#rpg maker project file
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flamingteddyproductions · 7 months ago
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So I made a small rpg maker mz project with some different events inside for the expressed purpose of letting folks look inside to learn how to do a few things. Sure, there are tutorials, but sometimes having a hands-on aid helps a lot more. Inside it are how to:
-Have items be used manually or automatically from the inventory.
-Have footstep sounds
-Slowing player movement based on terrain 
-Push objects and have them stay in their place
-Hiding Mechanics
-Chase Mechanics
-And evented lighting
Note:
Something important to remember is for some of the events, is that they're set up for how I'd use them. You may need to edit them to suit your needs if they aren't a complete 1 to 1.
Please let me know if any mistakes are found.
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radioexe · 5 months ago
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??? & ??? LAYOUTS!
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vioyume · 1 year ago
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YNO things.
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chibishortdev · 9 months ago
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Another character :)
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lily-wisp · 2 months ago
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LyleMod is out!
I finally managed to find enough free time to get the playtest version of my mod to recruit Lyle done. And now YOU can download it!
This release is JUST gameplay, you can recruit Lyle and he will move to your apartment and be an available party member. He has his own unique equipment and skills and everything, but has very little new dialogue currently written/implemented.
I'm releasing this now to hopefully get some feedback on how he plays. If you are just looking for new Lyle interactions, those will come later and it might be better to wait! But I would really appreciate any feedback on his gameplay!! Even if it is just to tell me I did a bad job!
This mod is for Look Outside v1.05 ONLY, if a patch releases please wait for me to update the mod before trying to use it. The mod overwrites game files and will likely break things if applied to a different game version.
I'd like to specifically thank @contract-crawdad, their post about playable Lyle is what inspired me to actually attempt this (I knew basically nothing about RPG Maker before this little project)
The mod comes with a text file that goes over his skills in more detail, if you are interested. Although ideally I'd like to see if he feels alright WITHOUT knowing the exact numbers and effects of everything, as if he was in the game from the beginning!
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directdogman · 3 months ago
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hey dog! sorry to bug you with a coding question, but i'm learning rpg maker mv for a fangame & i'm wondering how you did a couple things. if it's not too much trouble, could you quickly explain some of it? i've scrounged around as much as i can but i cant find what i need so i thought it'd be worth asking directly ^^;
how did you get the players name to show up in the message log? i know theres a plugin that adds the name windows for other characters & i've got that figured out, but i have no idea how to get the players name to show up in the history after selecting stuff
how'd you get the graphic for the route diverging choices to show & play During choices? so far ive figured out that looping the images recreates the visual but then the game doesn't progress, bc its just stuck in that loop...
how'd you disable ( + grey out) dialogue options after selecting them??
how'd you add the fullscreen option? i found a code that was supposed to add a fullscreen option to the optionscore settings but that one just breaks the plugin & i simply Don't know enough javascript to figure it out myself
i'm using all the same plugins that dialtown has so clearly these are possible without extra ones, i just don't know how to do it,, thanks for explaining your pronoun system a little while ago btw! i wasn't the one who asked but your post was super helpful when i was setting it up for myself :D
It's been close to 6 years since I started making DT, and I had to figure out a few solutions to specific issues that cropped up which I've likely forgotten now, but I'll answer what I can remember. I'm also gonna give you some advice and advise you not to use RPG Maker for projects like these.
I basically Scott Cawthon'd DT and forced the engine to yield to my demands because I wanted to use the one I knew best. A few of these solutions are over-complicated because the easier ones (which would've worked in other engines) had to be constructed differently. I'll also mention a few solutions to problems you might not have encountered (but inevitably will if you try to recreate DT.) With that out of the way...
1)
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You'll want these settings for the backlog plugin. the \c[x] commands refer to standard name colours. Log special inputs set to true, followed up by this below:
\n<\c[4]\n[1]\c[0]>%1
With \n[1] being the name you want and the number after the first c being what colour you want.
I'll also save you a potential future issue: I'd actually recommend you find the backlog plugin I used in DT's files (located inside the www/js/plugins folder) and use the version I have instead of the official release if you're not already, because I made a small change to fix an error. Basically, it breaks slightly with the plugin that lets you bring up the menu during dialogue because text reloads when you leave the menu and re-enter the text box, causing text to be logged at least twice after you pause it. If you keep bringing up the menu, you'll get constant duplication. I simply added a line of code that tells the log not to have two duplicates in a row. Not a programmer, but it seems works.
