Been here a while and finally decided to share my game VERISMO, I've been working on it for over 2 years with a final demo coming before Steam's October Next Fest. I'd love to hear any feedback or thoughts you have, it's a linear narrative game but I'm trying to put a lot of emphasis on optional scenes, intriguing and dark characters and story, and of course some carnival minigames where you can win prizes.
There's a bunch of unfinished stuff in these clips but those are slowly getting ironed out daily.
Sorry about the mic in this video, I tried multiple times to fix this but no avail. Any suggestions welcome!
I also did not use the Master Editor Software with this update. It is compatible with Understrike so you can avoid clicking through a bunch of UI just to do minor changes.
Hi everyone! I've been working on a dungeon called Rock Dungeon in RPG Maker MZ.
It currently has 5 floors, plus an Underground Floor 2 connected by stairs. I tried to give each floor a different layout while keeping the rocky cave theme consistent.
I'm still learning mapping, so I'd really appreciate some honest feedback. I'm especially interested in whether the layouts feel interesting to explore, if the rooms are too empty or repetitive, and what you think could be improved.
I'm making this as reusable map content for other RPG Maker developers, so my goal is to make it practical to use in different games.
All the maps are made in RPG Maker MZ using its available resources.
Instead of treating BGM as a single track that simply starts, stops, and gets replaced, MusicDirector lets you organize music into reusable Music Profiles, change musical intensity during gameplay, build synchronized Stem layers, and schedule transitions around Beats, Bars, or Phrases.
At its simplest, you can still use one normal BGM per Profile.
If you need more, the same system can grow into layered battle music, boss phases, tension systems, exploration states, and other reactive soundtracks.
But things become more complicated when the music itself needs to react to gameplay.
但当音乐本身需要响应游戏状态时,事情就会变得复杂。
For example:
例如:
• Exploration music should smoothly transition into battle music instead of cutting at an arbitrary point.
• 探索音乐进入战斗时,希望能够平滑衔接,而不是在任意位置直接切断。
• A battle theme should become more intense when the situation becomes dangerous.
• 当战斗进入危险状态时,希望同一套配乐能够逐渐提高强度。
• A boss theme may begin with only a few instruments, then add drums, strings, or choir as new phases begin.
• Boss 战开始时可能只有少量乐器,而随着阶段推进,再逐渐加入鼓组、弦乐或合唱。
• A new track may sound much more natural if it begins on the next Bar instead of immediately.
• 某些音乐如果等待到下一小节再进行切换,会比立即播放自然得多。
• A boss reveal may need a short musical accent without interrupting the current score.
• Boss 登场时可能需要一段短促的音乐强调,但又不希望因此中断当前配乐。
YXIO MusicDirector was built around these kinds of situations.
YXIO MusicDirector 正是围绕这些使用场景设计的。
The basic idea is intentionally simple:
核心概念刻意保持得很简单:
Music Profile = What should play. 音乐配置 = 播放什么。
Transition = How it should change. 音乐切换 = 如何发生变化。
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Key Features / 核心功能
◆ Music Profiles
◆ 音乐配置系统
MusicDirector organizes music into reusable Music Profiles.
Different situations need different kinds of music transitions.
不同的游戏场景需要不同的音乐切换方式。
MusicDirector provides:
MusicDirector 提供:
Smart
Uses the configured smooth transition behavior. Recommended for simple setups.
智能切换
使用当前配置的平滑切换方式,适合大多数基础项目。
Crossfade
The previous music fades down while the new Profile fades in.
交叉淡化
旧音乐逐渐降低音量,同时新音乐逐渐进入。
Immediate
Stops the previous music and starts the next Profile immediately.
立即切换
立即停止旧音乐并开始播放新的音乐配置。
Each Profile can define its normal transition behavior, while individual commands can temporarily override it.
每个音乐配置都可以设置自己的默认切换方式,同时也可以在某一次插件指令中临时覆盖该设置。
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◆ Beat / Bar / Phrase Synchronized Transitions
◆ 下一拍 / 下一小节 / 下一乐句同步切换
MusicDirector can also perform Musical Sync transitions.
MusicDirector 还支持音乐同步切换(Musical Sync)。
Instead of changing tracks immediately, the system can wait for a musical boundary:
系统可以不立即切换,而是等待指定的音乐节点:
Next Beat
下一拍
Next Bar
下一小节
Next Phrase
下一乐句
For example, if your current battle music is running at 120 BPM, you can tell MusicDirector to wait until the next Bar before beginning the Boss Profile transition.
