Jump to content
  • Advertisement

Search the Community

Showing results for tags 'RPG Maker'.

The search index is currently processing. Current results may not be complete.


More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Game Dev Loadout
  • Game Dev Unchained

Categories

  • Game Developers Conference
    • GDC 2017
    • GDC 2018
  • Power-Up Digital Games Conference
    • PDGC I: Words of Wisdom
    • PDGC II: The Devs Strike Back
    • PDGC III: Syntax Error

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Art Critique and Feedback
  • Community
    • GameDev Challenges
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Topical
    • Virtual and Augmented Reality
    • News
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical
  • GameDev Challenges's Topics
  • For Beginners's Forum
  • Unreal Engine Users's Unreal Engine Group Forum
  • Unity Developers's Forum
  • Unity Developers's Asset Share

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams
  • GameDev Challenges's Schedule

Blogs

There are no results to display.

There are no results to display.

Product Groups

  • Advertisements
  • GameDev Gear

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Website


Role


Twitter


Github


Twitch


Steam

Found 28 results

  1. Morning everyone, I wanted to shed light on a project I have been working on. The full version of the game is near to complete, however before I finalize everything I am releasing the demo to get feedback on any final changes or possible improvements. Thanks. https://wrightdj21.itch.io/celestugaia-a-universe-of-books-demo
  2. I plan on making a top-down sprite based game that has gameplay in a combination of Fire Emblem and Final Fantasy, meaning that the battlefield would be grid-based and units have different attacks and ranges, but that every unit goes in a turn according to speed as opposed to fire emblem which has the entirety of a side move at once. In the overworld I plan on having puzzles and diagonal movement akin to Earthbound or Octopath Traveler. RPGmaker seems to be a poor choice here because it lacks real diagonal support or any real changes to the turn-based combat. But that begs the question of what engine to use, or if I should make my own?
  3. My first goal is to build in python a text-based (next version will have graphics) adventure game scenario where a player enters a tavern, and goes on a quest. Earns money, buys weapons and gets in a fight. So I've got four ideas for games I want to build. 1. a space simulation where a mute evolving clique is tasked with colonising planets - it's also a social network. My next goal is to build a 3rd person shooter and streets of rage style framework for a action/adventure game based on my story which is about God's mightiest heroes (with mutation sandbox) versus the devil (read pinhead meets bizarro superman). I also want to build in python, a 3d isometric rpg/sim that looks like the sims 1 but thematically is more like Bully or GTA1, but plays like Hell's Kitchen DS combined with Dofus, with environments combining elements of Phantasy Star, Sonic and art photography of convenience stores, etc. I also want to build an epic adventure story in RPGMakerMV. Any advice as to what else I should build in between to get closer to my goal projects. In a few weeks I'll have my first game, I'm not really sure how to turn it into an executable file so i can share it with people who don't have python installed.
  4. Alexandar04