2)I did it in a funny way to ensure the engine wouldn't screw it up. Basically, there's 3 steps to the event and it's kinda hard to explain (and would be annoying to reproduce without a lot of trial and error for a beginner.) It's easier if I show my code. The first thing I do is run a common event (you can also just paste this code in and run it from the event) that renders the frames used by the popup, so they're loaded into memory + ready to go.
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As you can see, they're set to 0 opacity but now ready to be used. Obviously they have to be on a layer that isn't being used by anything else in the scene (and won't be during this part of the game.) I run this event ahead of time, usually 4 messages before the choice comes up or so, so even slower PCs should have time to get them up.
The 'if head' thing just switches between the files for phone/typegingi's heads. I render each frame on separate layers and toggle their opacity from one to the next on a single frame to avoid flickering (bc RPG maker's renderer is hot trash and I have to work around it. Case in point.)
Step 2 is a second command event that orders the frames to fade in.
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One layer is the text (which doesn't move) and the other is the first frame of the little head animation. A switch is also turned on at the end, and this signals the animation to go, which is handled by an event on any map where a choice like this comes up.
The event page that handles the animation itself has 2 pages, one to handle the animation as it goes and the other to handle when it stops (note that you could use one page and simply use a conditional branch. I didn't.)
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Set to parallel so it runs in the bg behind normal events. As you can see, every 17 frames, I command one image to fade out over a single frame and another to fade in. It loops perfectly, cycling from middle frame, to left, to middle, to right, back to middle. Finally, when you select any route diverging choice, it sets off a second switch, which activates the second event page and commands the game to dispose of the graphics and then turn itself off.
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Basically, it's the same animation but with a twist. The text is faded out over 60 frames and then the same animation is played as before, except the values it fades back into go from 255, to 170 to 85. Each of those commands is also followed by a 17 second fade to the opacity of the next frame. So, frame one renders in one frame at 255. Then seventeen frame fadeout to 170... Next frame renders for 1 frame AT 170, then fades out gradually to 85. Then next frame renders at 85 during 1 frame, fades to 0. This is how i synced the turning animation to fade out convincingly.
At the very end, I turn both of the switches this event page uses off so both event pages don't continue on loop. I also have a check for the first event variable to check if the game should still think the animation is running, as a failsafe. I don't remember if this mattered.
3)It's a function in the YEP Extended Message Pack. You'll see the commands for hiding (temporarily removing) + disabling choices (greying them out) as you scroll through the help list, almost 2/3 down. The thing you have to remember though is that messages that are commanded to be hidden/disabled will STAY disabled unless you turn them back on. So, ANY time there's a possibility to make a choice with a disabled or hidden message, add this plugin command to EVERY selectable choice
ClearChoiceSettings
This will ensure the game doesn't break from having a choice permadisabled. If you use loops or labels to make the game return to a previous choice, make sure the looping point is BEFORE any logic that may disable/hide a choice so it doesn't autoenable everything if the game has to go back.
4)Make a new RPG Maker project, copy the js folder from www/data/js and open the new project alongside your other one. Then check my YEP Option core plugin and follow this path in the plugin editor
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This code should work.
On a similar note, I'd also take a look at how my plugins are ordered, if your list is different. I had to meddle with the list to make sure some plugins functioned correctly. This engine is held together with duct-tape and spite, so do what this advice what you will.
Hope this helps!
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chongoblog · 6 months ago
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You mentioned in a post a while ago an RPG maker game that was so bad it inspired you to start a project that could execute some of its ideas better (iirc), I read the post and immediately recognized the game you were talking about. It's always occupied a weird space in my mind as an oddity of a game that didn't really have any reason to exist, so if you don't mind i'd love to hear more of your thoughts on it.
The project has been on hold (like my 132476 other projects) but yeah!
So first of all I won't be sharing the name of this game because I don't wanna send unnecessary hate its way. Like, making a game and putting it out there is huge, and I'd hate to send a bunch of negativity towards it, and if I find that one of my followers went to it and review-bombed it, then I hold more contempt for that person than the people who made this game.
That said, the crux of the game was you were controlling the main character of the game, but the main character was aware of the fact that you are controlling their actions and as communicating with you about what you need to do. Not a bad concept. I really liked it! The problem came with execution.
