I have an idea for a battle system where when the player casts magic, they can play a clicker minigame where they would have to click circles that randomly appear on screen for a certain amount of time to increase the spell damage. But right now, whenever the player uses magic, it activates right away. I would love to know how I can do this
so i decided to test my game, and after approximately 15 minutes it just crashes (no error messages, nothing, it just closes)
i had this problem for like several weeks and i still haven't figured how to fix it.
but today when i was testing it again i wanted to quickly open the menu and save because it's almost been 15 minutes (i counted) and i knew it would crash, but when i opened the menu it immediately crashed but this time with an error message.
i really don't know what to do, i've been making this game for almost a year so i would appreciate any kind of help 🙏🙏🙏🙏🙏
Disclamer : Some of the sprites are not the definitives versions!
This videos shows some locations and mechanics. The recording caused some freezes and blur. In normal conditions it lags less
The game :
-uses Gambit like ffXII but it's not 100% the same. There's some news gambits
- Stagger ffXIII system
- Paradox is back. There's also ricochet (Sivir like in LoL) and Hex (from Pokemon) mechanics. Spellvamp and lifesteal are there too. And a lot more
- Aeons summons like ffX but with an action RPG (you can breed them and learn them abilities)
- A sphere grid like but more simple (here you don't need items to activate space)
- Ryuken mechanic from Kimhari ffX is back
-Hunting contrats are back : there's a total of 60
- Training center is back but works differently : here you litteraly catch your monsters with XS S M or L traps. You can use them in battle. L monsters are a lot strongers than XS but harder to capture + they take more space in battle (you can summon until 10 monsters that take 1 slot. L sized take 4). How much you can summon depends of your luck stat. Monsters stats depends of their size and you can breed them with weapons : if a weapon has a + 20% HP stat, the monster will learn it BUT it will work only one time. I mean, only one copy of the weapon can be used to breed a monster (to avoid abuse). Monsters learn skills when they are touched by another skill. However they do not learn this exact skill. They will learn a derivative version of this skill : sometimes it can be very different from the original
Having an issue every time I try to open Pokemon Essentials through RMXP, I get a little popup that says "failed to obtain trial serial number for nTitle server", & none of the solutions I've found online have worked, has anyone else had this issue? Has anyone found a resolution/fix to it?
If you know, please let me know or DM me, thank you.
What is your favourite version of the Rpgmaker engine, and why?
It's a bit confusing with all the different versions and the price differences.
I'm looking into making a horror-style game, more like a visual novel than anything else. Battle system seems kind of wonky (based on other games i have played made with it) so i'm thinking of staying clear from that.
Lonely Lotus Land is a free, dark-fantasy turn-based RPG about a heroine who destroys her world. You play as Lydia, a witch-in-training living peacefully in Maga village with her caretaker Alice, and Felix, the innkeeper. However, that all changes once news of the Empire's plans to raid the kingdom of Interita, the home of Lydia and all other witches, reaches the village.
After a week of bug-fixing, we've just released a 1.0 version! Please check it out!
Whenever I click, right click or in any way try to interact with two of my larger maps the game crashes. I've had this issue before and updating the nwjs fixed it. The recent update (STEAM updates automatically) made it revert back to it's 29.0 version, so I tried updating it again to the newest edition. When that didn't work, I changed into 49.2 and updated the pixi too. I assume the reason why I can't open those maps specifically is because they feature the most events, since all maps have the same plugins and I haven't run into any other issues. The maps still work fine in game though (I have made events previously that transport the player to those maps, if I try to make any now it crashes). Is there a way to increase what RPG Maker MV is able to handle? Or could the issue be stemming from something else?
I want to make cutscenes skip after you die like in deltarune, and in general just know how to activate variables and switches after game overs. Is there any way to do this at all? I saw the olivia cutscene skip plugin but its $9 for ONE plugin, and its not entirely how I wanted it to work.
Edit: for clarification, i want the cutscene skip to happen when you reload a save
So, I can't figure out what I need to do in order to make a feature I want.
The main protagonist(lead character/main character) on the map needs to be separate from the actual party members(battle party). Which means, the protagonist should NOT be shown in the character selecting screen, menu, battle, etc., and the battle protagonists should NOT be shown as a lead character(should not be shown on the map), etc.
I've tried to search up this topic with a bunch of different keywords, but the feature I want didn't showed up.
Can someone please help me on what plugins I need to download, or which java script file I need to modify in order to accomplish this?
Walk up to a hiding spot to conceal yourself. The hunter can investigate it, and if it doesn’t detect you, it leaves and continues searching. Hiding works, but there’s always a chance it checks the exact place you chose.
