
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But my preference is MV. It looks and runs better and it is the most supported.
Nah, 2k3 sounds like the engine you want. Ace does have the capability of giving you more control over the various aspects of database items, and do a lot with scripts, too. That said, you can try out Ace via a free trial here: http://www.rpgmakerweb.com/products/programs/rpg-maker-vx-ace
Both are currently on sale via steam.
Apparently I was wrong when I said that in the other post, you presumably just have 20 days time to activate the key. (╯°□°)╯︵ ┻━┻
In this post it's said that there's no date set yet.
>Q: Will there be a trial version or a Lite version? >A: There has been no information on this yet. We'll let you know as soon as we find out.
Obviously I am wrong again ┬─┬ ノ( ゜-゜ノ)
It's all just images and sound files (plus some game data ones). You could just download a sample project and look at the structure yourself. http://www.rpgmakerweb.com/download/additional/sample-games They are "missing" some folders because they utilise the RTP assets and thus don't keep those within the project but the general structure is still evident.
VX Ace has 2 layers. XP had 3 layers. Now MV has 3 layers again. Here's a link for everything you need to know.
http://www.rpgmakerweb.com/products/programs/rpg-maker-mv
Right in the middle shows the three layers. Just Ctrl+F "layers"
They are from the RPG MAKER DS Resource Pack:
http://store.steampowered.com/app/229754/
http://www.rpgmakerweb.com/a/resources/ds-resource-pack
Used google images to find the ref (nice tool), then checked my steamapps folder to confirm, so I'm sure.
Under event tab 1, click "Control Switches." Select and name the switch and set the NPC event to turn the switch on.
If you're at all concerned about whether its worth it or not, you may wish to consider downloading the free trial.
The trial is limited as far as what you can do with it, but it at least gives you some idea of what you can do with the full product.
That being said, I love it. 10/10 would buy again.
How about their official website? ;)
http://www.rpgmakerweb.com - All the RPG makers have been arround for a while, long before they showed up on steam as well. Every once in a while there is a discount going on too.
I'm so glad I downloaded this bundle. I'm currently plugging away at this tutorial and am blow away by just how much depth VX has. Seeing what people like OP are doing just blows me away. Can't wait to delve deeper!
It could just be something the makers of that game made themselves (either from original art or else cobbled together from other sources). Personally, I've never seen it before, though.
I suppose you're not a fan of the official Modern and Futuristic tilesets?
For my first project I just kept notes in a word document, but I'm starting to use Trello for my second, and it's really useful. You can organize your notes into different categories, and add pictures and stuff.
You can follow my Facebook page: http://facebook.com/sanghendrix to follow all my game projects, or if you have an Android device, you can play this specific game for free: https://play.google.com/store/apps/details?id=com.sevenmysteries.lastpage
If it's something you want to do, you absolutely need to decide that from the beginning. There's a lot to keep in mind - the aspect ratio, the resolution, improving the default controls...
The default controls are tap = Z, but you also tap on a tile to move to it. Two-finger tap to press X. It's... kind of awful, and should be replaced with on-screen controls asap
Also, before you seriously start getting into your game, try to go through the android deployment and make sure it'll work for you at all. You can get a feel for your new controls, it ensures that you're even technically able to do it, and it'll let you test the framerate. Because, to be honest, it's not very well-optimized for mobile. There's a benchmark app on google play and my Galaxy Note 9 (a flagship that's a little old but not that old) still manages very unstable 40-60fps.
You can try mine if you want and have an android phone or emulator. If you can't affort the 1$ price, PM me I'll send you a code ;)
https://play.google.com/store/apps/details?id=com.bloodmoongame.bloodmoon
My game: https://play.google.com/store/apps/details?id=com.bloodmoongame.bloodmoon
It's an old school RPG designed for android mobile phone with touchscreen controls. It can be run on an Android emulator as well. I PMed you a free licence key.
Enjoy.
> RCA Cambio
https://www.amazon.com/Cambio-Windows-Touchscreen-Computer-Bluetooth/dp/B0188MSALC?th=1
Even less on Amazon.
Not much power in it and you probably want to extend its storage with a large microSD card pretty soon but looks to be a decent choice if you want it for just this particular job.