There's a lot of specific parts of it that I could point to, but it can really be summed up by the opening. The girl wakes up and does the standard "whoa! what? why did I stand up like this? I-I didn't do that!!" and then a text box appears and responds to her saying "yeah, that was me". Then when you try to leave the hospital, the mc says "wait a minute, maybe we should inspect These Three Spots first!" and then the game turns you around, followed by the text box responding "ugh...fine....".
There are two big problems here in my mind. First of all, this powerful idea of you controlling the main character and the main character being aware creates this sort of connection between the player and the main character (one that I think we'll see more of as Toby releases more of Deltarune, although this game came out a few years earlier), and the issue is that when the game itself gives the player dialogue, that really undercuts it. Like, later in the story, the player dialogue flirts with the mc, which is something I know I wouldn't do as a player. So it's not so much that you're a player controlling the main character who is aware, but you're a player controlling a ghost that is controlling the main character, and the main character is aware of the ghost, but the ghost is not the player.
The second big issue is a lot more understandable because you have to tell a story, but it's very silly to have the main character go "oh my god you have control over my every action!!" and then when you try to leave an area early, the main characters says "no don't do that yet" and then disallows you from leaving the area.
Just to gush about my ideas for this, my project idea was to make all verbal communication be one-way, while finding other ways to communicate. For example, when the main character first wakes up, they realize "oh shit I'm not controlling my body!!" and then he says "alright, well weird ghost controlling me...I don't know what to call you....so tell you what, walk me over to that desk. There's a pen and paper. Use my body to write your name" which determines the name on your file.
But here's the fun part. Let's say you decide "no, I'm not gonna do that". You can just walk out of the room. If you do, the main character just goes "um...okay? Fine then. I'm gonna call you 'Jerkface'" and the name on your file is "Jerkface", and he calls you Jerkface for the rest of the game. (And maybe if you go back, he goes "oh? what's the matter? don't like being called Jerkface? what? does that seem kinda rude? impolite maybe? almost as impolite as just TAKING CONTROL OF MY BODY WITHOUT TELLING ME YOUR NAME FIRST????")
Needless to say, I have a lot of ideas for this, I just need to execute them, and for all my complaints towards this game, I absolutely respect that they made it happen.
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arcadekitten · 15 days ago
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Have you ever thought about branching out to a different game/s engine or are you happy where you are with RPG Maker? :3
Back when I first started with MY WISHMAKER I attempted some stuff in the Unity Engine! (With the help of the Adventure Creator plugin, which is a lot like RPGMaker in a lot of ways!)
But then Unity had their whole "royalties" controversy which really put me off from the engine, so I went back to RPGMaker.
Where I am right now, I'm just fine using Ren'Py and RPGMaker! They're able to make the games I want to make. They're also much easier on storage space too!!
(I spoke about this once on twitter but one time I went to start a new Unity project, then decided to delete it immediately after because I wanted to name it something different and didn't wanna go around changing file names. That completely empty project...was 30,000 items)
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ponett · 11 months ago
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So SLARPG was made in RPG Maker VX Ace, yeah? that's the version that's after what I already have. Do you think RPG Maker XP is still a solid engine for making a game of a similar scope?
I'm trying not to psyche myself out before I can even get started, but I actually don't have experience beyond messing w/ RPGMXP when I was a teenager. I never actually made anything.
In some regards RMXP is probably a better engine to make things in today than VX Ace. It's always going to have its fans and some level of support because it's "the retro one."
However, I would probably jump forward to MZ. It's the current main version of RPG Maker, and therefore it has WAY more of an active community. Trust me, you will need third party scripts at some point or another to account for some seemingly basic feature that the stock engine lacks (SLARPG uses dozens and dozens of them), and finding game breaking bugs in an old script that's no longer updated because the dev has moved on to a newer version of RPG Maker is a nightmare. MZ also has Mac support, which is a big plus. Don't worry about the fact that you don't have experience in the newer engine, RPG Maker is broadly similar from version to version and it's easy to pick up quickly. I knew nothing about any version of RPG Maker before I created the project file that would eventually turn into SLARPG.
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i-study-anons · 10 months ago
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Hello, Tumblr users and Anons! I am Dr. Oren Sulien, and welcome to my SCP RP blog that is definitely just an RP blog because the SCP Foundation totally isn't real!
I'm here for the very first research project that I personally have been put in charge of: Studying SCP-8947, commonly referred to as "Anon(s)". So please, Anons, by all means, send in as many asks as you would like! Every single ask sent to this blog WILL be answered.