    Intro

    Intro: So this thread is going to be the place where I plan out the game design and mechanics of my survival crafting game. While I'll mainly be focused on my game feel free to input your own thoughts and ideas about survival crafting genre in general. So yea I strongly believe there are two types of game developers, those who jump right in and try to figure it out as they go and those who don't start coding until they have an actual structured plan about what they want in their game. I fall into that category. So the engine that I plan on using is RPG maker MV, mainly because unity scares me and RPG maker fits the aesthetic of what I'm going for better. Core Gameplay: So the Core gameplay loop involves the players moving around the different environments and collecting resources, while avoiding enemies. The resources can then be used to upgrade their base and gear which will in turn allow them to better explore and loot areas of the map. Elements: So to make things simpler I've broken down the mechanics into groups, or key elements of gameplay. I'll go more into detail on them in different posts and maybe add more, this is just a brief summary. Base upgrade: Definitely planning on this being one of the big features of the game. Right now I'm thinking the upgrades will consist of base defensive (so like structure reinforcement, fences, maybe turrets), as well as department./room upgrades (so like upgrading your crafting bench or maybe adding a science room, or helicopter pad, a farm, water and bullet plant) Item/Weapon/Armor crafting: Pretty straight forward. Craftable items will include stuff like health, armor, and weapons and other items used to help with further exploring. Player Stats: I want to keep this part pretty simple with only a few basics stats the player has to worry about and have a direct impact on gameplay. The biggest problem that i'm going to have to worry about here is how to make the narrative work with the stats. combat: Another element that I want to keep simple, well in terms of actions the character can take anyway. X to melee something and Z or C to shoot/reload. Beginning level enemies only take one hit to die while harder enemies will take more than one hit. I want to set combat up in a Dark Souls style, where the challenge/fun factor isn't so much in the combat itself but rather the player figuring out the best/most efficient way of moving around the areas and dealing with the enemies. And that's it, like I said I might add in more elements the more I continue to design and plan out the game but for now those are the big 4. Will talk about them more in depth in the posts below.
  5. Feels like every day now I'm discovering some new and better way of doing things. The project is crawling towards a point where all systems exist and are easy to tweak. So good news is I can both feel and see myself becoming a better game developer. Bad news: I'm already a week behind schedule. Again. That won't fly. Time to crunch up and catch up. Finally figured out this window, cleaned it up, and made my game project that much easier to understand. Found a nifty pathfinding tool. Too bad I don't think it'll mesh well with the grid framework I've got going on. I can totally use it to make attack animations though. Just draw lines instead of coming up with trajectory formulas. Completed: MLGD Forums Restored! (I added a bunch of missed devlogs to the BGP thread) Icons for Travel Moves Cut, Rock, and Surf Written Tons of Ideas for Polish Revamped Energy Bar Code Finally Figured Out How UIElement Database Works Reorganized GameObjects in Unity Hierarchy Renamed Scripts to Be More Clear Deleted Redundant/Useless Scripts Separated Repeated Code Into Their Own Scripts More Overambitious Ideas Pushed to Sequel Notes Bookmarked Simple Waypoint System (using it to animate moves instead of hardcoding various projectile patterns) Lessons Learned: Programming Tasks can really get out of control. Whenever I want to make a quick script for a menu or something, I end up spending hours coding little side scripts and tools to make the main script as streamlined as I want it to be. Sometimes thinking up the perfect algorithm to most efficiently do something once is way more time consuming than hardcoding it. I should just get it done the long way instead of stopping in my tracks. But when hardcoding it still needs to be super neat/readable/organized/clear so I can make adjustments to it later if needed. I really gotta step up my game. This project's FAQ page and Twitter look amazing. This fan game called Pokemon: Phoenix Rising is coming out with its first demo this month. It's one of the games that inspired Battle Gem Ponies years back. It's looking SUPER polished and chances are, it's gonna be the next Pokemon Uranium viral hit. I'm super excited to check it out myself (if the Mac version follows soon) and I know there's a lot I can learn from it in terms of design, polish, and pixel art. I just hope it doesn't overshadow BGP later on. Like, this is a fan project, out for free, made by a competent team over many years, and BGP is made by one guy over 4 years, isn't even really about Pokemon, and is charging $5. If I do somehow get my project in front of millions of eyes it'd suck pretty hard to be considered some inferior ripoff right out the gate. That's why I need to keep polishing and adding that special Yotes sauce to the mix. Battle Gem Ponies needs to stand out because I made it. It needs to have graphics that can at least keep up with this fan game to get attention, then have genuine heart, clever writing, and attention to detail that only my mind could come up with. That's what'll make it stick. Keeping my chin up. The bar rises, I rise with it. 