Every successful story generally follows the "hero's journey" model. If you want to read the academic research on it, get the book "The Hero with a Thousand Faces" by Joseph Campbell. If you want an analysis as it applies to writing a story, get "The Writer's Journey" by Christopher Vogler. But really, just read the "For Dummies" paste here:
"The hero’s journey, once more: The hero is introduced in his ORDINARY WORLD where he receives the CALL TO ADVENTURE. He is RELUCTANT at first to CROSS THE FIRST THRESHOLD where he eventually encounters TESTS, ALLIES and ENEMIES. He reaches the INNERMOST CAVE where he endures the SUPREME ORDEAL. He SEIZES THE SWORD or the treasure and is pursued on the ROAD BACK to his world. He is RESURRECTED and transformed by his experience. He RETURNS to his ordinary world with a treasure, boon, or ELIXIR to benefit his world."
The words in caps are not necessarily literal. In a love story the CALL TO ADVENTURE is accidentally bumping into the female love interest in a coffee shop and asking for her number. LoTR follows this formula to the T. So does Star Wars. Master storytellers follow this model whether they realize it or not. Once it's revealed, it becomes impossible to unsee, which becomes incredibly annoying when you watch movies. They are so goddam predicatable now that you know the formula.
Here is the longer, but easily consumable, write-up.
Well shoot, I thought I was posting in /r/gamedev. The game was not developed in rpgmaker, but I'll share the link if it helps you scope your next game. Link: boxel rebound
Not perfect. You have to toy around with scripts that are compatible but works until the official Android port release. Also, /u/mhaus has a side project for natively compiling RM games on Mac/Linux, I believe, but it's in its infancy as well.
*edit - RPG XP works with VX Ace as well.
A few questions for you.
If you know how to do even two of these things, it gets way easier. Anyone can make a game with RPG Maker and its base assets. I made two pretty okay horror prototypes with it-but I started beforehand with writing, creating a concept, picking music (as I am sadly not musically gifted) and picking plugins that would fit what I want to do.
It gets a lot easier if you can draw at all and easier if you can make music.
If you can't, though-it's okay! There are a LOT of things you can find for free on https://itch.io and its game asset section!
But you won't make a good horror if you don't at least have some basic writing skills. And that's okay.
What should matter is what you like and what you want to do. Your first few prototypes will not be good-and that's okay!
My husband and I participated in our first game jam. We made a prototype for a visual novel about a cat trying to send missiles into the Bermuda Triangle. We could only invest a combined 9 hours into the game!
I haven't composed music in over a decade—and even when I did, I only made half a dozen songs—plus, I've never made sound effects; meanwhile, my husband's learning how to use Piskel! So even though the game is original assets, the room for improvement is palpable. Yet we really enjoyed putting it together. (:
Just wanna mention there’s also an ongoing sale in the rpgmaker web store for anyone who doesn’t wanna purchase on steam for whatever reason.
For assets there is a massive sale on itch.io for a few compatible rpgm assets in a big bundle.
Congrats, it can be a daunting taste to release your first game.
I prefer to have screenshots, or even a description of a game before downloading (don't think I'm alone in this).
You can use Itch.io or Gamejolt.com to host your games with screenshots and descriptions.
[Links] Custom Status: http://www.rpgmakervxace.net/topic/419-nasty-extra-stats/ FF9 Status breakdown: http://www.gamefaqs.com/ps/197338-final-fantasy-ix/faqs/20745
I've been setting custom status, with a custom script, in order to modify the leveling of the characters and to make better use of the skill formula, however I've faced a problem. The formula on the game to level up is the following:
Spd = SpdBase + [Level * 1 / 10] + [SpdBonus / 32] Str = StrBase + [Level * 3 / 10] + [StrBonus / 32] Mag = MagBase + [Level * 3 / 10] + [MagBonus / 32] Spr = SprBase + [Level * 3 / 20] + [SprBonus / 32]
(I'll try to make the HP and MP after this one is settled.)
The formula I used was
:Speed => '(level * 1 / 10) + (agi / 32)', :Strength => '(level * 3 / 10) + (atk / 32)', :Magic => '(level * 3 / 10) + (mat / 32)', :Spirit => '(level * 3 / 20) + (luk> / 32)',
Since I add the base on the actor notes, It isn't shown here. However this formula has two problems:
1) Some results are wrong. Ex: if I have a level 6 character with 16 mat, I have 4 Magic instead of 5.
2) It doesn't do quite what I want, since instead of having '(agi / 32)', '(atk /32)', etc I wanted to do like what it's done in ff9. The Bonus work like this: >The various 'Stat'Bonus values are the only way you can affect the growth of your stats. Every level, these bonuses go up by a rate that's worked out from your current stat increases. For example, if you have equipment that gives you 3 extra Speed, then SpdBonus will go up 3 every time you level up.