Oh, and I suppose it is also important that I introduce my current assistant, D-9983, who will be answering any asks that may be harmful to the answerer.
Blog Rules and such under the cut!
((OOC for this blog will be in double parentheses like this. Also, hi! You can call me Rii, and my pronouns are they/he. I'll introduce myself more properly at the end of the post. Oh, also everything below the cut on this post is OOC despite the lack of parentheses.))
RULES:
- No outright NSFW. Suggestive is fine, but nothing explicit.
- I don't do chain asks. They're exhausting and come off as pretty meaningless to me.
- Asks that sign off with an @ will not count as anon asks. This is because asks cannot be sent from sideblogs. Any asks sent as Oren or the assistant will be on anon and signed of with "- @i-study-anons"
- Don't be homophobic or racist or transphobic or any of that nasty stuff. I don't want that here
- I WILL RP with non-gimmicks
- I am RPing as a character running a Tumblr blog, hence the lack of actions or anything else that isn't dialogue. However, there are exceptions*
- If you have a question for ME and NOT Oren or the current Assistant, PLEASE SPECIFY that the ask is meant to be answered OOC!
- Be nice and polite when interacting with me OOC
*If another blog that has been deemed anomalous does an action that affects Oren or the current D-Class (ex. punching one of them in the face), the affected character will also end up having actions for the rest of that interaction as a result.
TAGS:
#Posted by Researcher - posts made by Oren
#Posted by Assistant - posts made by the current assistant
#Posted by OOC - OOC posts
#OOC reblog - mostly stuff to ask from RP/Writing meme blogs, self explanatory
#in character reblog - posts that Oren would decide to reblog (and did decide to reblog)
#someone to study! - anons, both from asks here and looking at anon asks on other blogs
#ordinary ask - non-anonymous asks
#other anomalies - post pertaining to anomalies other than the Anons
DIRECTORY TO OTHER IMPORTANT POSTS:
-List of anomalies (and staff!) involved with this blog
-Character Info
-Current File on Anons/SCP-8947 (coming soon)
OOC INFO:
You can call me Riiviir or Rii. I'm transmasc, almost 18, and my pronouns are they/he. I'm also autistic and have ADHD, both of which might be accidentally self projected onto any character I write. (I am not comfortable sharing my actual birthday, so if you want to wish me happy birthday, do it on September 15th, since that's the middle of my birth month.)
My current hyperfixations are Animal Crossing and Cult Of The Lamb, and my special interest is sound and audio. This is my first serious RP blog here, but I have been RPing outside of Tumblr for about 7 or 8 years. (I don't know when exactly when I started, but it's something around that. This has been a hobby of mine for awhile.)
Aside from RP, I also like drawing, songwriting, and probably any other sort of creative art. I'm also working on learning RPG Maker so I can make my own game!
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persona-5-the-gaybreakers · 2 years ago
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Though it isn't exactly the same, I'm a sucker for a figuring out how I could execute Persona 5's animations in RPG Maker MV. Studies are fun, and a big reason why I've stuck to the project for so long. It's helped me learn a lot about the engine too. I was going to do it almost exactly as it was in P5, but decided instead to reuse the date graphics I already had. It'll reduce the game's overall file size, so I think I can be forgiven.
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strangesomewhere · 29 days ago
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Strange Development - With Ups and Downs
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This week, my gallbladder was disappeared! Needless to say, not as much got done. I'm currently recovering from the surgery as we speak, but before that happened I do have something fun to share. This week before I was whisked away to the hospital I endeavored on an entirely new kind of project for me: animation! I don't know how many of these I'll end up doing but I at least want to make a few. It was a very different experience to my usual art process and I figure I might as well share.
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Here at Strange Somewhere, you get all of the dogwater sketches I throw together on a moment's notice. This is the original 'storyboard that I threw together just to give me an idea of what I wanted to happen. The more I look at it the more I hate it, but thankfully I won't have to look at it for too much longer. Even as someone who enjoys getting their thoughts out onto page first, it feels rather strange drawing up blueprints for an animation like this, for reasons I simply cannot pinpoint. Still, things are well.
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I ended up drawing up the whole thing manually, with each scene being its own gif I made in aseprite. Then after converting them all into mp4 files, I stitched them all together in "Windows Clipchamp" which wins my personal award of worst piece of proprietary software I've ever interacted with, to put together the full animation. I won't be sharing the full thing here as I'd rather wait for you all to see it in game, but I'm incredibly happy with the final product and if this game thing falls through, I'm definitely still bragging about it.
