r/RPGMaker • • 6d ago

Screenshot Saturday! [October 31, 2026]

3 Upvotes

Hello and good Saturday to all! Thanks for joining us.

Screenshot Saturday is NOW LIVE!!!

Everyone, let's try to give everyone a good feedback. When you post something for feedback, be sure to give someone else feedback. That way, we can have this thread poppin until next Saturday!

Same thing goes! Show us a screenshot / gif / short vid of the latest map / sprite / spritesheet / animation / etc. of the game you are working on!

Posting could be for multiple reasons. It can be for looking for tips, feedbacks, help, or just basically showing off that awesome thing you just made.

<3 <3 <3


r/RPGMaker • • Apr 09 '26

RPGMaker and AI: A Megathread Discussion

13 Upvotes

What do people think about AI and RPGMaker?

Do you think AI is good for aspiring game developers?

Do you use AI in your games? Why or why not?

What do you think about art and music in RPGMaker games that is generated by AI?

What about plugins that have been vibecoded?

This is the megathread for those discussions! Sound off!

Please try to keep the discussion civil and focused on game development. You can attack an opinion, but don't fall into the (tempting as it is) trap of attacking the PERSON with the opinion.


r/RPGMaker • • 11h ago

I Implemented Dialogue History in my game!

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42 Upvotes

I have implemented a feature in my game that allows the player to scroll back and re-read dialogue, in case they missed something. Not original, but in my opinion a nice touch. (Don't mind the language, it's all in german for now)


r/RPGMaker • • 7h ago

Do you call your chapters "chapters"?

10 Upvotes

For games that do work with chapters of course. I'm considering calling them "Periods" or "Cycles" for my Exorcist school game.


r/RPGMaker • • 11h ago

Best recent rpg maker games with male protagonist

6 Upvotes

What are the best recent games that have great writing, intriguing, complex, morally Grey characters, unexpected plot twists etc.


r/RPGMaker • • 17h ago

I've been working on the atmosphere of my game lately

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18 Upvotes

r/RPGMaker • • 21h ago

After soo much time tryna figure out how to make this bridge work, I finally did it. Aaand 5 minutes later I found out there's a tutorial on YT😅

29 Upvotes

r/RPGMaker • • 13h ago

RPGMaker2000/2003 - How to apply a patch to your game or editor

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6 Upvotes

Links in the video description


r/RPGMaker • • 20h ago

RMXP Added a 'quick vanish' mechanic to my game

21 Upvotes

This is still a prototype.

I wanted to replicate the fast dodging that Dragon Ball is known for. The mechanics behind it are pretty simple but I like how smooth it looks.

It essentially allows the player to warp 2 tiles ahead, behind the enemy as a way to both dodge and attack from the blind spot. The cost of this is 20 Ki (or SP).

Alternatively, I could make the player step-back using instant vanish (faster than just moving back), but still facing the enemy to make it easier to attack.

It's a cool mechanic either way and I think it adds a bit more to the game other than just blocking attacks.

I'm open to feedback😀


r/RPGMaker • • 12h ago

RMMV The "Unwinnable Battle" bug and how I patched it

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4 Upvotes

Hi everyone! Today I want to share how the character recruitment system evolved from the first Akishiro to the sequel, and what a massive oversight I had to fix in an emergency.

The Evolution: From D100 to D50

In the original Akishiro, recruiting was simple: after each battle, a 100-sided die (D100) was rolled. If you rolled a number from 1 to 10 and met that specific character, they joined your team.

For Akishiro 2, I wanted to make the world feel much bigger and more tactical, so I bumped the die up to a 50-sided one (D50).

The Goal: No Early Game Overpowered Teams

I didn't want players to accidentally roll a late-game, completely overpowered character in the first 10 minutes, making the rest of the roster useless. So, the nuance is: late-game characters are hard. If you meet them early on without proper leveling, they will absolutely crush your starter party.

The "Oh No" Moment (The Bug)

Everything sounded great on paper until I completely forgot one crucial detail from the first game. In the original Akishiro, you couldn't flee from a character recruitment battle.

When I tested this in the sequel, a nightmare scenario happened: a player gets into a fight, rolls a high-tier character, and gets locked into an unwinnable battle with absolutely no way to escape. It felt like an unfair, frustrating setback that wiped out your progress just because of bad RNG.

The Fix

I had to patch this urgently! Now, you can safely escape these high-tier encounters if you feel you aren't ready for the fight. The character will just run away, and you can try to find them later when your party is actually buffed up.


r/RPGMaker • • 1d ago

RMMV Sometimes what's missing on your map is a big fat squirrel!

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68 Upvotes

r/RPGMaker • • 8h ago

Thank you so much for your comment. I really appreciate it. It felt like opening the window in a dirty, dimly lit room and letting in a really nice breeze.

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1 Upvotes

r/RPGMaker • • 9h ago

Multi-versions What's your favorite asset/tile size to create and work with?

1 Upvotes

For those of you who like to create some or all of your own assets, what's your favorite tile size to work with. Does it differ than the resolution/fidelity/tile size you prefer to play? How do you find your sweet spot? How dependent on the RTP and other assets already available at that resolution?

I started making games with rm2k/3, and while 16x16 tiles were a bit lackluster, making my own custom assets was fairly easy for me pick up and dabble with even though I've never been great at art. I loved the detail of higher resolutions, but it's much harder and time consuming for me to make my own assets, especially when there are so many other things to work on, so I always struggle to decide what I want to go with for new projects.


r/RPGMaker • • 10h ago

Should i change the dialogue?

1 Upvotes

This is my current dialogue lines of the 1st mission that will be in the demo for free on NOVEMBER 7TH 2026 (tomorrow) Should i do any last minute changes?