I didn't try to do the same thing that was done for ff9cure because I'm kinda afraid to mess something up u.u I did try to do other things to solve this, but to no avail x.x
You might wanna check out https://gg.deals/application/rpg-maker-mz/
I think it's a little less buggy and covers a little more information. It doesn't always have Humble Bundle info though.
Not free but goes on sale frequently
Or the visustella packs maybe (not free either) both of these are formatted for mv.
​
Sorry, but I highly doubt you'll find a full and cohesive tileset for free, those are pretty rare. From what I've seen they're not in the style you are asking for. Next steam sale is october 24, if you want to keep an eye on prices on dlcs in non rtp style.
As for what specifically to grab - I don't know what look you want, so I can't really help you there. itch.io has resources, lots of which are free. There's other places - deviantart, rpgmaker.net, and so on with stuff. And, as you found, the Steam Workshop has stuff as well, though that can be a nightmare to navigate.
Try making a completely new project and see if the playtesting issue still occurs. If so, I think the issue is with the nwjs-win-test folder in your RPG Maker install directory. You should be able to fix it by verifying game file integrity (if you're using Steam), or downloading a new nw.js from here and overwriting the files in the nwjs-win-test folder.
If the problem is only with your project... It could be a plugin issue. Try disabling all the plugins you have first and see if that fixes it. If it does, you can enable the plugins one by one till the issue comes back to see which plugin is the culprit. From there you may have to check its parameters (since you already replaced it), or check for any incompatibilities. Good luck!
Nope, they are completely different engines. For that you would probably have to use something like Tiled if you want to stick to 2d. Don't know any 3d editors though, can't help you on that.
Pretty old question and i don't know if the asking person is still interested in an answer, but you could go for something like Cordova:
It makes an iOS or Android app out of html code, should work good with rpgmaker mz
I agree. I've played a few really good ones, such as The Last Sovereign.
If you're inclined to give mine a try, check it out at https://www.patreon.com/zombieparrot?ty=h
It's just a demo for now, but it's free (the full game will be free as well.)
Well I do have a short game already made if you want to give it a try. I've been experimenting with art and battle systems in another side project. So hopefully when the program goes on sale that I'll have something to show.
>a five year Countdown timer for a RPG Maker VX Ace project
I'm confused. Can you elaborate? What exactly are you having trouble with?
You want some sort of timer event in RPGMaker? Or something external like this?
A fan made mod is different in effect, but it’s not really in terms of copyright. The type of mod I am referring to is like this mod for Mount and Blade that sets it in the Star Wars universe. It uses their IP in all the same ways as a fan made Pokemon game.
Am I misunderstanding, or are you saying you’re against modding games? Why?
And that's absolutely fine.
Myself, I've bought some DLC stuff, haven't used a lot of it, and regret buying the PopHorror stuff because... buying directly from the artist on that one gives you more stuff for more systems than buying it off Steam or RPGMaker's site.
These are great! Any chance you could release these under a standard license? It makes things a lot simpler for anyone wanting to use your music, which generally means more people will.
Something like CC BY (attribution) or CC BY-SA (share edits) would be super cool. Scroll down to Licenses on this page to see them.
To my knowledge, all you'd have to do is say that everything on that soundcloud page is licensed CC-whatever-you-choose.
Pretty much anything that can save as a png. Some people like a dedicated pixel art program. Others prefer the strength and flexibility of something like Photoshop or GIMP as they'll do everything you need plus 50,000 things you don't.
There's some free stuff in the first link, GIMP is free too. Photoshop and the other stuff on that list have costs associated with them.
Ultimately, which you prefer is something only you can answer.
I could be wrong but these look heavily saturated. Adding saturation to already existing tiles doesnt make it a new time. You may want to try something like GIMP (Its free), you can edit tilesets using pretty much anything you can think of.
Download Gimp:
https://www.gimp.org/downloads/
Wish you luck!
Not sure why you got downvotes, this is informative. I came across this last night actually.
DeepL AI Translator: https://www.deepl.com/translator
​
The text I used in the screenshots:
Original: It would make this place lively, for sure.
AI Translation: そうすれば、ここは活気が出るだろう。確かに
I'm currently using a android app building program thats free to use for testing purposes. It saves me hours! They will charge if you decide to take it commercial in the playstore though.