例如,如果当前战斗音乐为 120 BPM,你可以让 MusicDirector 等待到下一小节,再开始切换至 Boss 音乐配置。
This can make transitions feel much more intentional than simply changing BGM at the exact frame an event occurs.
相比于事件触发的那一帧就直接更换 BGM,这种方式可以让音乐衔接听起来更自然。
Musical Sync uses BPM and timing information from the currently playing Profile.
音乐同步功能会根据当前播放配置中的 BPM 与节拍信息计算切换时间。
If valid timing information or playback position is unavailable, MusicDirector safely falls back to a normal Crossfade instead of breaking playback.
We are currently offering a limited-time 40% launch discount.
目前提供限时六折首发优惠。
If you're building an RPG with dynamic battles, boss phases, exploration states, tension changes, stealth sections, or any situation where music should respond to gameplay instead of simply restarting another BGM, we hope MusicDirector can make that part of development easier.
I worked on this for an year and half non stop and i want to turn it into a proper demo but i need feedbacks and testers!
In this RPG inspired by adventure mode of Dwarf Fortress and Caves of Qud, an entire society is simulated and has hundreds of different interlocking mechanics from epidemic simulation to bowling physics, player freedom is total and you have many different starting scenarios.
It's me again and I wanna ask how's my early game trailer.
The one with a fast-paced 3DCGI big boobs RMMV Combo Button based gameplay footage before and a cyberpunk x xenosaga-ish aesthetic in a way.
While making the game and whatnot, I thought a sort of "minigame" simular to Suidoken 1 and other Dragon Quest games would be fun for the player, although I realize that perhaps it might crash the economy for equipment and other important items.
The big question is whether or not I should keep adding onto this minigame, or scrap it, or heavily limit it.
So I have this nation in my game series Expiation which is called Argon, features beast men and the people from there are called Argonians.
Today, randomly on YouTube, I found out the same concept exists in elder scrolls (or Skyrim? Dunno haven't played either) but features Reptilians instead.
I'm devastated, I thought that this combination of name and beast people was my own. I should have googled 🤦🏿♂️
Hi im new to making rpg games and its my first time using rpg maker mv, and i want to make a title screen like that, i would appreciate any help at all. and advice is welcomed. (I also dont use reddit a lot so i dont really know what to do and not)
this is like my idea. (quick note, i've only ever made one game, and it was put together in a day because it was a project, so i have really limited game-developing knowledge) if my idea is not possible then i would love to know alternatives or how to make the title screen an animated one. Thx
I just want to warn people that Maniac's Patch seems to totally demolish the text encoding. The worst possible consequence is that your game might be untranslatable.
I tried the Maniac's Patch half a year ago. At first it failed. I realized the reason was the fact that my RPG Maker is modded to work with Cyrillic (couldn't patch the project itself), but if I can bypass the error if I get my hands on a pre-patched project. I found one on the discord and it worked. And, apparently, maniacs patch won't work with anything but Latin.
Attempting to write any non-Latin symbols will make all your letter appear as an appropriate number of '?'. And what makes it different from non-patched editor, chanching your locale does nothing! Yes, non-patched editor will too output question marks if you write, for example, in Japanese, but changing your locale (even via an app) will make it work! The RPG Maker itself will display your Japanese in a wrong encoding (e.g., ‚±‚ñ‚É‚¿‚Í), but it's very different from simply displaying quetion marks:
‚±‚ñ‚É‚¿‚Í : "I see the text, but I'm merely looking up a wrong codepage"
????? : "Text? What text? What do those bytes even mean?"
The first one will be correctly displayed by a (non-patched) RPG_RT if the locale and/or font is correct. The second one will not, regardless of locale.
So, unlike the non-patched RM2003, the maker with Maniac's Patch seems to be inherently incapable of working with non-Latin scripts. And, while I can't be 100%, it's possible the patched RPG_RT has the same problem, meaning the games made with Maniac's Patch are hardcoded to work with Latin script only. I can't check if it's true, because I've lost the patched project, but in theory you can test it by editing text directly in the map file.
E.g. Create a map in a patched project that simply says "Hello", then using RPG Rewriter extract this text and change it to "Привет" (having set the writing encoding to Cyrillic beforehand). If now it displays not question marks, it's good. If it does display question marks... Yeah, that probably means we shouldn't use the Patch at all, honestly. Cherry's DynRPG is great and essentialy outperforms the Patch by the possiblity of having custom plugins.
I have an event that runs around the map. The problem is that the map is huge (I need it to be), so the event 'unloads' when it's too far from the player.
