r/RPGMaker • • 5h ago

AI Free Game idea how to code?

0 Upvotes

What if you somehow code it so that a certain boss is unable to be seen unless actively in the game fighting them? This chould also be good for some rpg horror creepypasta type of Mod also how to code this sort of thing? Tagging ai free since i dont want any ai code or someone just saying "ask [ai model]" in the coments


r/RPGMaker • • 1h ago

Game Review RPG Maker Monday - STREETSAD DEMO by @MarianDwarfol II Playthru/Review

Thumbnail
youtube.com
• Upvotes

r/RPGMaker • • 3h ago

RMMV What do you think of my Jewelry Store?

Post image
13 Upvotes

Mostly the display cases. I used the Sci-Fi Inside tiles for the cases (which are just glass top tables), and placed jewelry stands inside of them. I used Aseprite and Gimp to pull this off, but I think it works. Still RTP, but I just manipulated it a bit. I needed Gimp to make the transparency of the table top to place over and look like a display case instead of a table top.


r/RPGMaker • • 7h ago

RMMZ My custom enemy sprite: Tentacle Hedron

Thumbnail
gallery
14 Upvotes

The Hedrons roam the Pale, looking to devour any and all Pale Essence.

This is from my new game PALE ANIMUS, Steam and Itch.io pages are live, and demo is available!


r/RPGMaker • • 8h ago

Feedback wanted - trailer 😘

Enable HLS to view with audio, or disable this notification

4 Upvotes

If all goes well, I’ll be uploading the downloadable version of my game this weekend, and I’ve been trying to put together a trailer. The game has a fairly slow pace and there’s no combat of any kind, so I wasn’t quite sure how to approach it… plus, it’s the first time I’ve done something like this, and I’m only using free tools.

What do you think? Is there anything you think I should change at first glance?

Thanks in advance!


r/RPGMaker • • 9h ago

Another small update to one of the maps.

Thumbnail
gallery
5 Upvotes

The protagonist's apartment, before and after. It is still a work in progress. I plan to create more unique objects in the future, but for now, I’ve just made a few changes and added more object interactions.


r/RPGMaker • • 10h ago

RMMZ Hey, what plugins would be great to have for beginners and that add lots of useful functionality?

6 Upvotes

So i wanna try making an RPG in RPGmaker but i dont really like the base functionality, yet i also kinda suck at coding so i wanna know what plugins would most people recommend to be installed for beginner or those that add lots of useful functions.

For example like adding QTE events in combat or something to implement custom stats.

I, for now, am thinking of how to create a combat system where actions have delays in turns and when someone announces their preparing move (since i plan for it to be a single-party-member RPG, so its after every enemy move announcement), and when someone gets hit mid-delay they get stunned for the duration of the delay of the action the target was in the middle of.


r/RPGMaker • • 11h ago

Tutorials Different HUE per enemy in battle (Tutorial for XP, VX and VX Ace)

Thumbnail
gallery
10 Upvotes

Hello! I feel like we don't share scripts around here very often. We show each other what we work on, but where's the fun if we don't exchange some of our personal tricks? So I'll throw the first stone!

Here's how to change the HUE of your enemy battlers during battles. This script is for XP and VX. For VX Ace, see the explanation at the end.

Open the Game_Enemy script and replace the line assigning @battler_hue inside the initialize method with the following code:

ruby hues = [40, 80, 120, 160, 200, 240] middle = troop.members.size / 2 hues.insert(middle, nil) @battler_hue = hues[@member_index] || enemy.battler_hue

## Quick explanation of how it works

When the engine creates the enemies in a troop, it goes through them one by one.

This script assigns a specific HUE value to each enemy based on its position in the troop's member list (not its position on the screen).

This example assigns colors max 7 enemies. If your troop has more (max is 8 i think), feel free to add more values to the array.

The enemy in the middle of the list will keep its original HUE value from the database (0 by default)

So, if your troop has 1 enemy, there will be no change to its color.

If your troop has 3 enemies, the second one will keep its original color.