💪🏾 __________________________________________________________ You can check out my short-lived existential crisis from tonight on Twitter. Every time I look at this game I just see so much potential. I want this out there more than I ever wanted anything in my whole life. This could be a smash hit on the app store if I just finish it within a decent timeframe... I have to make the BronyCon deadline. This game needs to be out Summer 2018 or risk being drowned out by news of Pokemon coming to Nintendo Switch. Or fan games like Phoenix Rising catching on like Pokemon Uranium (that game's demo comes out this month). But maybe all 3 of these things converging is a good thing and BGP will get dragged into conversations about how indie efforts compare to big budget releases they're based on... All I know is, I want this game to exist and be able to speak for itself. I just know folks will love it and I might just end up passing on those feelings I got from playing Pokemon as a kid onto the next generation who's only known endless grindfests, mindless filler, heartless cash grabs, and other scam apps the mobile platform is notorious for. An actual game that cares more about fun than monetization.
  6. Steam summer sale anyone!? We'll be participating! In addition to the sale price, we have some updates as well! Catherine is in for a few new twists and turns with the remastered version of Stitched, which features the following goodies: - Updates to the existing story line with an all new ending - Updates to the current puzzles as well as a few new ones - New locations to explore - New soundtracks and sound effects - A few updates to existing sprites and some new sprites as well - New and updated factory employee stories - Updates to the existing game including bug and grammar checks - Additional achievements and gallery artwork Check us out at: * To enjoy the full experience of the remastered, it is recommended that player starts a new game. And finally, some new screenshots from the update! Cheers! Fluffex Studios
  7. Hello there, I am soon going to post a link to my new and first project. I made it using RPG Maker VX Ace. I did this all by myself, using scripts from Yanfly. Once I get the Alpha up and get some feedback, then My good friend will help me clean it up a bit. The game is inspired by Final Fantasy of course. You start as a Death Knight that you get to name. The Demon God has awoken after many years and you must make it to his almost never ending tower while going through each town and area trying to find the other chosen warriors. There will be some secret characters for you to find. Also once i post the Alpha it will end once you get to the third city. It took me about a little under an hour to get through it. I am hoping to put it up either this coming Sunday or Monday. Also this is my first time posting on here and my first game that I am creating. So i do hope I am posting in the right area. If I am not please someone tell me. If I am then once my friend gets done testing it I will be posting a link in this thread to the download link. I really hope everyone will share this game if they like it. I put a ton of effort into this, trying to make everything perfect as possible. So please give me your honest feedback and criticism. Look forward to the game like I said either this coming Sunday or Monday. Edit:: So today is the day that I am going to post the link to the Alpha version of my game. I really do hope you will give me some honest feedback. I am still improving it at the moment. So some stuff I have already fixed bt not all of it, so please tell me anything you see that i need to fix. Also I think i wrote about this above, but I shall say it again. There are, as of right now, two secret characters in the Alpha that you can put on your team to make it a full 5 member party. I know i may not be the most original person, but I am trying my best with what little imagination I have. Here is the link. I hope you enjoy it..Demon God's Tower Alpha Version
  8. I have been working with Rpg Maker MV for a while and i decided to develop a real game but the proplem is i can't come up with story for it, can any one help me to write story?
  9. Hello, my name is Remi and I am a Music Composer, Classical Pianist, Drummer and Sound engineer. I have a passion for mixing Old School Sounds with Modern Sounds (for example 8bit with an Orchestra and a Hip Hop Beat). Have a look at my SoundCloud : I am looking for a team to join on a new game. I know how to use Wwise (middleware to implement sound in Video Games), and am currently learning integration through Unity. I hope you enjoy listening to my tracks and thank you for reading this post! Email: composeremi@gmail.com Feel free to contact me. Remi
  10. I'm a brand spanking new baby to making games, with zero knowledge of coding. Also new to the site so I apologize if this isn't an appropriate question. But i've been wanting to know where to begin with manipulating the battle system. RPG Maker MV seems to restrict you to two types of battle, plain view with enemies in front and side view battling. However, I'd like to move things around the screen. Similar to how trainers in Pokemon come in and out before a battle. What should I look into for this?
  11. Hello! This is version 2 of the current Demo for a game I am working on called 'Choices' and it takes about 90 minutes to get through. Faster if you rush, slower if you take your time, of course. I don't like spoilers, so I won't say too much about it, actually! A man is suddenly teleported to another world. The game is 2D with pleasant simple graphics and a nice soundtrack. You can play it with a keyboard, a mouse, or a controller. Enjoy! https://jami-cassidy.itch.io/choices-demo
  12. Jami Cassidy