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Before this point I've never actually had to think about how Mel's freaky little arm extends and moves. Originally I thought it might just ascend through the darkness as if it were literally reaching out, but not only was that not working, it seemed very lame for such an interesting little creature. This sort of drawing into reality was not only a lot more fun to animate, but a lot less natural, which is fitting for the literal face of Strange Somewhere. Fleshing out details like this is the real fun of game development.
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Unfortunately the fun ends here, for a bit. I need to spend the rest of the week relaxing and recovering from surgery. The lack of productivity is pretty much being forced upon me by circumstance, which isn't terrible but it does mean I might be taking the next week off in terms of updates and progress. In the meantime, despite all of this, I've never played Jimmy and the Pulsating Mass. Hopefully it'll be a good study into combat that's actually fun in the rpg maker engine, a rarity somehow. I'll play Lisa the Painful again too just to make sure. It sure would be tragically funny to put all this work into a game that's absolute garbage!
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baileyblight · 3 months ago
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can't sleep so I was sifting through my files and found a notepad doc for an outline of a story I conjured up not long after my ex left me. July 27th was the name, was planning on making an rpg maker game out of it. Never got past the conception phase but for some reason reading this outline is making my brain VIBRATE.
also like. I projected so hard LMAOO. This is literally Bailey Recovering From A Breakup: The Story.
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you can really tell.
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unbound-lust · 3 months ago
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So my idea for shitty self indulgent Fate smut game
Event Singularity made up of various Hentai Settings (Stripclub, Dungeon, will think up more). Gudako is able to move between these areas, but Servants being living legends are more vulnerable to the Singularity forcing a narrative upon them and so they're kinda stuck in their zone. Gudako is not immune to being wrapped up in the narrative, just less vulnerable. Help your Servants, get them free of whatever is messing with their head so they can join your party in that zone and help you deal with combat threats to try and properly shut down the Singularity.
Graphics are gonna be done via 3D renders but I'm not doing full animations cause those bloat file sizes like a motherfucker: animations are two frames at the most, motion is implied instead of trying to stuff a bunch of 60fps pre-rendered cutscenes in an RPG Maker file.
Will also be open to suggestions from folks since this is very much a for fun "make it to see if I can" project~
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dreamyrosegarden · 4 months ago
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About me🌾
Hello! Welcome to my Tumblr blog. I am 26 and born in 1998. I am Greek and go by she/her pronouns. I am quite reserved because of my soft voice, but I can talk a lot when I speak of an interest or a genre I like. I have an adopted lil yellow canary called Bibi. I have lots of plushies.
Currently playing 🎮
Little Kitty, Big City
Currently reading 🎴
Warrior cats #6
Delicious in Dungeon #
Currently watching 🎬
Gravity Falls
Interests❤️‍🔥
⭐Oscar Wilde lore
⭐The Walten Files
⭐DrakeNier
⭐Twin Peaks
⭐Analog horror
⭐Silent Hill 1-2-3-4
⭐Welcome Home arg
⭐Gravity Falls
⭐Over the Garden Wall
⭐Bluey
⭐Vedic astrology
🎃When younger I used to be into My little pony (i sort of still am), Black Butler, Attack on Titan (not anymore).
💌Reading info on religion, mythology, ancient cultures, psychology and health.
💌Making papercrafts/small crafts
💌Watching shows/movies/animated stuff (mostly indie)
💌Playing cozy or weird or horror videogames (nostalgic for RPG MAKER horror and retro-inspired games)
💌Sketching/Drawing on paper
💌Making OCs on xoul.ai
💌Volunteering on festivals or other cultural events
👀Current projects:
1. A small videogame
2. An alt-history fantasy adventure
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stripa · 1 year ago
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termina daarin mod proof of concept
probably not going to do anything with this but... i always felt like SOMEONE has to make a daarin mod. there is something more or less out there, the guy behind that mod that allows you to fight marcoh/tanaka and karin/daan is going to include a bit of daarin: https://www.youtube.com/watch?v=2YZaY_yjxe8
i've never used rpg maker mv, only for this, so making a proper mod would take a long time. still, it lives rent free in my head. btw if you wanna edit yourself just decrypt the files using the mv decrypt tool and open the project in the /www folder with RPG MAKER MV
love you daarin gang
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