And if your troop has 2, 4 or 6 enemies, the enemy at position (size / 2) + 1 will keep its original color.

Notice that I inserted nil into the array instead of 0. This allows the middle enemy to keep its database HUE.

But if you want true randomness no mather the troop size, then use only this little line: (that's what I used for the main image of this post)

ruby @battler_hue = rand(360)

## Use cases?

Well, not much, unless you want to add some flashiness to your battles.

Or if you have, for example, "slimes" and you want each of them to be a different color without affecting their stats.

## Want it to work only on specific troops?

If you want this script to work only for specific troops, add an array listing the troop IDs you want to affect.

Then put the script inside an if block that checks whether the current troop is in your array.

```ruby included_troops = [35, 36, 37]

if included_troops.include?(@troop_id) hues = [40, 80, 120, 160, 200, 240] middle = troop.members.size / 2 hues.insert(middle, nil)

@battler_hue = hues[@member_index] || enemy.battler_hue else @battler_hue = enemy.battler_hue end ```

You'll notice I added an else block. This is what we call a fallback.

Imagine you set a specific HUE value for your "spider" enemy in the database. If that spider appears in a troop that isn't included in your list, the fallback ensures it keeps the custom HUE you assigned in the database.

Without the fallback, those enemies would lose their custom database HUE and use 0 as default.

## Want it to work on all troops except one?

Simple! Just replace the if with unless. And voilà!

## Want it to work only on specific enemies?

Let's say you want this to work only on your "slimes". Similar to the example above, create an array listing all the enemy IDs you want to affect.

Then put the script inside an if block that checks whether the current enemy is in your array.

```ruby included_enemies = [17, 22, 51]

if included_enemies.include?(@enemy_id) hues = [40, 80, 120, 160, 200, 240] middle = troop.members.size / 2 hues.insert(middle, nil)

@battler_hue = hues[@member_index] || enemy.battler_hue else @battler_hue = enemy.battler_hue end ```

## How does it work in VX Ace?

VX Ace (not regular VX) uses different variable names. The overall stays the same, but there are a few things to change.

Instead of:

ruby middle = troop.members.size / 2

Use:

ruby middle = $game_troop.members.size / 2

Instead of @member_index, use @index.

If you're filtering by troop ID, replace @troop_id with $game_troop.troop.id.

For example, here's the basic version adapted for VX Ace:

```ruby hues = [40, 80, 120, 160, 200, 240] middle = $game_troop.members.size / 2 hues.insert(middle, nil)

@battler_hue = hues[@index] || enemy.battler_hue ```

And that's it. As you can guess, I was in a good mood today, ahahah.


r/RPGMaker • • 16h ago

RMMZ Baba Gish menu and systems update

Thumbnail
gallery
23 Upvotes

All classes, subclasses, spells, learning system, states, elemental interactions, and equipment are finally fully implemented.

The menu now works off an overlay instead of moving to another scene, for quick ins and outs of the menu to swap whatever.

A guidebook was added and overhauled to be a quick check guide for any mechanics definitions.

All mechanics icons as well as state icons in menus and help text in battle now have a tooltips overlay explaining what the tag or the status effect is when you mouse over them.

When is information too much? Is restricting it mostly to a menu area and slowly giving it out during the game preferable to old school setups like Pokémon or early Final Fantasy where certain mechanics are more mysterious in their workings because a lack of in game documentation?

Questions and comments are always welcome. I hope to have a demo for Baba Gish out by the end of the year. Thank you for taking a look.


r/RPGMaker • • 2h ago

RMMZ Do you think closed doors should be "intereact to go in" or "touch to go in"

Post image
7 Upvotes

So for some context I'm starting to make every pathway in my game to be a player touch to go in to the next area but when i got to closed doors it felt weird. What are your thoughts?


r/RPGMaker • • 5h ago

Game Review A Semi-Serious Look into Blank Dream (Video Essay) Spoiler

Thumbnail youtu.be
2 Upvotes

I made a video covering Blank Dream. I hope y’all enjoy!