    RPG Maker Choices (Demo) is out, now!

    Hi everyone! I just released the Free Demo for my first real game, Choices! You can download it, here - https://jami-cassidy.itch.io/choices-demo I hope you like it! Any feedback is appreciated and welcome. Enjoy!
  13. Mae Garcia

    Text-Based RPG

    Hi, guys. I want to make an RPG text-based/interactive fiction game and I'm not that knowledgeable about this since I'm fairly new to making games. I haven't seen any thing like it yet either, so I wondered if making such a game is even possible. I've tinkered a bit with RPG Maker MV, but honestly I don't even know what engine I'm going to use. I already have a concept for my game, but I just need some advice on the matter. Hope for your help. Any input would be appreciated. Thanks!
  14. Hello, my name is Esteban Tamashiro. I am a freelance composer with experience in several kind of games. I am particulary interested in RPG and Visual Novels. I have a Degree in Music Composition, and I am Piano Teacher Grade 5 from the Yamaha Music System. You can listen to my music here: Memory Trees OST (RPG): Dawn Drop OST (Visual Novel): More of my work here: https://soundcloud.com/esteban-tamashiro https://vimeo.com/estebantamashiro Contact: estebantamashiro@gmail.com
  15. Hey everyone! I'm doing some research for school on the game development process for RPG developers, and I was hoping some of you would be able to share your experiences in response to these questions: If you’re developing a system for factions, how integrated/vital are factions to the main game play mechanic and/or narrative of your game? What are the biggest challenges you face when developing dialogue and factions for your game? What is your current development workflow like, and what would change in your ideal situation?
  16. get the f***ing pillow man

    GameMaker need help creating a game with gamemaker

    Hi guys, I'm actually creating an RPG game by myself, a complete n00b, but the game is actually not that bad. I made sprites and animations, Backgrounds, a testing room and some code. And was just thinking 'bout getting more into game development so I may increase my game development skills. The game is actually based on Adventure Time, I named it "Adventure Time: Dimensional War". Still gotta create it's story, add dialogue boxes, hitboxes, enemies, turn-based fight systems etc. So I thought that maybe this joining this kind of forums will help. Right now I just need to learn how to make some enemies objects to follow me, attack me, and animate. I want to animate them just the way the player gets animated (up, down, right, left) So may someone tell me how to do it?
  17. Alexandar04

    Survival Crafting game

    Intro: So this thread is going to be the place where I plan out the game design and mechanics of my survival crafting game. While I'll mainly be focused on my game feel free to input your own thoughts and ideas about survival crafting genre in general. So yea I strongly believe there are two types of game developers, those who jump right in and try to figure it out as they go and those who don't start coding until they have an actual structured plan about what they want in their game. I fall into that category. So the engine that I plan on using is RPG maker MV, mainly because unity scares me and RPG maker fits the aesthetic of what I'm going for better. Core Gameplay: So the Core gameplay loop involves the players moving around the different environments and collecting resources, while avoiding enemies. The resources can then be used to upgrade their base and gear which will in turn allow them to better explore and loot areas of the map. Elements: So to make things simpler I've broken down the mechanics into groups, or key elements of gameplay. I'll go more into detail on them in different posts and maybe add more, this is just a brief summary. Base upgrade: Definitely planning on this being one of the big features of the game. Right now I'm thinking the upgrades will consist of base defensive (so like structure reinforcement, fences, maybe turrets), as well as department./room upgrades (so like upgrading your crafting bench or maybe adding a science room, or helicopter pad, a farm, water and bullet plant) Item/Weapon/Armor crafting: Pretty straight forward. Craftable items will include stuff like health, armor, and weapons and other items used to help with further exploring. Player Stats: I want to keep this part pretty simple with only a few basics stats the player has to worry about and have a direct impact on gameplay. The biggest problem that i'm going to have to worry about here is how to make the narrative work with the stats. combat: Another element that I want to keep simple, well in terms of actions the character can take anyway. X to melee something and Z or C to shoot/reload. Beginning level enemies only take one hit to die while harder enemies will take more than one hit. I want to set combat up in a Dark Souls style, where the challenge/fun factor isn't so much in the combat itself but rather the player figuring out the best/most efficient way of moving around the areas and dealing with the enemies. And that's it, like I said I might add in more elements the more I continue to design and plan out the game but for now those are the big 4. Will talk about them more in depth in the posts below.