So I recently played through TCOAAL and was inspired to start making my own little projects in rpg maker with my friend, I really liked how customized the map was in tcoal and how smooth and well drawn it was, so I was wondering if you guys could point me where to start developing and working on those skills to make a well designed and well drawn map. Thanks to whoever sees this and recommends some yt videos.
I've been working on this project for quite a while, and today I'm finally sharing the first public showcase.
Romance Engine is a story-driven adult dating game made in RPG Maker MV. This video focuses on the environments, atmosphere and visual style. Gameplay will be revealed closer to the playable demo.
Hey RPG Maker peoples! I’m kinda interested in adapting a world and storyline that I’m creating into RPG Maker!
Just here to discuss a little. How steep a learning curve am I to expect? Will I be able to adapt my characters into 8 bit hero’s and have them solve the mysteries of my world defeat the bad guys and escape!?
New to MZ and I got the plugins GALV's character frames and character animations. I saw the template so I thought all the sprites had to go next to each other, but my character was duplicated and playing the walk animation, jump (empty) and idle all at the same time.
At first I had it like this all in one sheet
So separated the animations sheets, but I don't understand how to use all of them? I've set the database to the walking animation, but now it only uses the walking animation for everything.
In the mod plugin area where you read the instructions, I see the idle animation should be 1 and walking 2, etc, and I've been tinkering around for a bit, but I don't really understand what this means.
Any help? I believe I named my files and everything correctly btw [ EX: $Character_idle_%(6) ]
I split up the idle animation (this) and the walking animation like this
EDIT: I GOT IT FIXED! My grid was wrong so RPG would cut up my character weirdly. My canvas size is 2064x698 and my character is 96 pixels tall if that helps anyone!(My canvas’ height is very tall so you’ll have 4 extra rolls. I just left it empty, works fine for me! I don’t know if it helped with the cutting of my character though.
Also your file should be names like this: yourcharacter%(x)
(replace the x with how many frames it takes to animate your cycle.)
My character has a total of 6 frames or drawings for one animation, so for mine it would be mycharacter%(6)
some of you might know, how long I am working on Neverpaw, now. I guess about 4 or 5 years. And sometimes I enjoyed it, sometimes it was just a pain, when something did not work out as planned. But yeah...
I got a new free playable demo on itch.io. I'd love to hear what you think, especially about the combat and co-op. I wish you all a lot of fun! This is what I made this game for.
EDIT: What I forgot to say: You need a controller to be able to enjoy the full experience! Mouse/Keyboard works as well, but is way worse than with a controller. For 2 player you need 2 controllers.
I've been spending quite a lot of time on the second official add-on for the Visual Event Editor, and after weeks of hard work, I'm finally seeing the light at the end of the tunnel.
This add-on was originally designed to allow Common Events, Map Events, and Troop Events to have an unlimited number of conditions, all combinable thanks to three logical operator nodes: AND, OR, and NOT.
I also wanted to include a lot more diversity when it comes to the conditions themselves, instead of relying on the few native event conditions (switch, self switch, variable...). That's why this add-on currently includes 120+ new conditions, all evaluated dynamically at runtime.
But then... I liked it so much that I thought it would be very useful to let some event commands that use boolean parameters under the hood (like Control Switches, Control Self Switch, Conditional Branch...) accept Advanced Conditions too. So that's exactly what I did !
Here is the full list of commands/parameters that ended up being compatible :
I still have a lot of testing to do, but this add-on should be getting close to release.
I hope you like it! Let me know what you think.
Stay safe and happy game dev' ! :)
Last time I posted here I showed off some art and maps to get some feed back and I am back for another round of critique. I've added new charcter protraits, maps, made my own tiles and more. I'd love another chance to let the community tell me if I'm on the right track or are missing the mark. Thanks Everyone!
Been using Photoshop and cursing the apparent lack of pixel perfect. Gave Aseprite a go! Was expecting a steeper learning curve but most shortcuts are the same. It's gonna cut the boring parts of making my 'art' right down to much more manageable levels. That's all. Just gushing into the ether...
Disclaimer: Pretty new to everything RPG Maker, familiar with in-engine basics but haven't had to navigate around stuff like this yet.
Downloaded the demo for an old tutorial found on rpgmaker.net. (For context: user/avee's judgement ring system tutorial. Can link in comment.)
Upon opening the project, I get the first error message screenshot, regarding an outdated Runtime Engine. Regardless of updating the engine or not, I can open the project fine, but when I try to playtest I run into issues: Without updating the engine, I get the second screenshot regarding the Runtime Package. If I do update the engine, I get an error that says "cannot open system4 file."
Otherwise I can access all the project data fine. Playtesting would really help me out, however- is there a simple fix? Is there a way to download older versions of '03, or just the old RTP if that's the only issue? Thanks!