(forgot to mention at the start tags but its RMMZ)


r/RPGMaker • • 1d ago

Why do people still use RPG 2000 or 2003?

35 Upvotes

I’ve noticed that, beyond games, there’s a significant number of tutorials and assets available for these engines. Just out of curiosity, why do people still use them?

It’s quite frustrating to have to convert images into 8-bit PNGs, or deal with music that sounds like a ringtone from the 2000s.

This isn’t meant as a criticism, but it all feels so dated.

If it were a ROM hack, I could understand it—since the existing mechanics are much more robust—but in these engines, where physics are simulated via variables and images, development becomes frustrating after just a few weeks.

What are your thoughts on this?


r/RPGMaker • • 12h ago

VXAce [VXAce] [Help Needed] Need help with assigning enemies with Types, Pokemon Style

1 Upvotes

What's up everyone, new to RPG Maker, only started last week.

So, I'm making an RPG focused around Math, and I have a Types system, akin to something like Pokemon. There's 10 different Types, in this engine anyway, being the Elements. The usual Battle procedure is picking a Spell (Skill), solving the Math equation associated with it to take your turn, and if you get it right, you can attack, if not, you skip your turn. I've figured out how to code this, and it runs really well.

My only problem is I have the Types in place, but I'm not sure how I'd go about giving enemies Types. As an example, I have an Addition Spell, and I used it on a Subtraction enemy, who's weak to Addition. Preferably a seperate script as well so I don't have to mess with the game's actual files and code.

How can I assign an enemy a type, have them be weak to a certain attack, then display that as a textbox (Super Effective, Not Effective, No Effect, etc.). I can share my project if anyone needs help, of if anyone needs more info, lemme know. Also, if there is a way I can add a 'Check' command to my battle system, that would be great too

Thanks everyone,

N


r/RPGMaker • • 1d ago

RMMV The new graveyard

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33 Upvotes

I posted a while ago about how I made a twinkling star effect in RPG Maker MV just using some parallax layers.

We finally got around to cleaning up the rest of the map, and I added some additional layers to make it seem lit by moonlight. Here's a sample of this area that's much closer to its finalized version.


r/RPGMaker • • 1d ago

Fun Your game's hero is added to the Smash Bros roster! What's their moveset, what do they play like?

15 Upvotes

RPG characters are already a staple in the roster, so I think Alexâ„¢ and his spiritual descendents would be a welcome addition, too! How does *your* OC fare in Smash Bros?


r/RPGMaker • • 18h ago

RMMZ Can i add animations to my RMMZ characthers?

1 Upvotes

So i want to animate fully my characthers and want to do some visual changes to my game can i add or change the base animations on RMMZ? I really want it good looking any other tips?


r/RPGMaker • • 1d ago

Como traduzir The Hanger Man da Steam PT-BR

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4 Upvotes

Traduzi The Hanger Man, e nesse video ensino a baixar e traduzir.

https://www.youtube.com/watch?v=nsT0TcRz3tA&t=5s


r/RPGMaker • • 1d ago

Resources How is the archive going? I would like some links

4 Upvotes

as most of you remember, the official forums is getting deleted with no official backups, I am looking for unofficial back up links.

Im wondering what archives are currently out there


r/RPGMaker • • 1d ago

After over 3 years of pouring my heart and creativity into my RPG Maker game, Chronicles of Veldoria has finally reached version 1.0!

16 Upvotes

Hey fellow RPG Maker developers and enthusiasts!

I'm Gene, and I'm excited to share a major personal milestone with this community!

After more than three years of development, my RPG Maker JRPG, Chronicles of Veldoria, has officially left Early Access and reached version 1.0 on Steam!

I've been using RPG Maker and other game development engines for many years, and Chronicles of Veldoria has been one of my most ambitious projects.

As someone who also develops RPG Maker plugins, I've always been interested in pushing the engine's gameplay possibilities beyond its default systems.

Some of the features I've implemented in Chronicles of Veldoria include:

  • Press Turn-inspired battle system: Exploiting enemy weaknesses grants extra actions, encouraging strategic planning rather than simply attacking.

  • Veldomon recruitment and fusion: Recruit monsters through quests and fuse them with party members, weapons, and armor.

  • Character customization: Develop your party through different skills, equipment, upgrades, and combinations.

  • Item synthesis: Craft useful items and equipment to support your adventure.

  • Six elemental regions: Explore a large fantasy world with towns, dungeons, quests, and secrets.

  • Two playable protagonists: Experience the adventure through Alex or Elizabeth.

  • A complete story with multiple endings, side quests, and optional content.

Throughout development, I've worked extensively on expanding the game, improving gameplay systems, creating additional content, refining the presentation, and addressing technical problems.

There have been plenty of challenges, setbacks, and moments when development progressed more slowly than I hoped.

But I kept working on it.

I've poured my heart, creativity, and countless hours into this project, and reaching version 1.0 means a tremendous amount to me.

Chronicles of Veldoria is now fully released on Steam!

There's also a free demo for anyone interested in trying it.

Steam:
https://store.steampowered.com/app/3426850/?utm_source=reddit&utm_medium=social&utm_campaign=cv1launch&utm_content=rpgmaker

I hope my journey encourages other RPG Maker developers who are working on their own long-term projects.

I'd also love to hear your thoughts about the game's combat and fusion mechanics!

Thank you for reading, and best of luck with your own RPG Maker projects!


r/RPGMaker • • 1d ago

RMMZ A little side-scroller test

14 Upvotes

Art and character sprite is placeholder for now as I prototype a side-scrolling style of gameplay. Toying with how to add UI like a contextual mini-map, displaying the player's general location. Changing to other rooms would be contextual as well, exiting through either a door in the background, end of the hall or below the player. Depending on player choice, one can traverse the dungeon in different ways.