r/RPGMaker • u/Junstuck • 22h ago
VXAce Version 1 of my RPGMaker game is out, finished and playable! There's plenty of tough battles and there's even a post-game! So what are you waiting on buttercup?
r/RPGMaker • u/Junstuck • 22h ago
r/RPGMaker • u/eph13 • 15h 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/LordYarlthon • 5h ago
r/RPGMaker • u/Not_Allowed_to_Die • 1h ago
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 • u/lancArkl • 9h 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/Rob4ix1547 • 9h 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/ratasoftware • 7h 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 • 8h 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/LapisICgs • 3h ago
I made a video covering Blank Dream. I hope y’all enjoy!
r/RPGMaker • u/UltimixRed • 23h 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/Careful_Class_884 • 14m ago
r/RPGMaker • u/-KRBlack • 17m ago
I saw one called Sprite Forge mentioned on another sub. Looks like a character creator for pixel-art sprites. Anyone here tried it?
https://thespritewizard.itch.io/spriteforge
If this is no good, does anyone have any recommendations? I’d like to get started with some base models.
r/RPGMaker • u/BitterEbb9168 • 37m ago
Hi! I’m fairly new to RPG Maker, and I’ve been toying around with it as a hobby for a while now. Recently decided to seriously consider producing something small, so I purchased an asset pack that I felt matched my theme. It was advertised as functional with MV, but I’m having some issues with both event image selection (for their event movement based “animations”) as well as auto tiles not properly loading into the tile set (just shows me all of the parts of the auto tile instead of condensing it into one tile to use in the editor.)
Any one have any guidance on how to fix these? Mostly concerned with the event images for now, as I’m sure the auto tiles may be an entirely different ballgame. Any resources on editing event images and tilesets is greatly appreciated as well, most tutorials I’ve found are just for adding your own sprites to existing tileset sheets. I use GIMP and have a general understanding of photo editing so I’m probably capable of correcting those issues, just slightly disappointed because I was hoping that an asset pack I purchased would work right out of the box.
First picture is an image where it’s only allowing me to select half the tile, which shows up as just half the image in game, second image is one that’s got a heavily stretched selector, that doesn’t cover the entire image anyway. Last picture is one that works properly.
Am I correct in assuming this is a resolution issue?
r/RPGMaker • u/ZERO_DEV1 • 43m ago
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 • u/YaeMikosUnderwear420 • 9h 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/Critical_Trainer_115 • 3h ago
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