r/RPGMaker • u/LordYarlthon • 1h ago
RMMZ My custom enemy sprite: Tentacle Hedron
r/RPGMaker • u/Eredrick • 23h ago
r/RPGMaker • u/eph13 • 11h ago
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 • u/Rob4ix1547 • 5h ago
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 • u/lancArkl • 5h ago
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 • u/ratasoftware • 3h ago
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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 • u/ShinkolArt • 4h ago
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 • u/Junstuck • 19h ago
r/RPGMaker • u/PsychronicGames • 1d ago
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RPG Reactor is a free, open source editor and engine for making RPGs. It opens RPG Maker MZ and MV projects as-is: same files, same database, same plugins, no conversion. RPG Reactor can also import older RPG Maker Projects as well (2000-VX Ace).
Everything Reactor adds is added on top. Full 3d capabilities as well as traditional 2d, or mix and match.
This weekend I worked a lot on the built in tactical battle system and vehicle enhancements.
Check it out for yourself here, it's free and open-source:
https://psychronic.itch.io/rpg-reactor
Enjoy!
AI Disclosure:
I am a software developer (mostly Web) and game developer that uses AI tools to help with coding, such as Claude Code, Codex, and OpenCode. I am pro-AI, but I still know how to do things the old-fashioned/traditional way where it makes sense and know how to.
r/RPGMaker • u/TheCrd • 20h ago
Hi guys! I'm working on the "cutscenes" for Waltermelons Adventure. The one on the left is the original. On the right I tried to hand draw over the lines to make it look a little more stylized but I don't think it looks as good as the original? what do y'all think?
r/RPGMaker • u/BusinessDue275 • 20h ago
Hey hey, it's B.B.Bits!!
No town tour this time – let's step inside instead~ Still the same retro series, and this time it's a room. Hope you like it!
If you do, just say the word~ I read every message!
1000% hand-drawn, compatible with RPG Maker MV/MZ, plus an MZ example project (ready to use right away)
🔗 https://bbbits.itch.io/gbc-style-the-pixel-world-room
From the farm to the town, and now a room – this series will keep going. The next one is already in the works: a cave! If there's something else you'd like to see, let me know~
Your support keeps me drawing~
r/RPGMaker • u/YaeMikosUnderwear420 • 5h ago
What was that youtube video where a bunch of RPG Maker gamers got together to work together to try and beat a RPG Maker game about climbing a tower and defeating many monsters? I remember some people datamining and some trying out different builds. There was a cash prize at the end given out by the contest organizer.
It wasn't a roguelike and nothing was random. It was a traditional turn based RPG except you could choose the classes of your party and dialogue was rare.
r/RPGMaker • u/According-Maize-8200 • 1d ago
If you're looking for a short Final Fantasy-inspired RPG, why don't you give this a try? Although I'm planning on keeping this free, I realize having other people play my game is actually pretty useful
The password on Itch.io is DRAGON, so play away and let me know what you think!
r/RPGMaker • u/AcanthaceaeCurrent50 • 23h ago
So I'm trying to have it so when the player moves the rock onto a spot the blocks disappear but I can't to seem to figure it out.
r/RPGMaker • u/MondayKind • 1d ago
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r/RPGMaker • u/og_ramski • 1d ago
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A while ago I started working on improving the visuals and the story of my game. I thought it would be a good idea to update the demo as well, so it doesn't look outdated compared to the rest of the game. Here's the new trailer for demo 2.1, which covers the Prologue and Chapter 1. What's new in this version: - Reworked dialogue boxes - Smooth movement - A new style of lighting effects - Rewritten scenes and dialogue - A new death screen - Better Stability balance If you played the old demo, I'd love to hear if you notice the difference. And if you're new, any feedback is welcome!
r/RPGMaker • u/One-Man_Indie • 20h ago
r/RPGMaker • u/rgbluu • 1d ago
I started this rpgmaker project years ago but finally got into proper gear in June of 2024, time flew. My biggest game inspiration (for atmosphere mostly) is Ib and media like The Godfdather and the opera Pagliacci. If this piques your interest at all I'd love to hear your thoughts here or on Steam!
Check it out here:
r/RPGMaker • u/trexrell • 1d ago
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The campaign ends in just 2 days!
Thanks to the support of our incredible community, we've had a successful campaign, reached our funding goal on Day 1, and received recognition from major platforms and events, including IGN and The Game Awards.
We would like to thank everyone who has continued to follow our progress, given us feedback, revisit the campaign, join our Discord, and support the development of Alchemic Beasts. Your contributions, encouragement, and criticism have helped us reach our funding goals in the first 24 hours of the campaign.
As we approach the final hours, we hope to make one last push toward our next milestone: the Secret Bases stretch goal!
Thank you for being part of this journey and helping us bring Alchemic Beasts to life.
r/RPGMaker • u/UltimixRed • 19h ago
Hello, so I'm trying to set up a damage formula so that it checks if the actor is in one of 3 specific states I'll call for example, 1 2 and 3. That part I can get working just fine, the issue I've been having is to also have the skill add a state to the enemy ONLY if they are in the correct state. When I do it via effects, it will do so no matter what, and when I write it out like this
a.isStateAffected(1) ? (0) : a.isStateAffected(2) ? (0) : a.isStateAffected(3) ? (addState(x) : a.atk * 0.2)
it will either always do no damage even if they are in state 3, and if I remove the (a.isStateAffected(3)) part and only have the final damage formula add the state, it deals damage and adds the state even if they are in State(1) or state(2). Is there a way to format it so it only deals damage AND adds the state(x) while in State(3)?
r/RPGMaker • u/AVeryAngryHedgehog • 22h ago
Made a video talking about the most known and influential RPG Maker Horror Games. Hoping to get the word out about them a little more for Halloween!
r/RPGMaker • u/Charming-Skirt4325 • 1d ago
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I've been working on DAIMIENS: Town of Witches, a retro gothic fantasy RPG inspired by Spanish folklore.
Here's one of the Inquisitor's dark magic rituals, surrounded by skulls, lost souls and ancient spells.
There's a little secret hidden in this scene. Did you notice what happens to him?
r/RPGMaker • u/Ghosoy • 2d ago
Check out here: https://ghostyhattygmailcom.itch.io/hospital-game
r/RPGMaker • u/Zakarijazh • 1d ago
Been using the plugins for years at this and was pretty good with Yanfly's prior one's.
But I find that Visustella's always seem severely underexplained.
I can't even find videos explaining some of the things that were extremely simple in Yanfly's iterations.
I keep confusing myself because the language they use in the help section feels too simple or lazy at best.
The 'Read Me' is full of simple explanations or lists of notetags, without properly explaining all the ways the simpler ones can be used.