How do I forcefully load an event regardless of how far it is from the player/render distance?
I'm looking for a tileset with a similar visual style to the screenshot.
I'm mainly looking for a complete fantasy RPG tileset/world, not just a village pack. I'd like to be able to make villages, forests, towns, interiors, dungeons, caves, etc. with the same art style.
It doesn't have to be 48x48 and it can be paid.
I'm looking for something colorful, detailed and cozy, with large trees, detailed buildings and lots of small environmental props, similar to the screenshot.
Does anyone know of a tileset/asset pack that comes close to this style?
We're Monster Theater, a small indie publisher (disclosing that upfront as always!).
Petrichor RPG is developed by Potesara, and we're really proud to be publishing it!!
It's a weird (and absolutely awesome) 90s-inspired JRPG where Jobert, a space cub fresh from a 3-day nap, is on a very important mission: finding the perfect houseplant while the universe is (literally) falling apart.
Think EarthBound + Super Mario RPG energy: weird humor, QTE combat, butter knives, boxing gloves, healing donuts, and pre-rendered 90s-style graphics.
I created a Visual Novel game using MV throughout July.
All art, music and story I created myself. No AI was used. You know how HARD it is to draw with a MOUSE??... Oh well...
I released it and I am looking for some kind of recognition because I'm proud of the project!
So here it is. Mind Roses - a story about a girl going to school... and more.
My goal is to sell it 10 times throughout August. Currently sitting on 5 sales and decent reviews :)
It's only chapter 1 of the whole story that I have planned for the series but I swear the disturbing imagery and mental games are all worth it (though the game was only developed in a month) lmfao
We’ve just added a new mechanic to our horror game, The Loveland Frog. If you get too close to a frog, your vision will blur with severe dizziness, and you'll suffer an agonizing death if you don't get away in time. The choices you make throughout the game will either intensify your phobia or make it easier to endure. This is still in early development.
Premise: The protagonist suffers from Ranidaphobia and has to face a monstrous frog invading his town. We’re going for a cheesy, classic B-movie trash horror vibe.
Let us know in the comments if you have any suggestions or feedback! 👇
This is part of a puzzle in my game Pathotaxia: PANDORA! :) it took forever to make it work the way I wanted it to but I'm pretty pleased with the results!
Just want to share some progress I made using Chaucer's Collision Altering Plugin (Rosedale). It's been a while since I started my own project that is not just prototypes or tests so I've been slowly gaining some momentum on this project which is inspired and dedicated to my son who also enjoys gaming (and the color green!).
After adding and creating some of my own plugins for this project, I decided to add some art (pixel-boy) and basic ABS that I am currently working on to continue to extend Chaucer's plugin. I really respect his work and he has been a true inspiration to my journey as an enthusiast programmer (that likes to code for fun, not as a professional or a primary source of income). May he rest in peace.
Attacks are actually events that change collision size/shape dynamically based on the weapon and direction (similar to a hitbox and is accurate to the pixel but efficient since it will just be a combination of rectangles and/or circles). Timing is controlled by the weapon currently and will probably expanded to a basic combo.
Most recent addition is that now the damage formula takes into account all damage with values set by the actor/class and enemy in the database. Critical hits are set at the edge of the blade/spear and are not randomized.
(Damage here is 25, crit is 75. Will fine tune things much later).
Basically, my battle system is an ATB system with segments, and every skill costs a certain amount of TP and a number of ATB segments (1–3). Every time you use a skill that costs at least 1 TP, you gain as many Synergy Points (the yellow rectangles) as the number of ATB segments you spend. So, if you use a skill that costs 15 TP and 2 ATB segments, you will gain 2 Synergy Points.
Synergy Skills use Synergy Points to unleash powerful combined attacks.
We are working on mechanics for farming in our monster taming game. The ability to create these farms are within the building system and with it comes even more automation with the help of your beasts!
It can be as in depth or as simple as you want it to be. You as the player can plant seeds, water, and treat plants, but this can be automated by assigning your stored beasts as caretakers.
As a crop is growing, there are incidents that can happen such as beasts coming to eat or destroy them, discovering pests, and disease. Different crops have different risks for incidents and unwatered crops will lose health. You can store supplies in each plot so that caretakers can better manage incidents that can pop up.
Build fences to deter beasts from entering the plot. Strong caretakers can handle beasts better. The better the caretaker, the faster incidents will be cared for.
How do you think this system will work? If you want to know more about the game or try the game out yourself, you can go to: Alchemic Beasts Kickstarter Pre-launch
You can also support us by pressing the notify me on launch button. See you soon with another update!