19 October 2017

SMILE GAME BUILDER Live Streaming Event Announcement

I will be attempting a live stream Smile Game Builder on Friday October 20 2017.

The live streaming event will take place on Friday at 8 pm PST/11 pm EST.

I don't know how it'll turn out, as I'm still fine-tuning the settings and trying it out, but I'm hoping this'll be a regular weekly feature!
24 April 2017

Smile Game Builder Tutorial #26: Battle System

This is an overview tutorial on Smile Game Builder's Battle System and my own thoughts on it.
The topics covered are:

● Battle (Game Data)
● Character Stats
● Character Battle Commands
● Monsters
● Monsters - Basic Settings
● Monsters - Resistances
● Monsters - Action in Battle
● Spawning Monsters on Maps
● Battle Backgrounds
● Monster Position



For more information on this and other tutorials, as well as Smile Game Builder news and projects, you can visit its official subsite.

Back to The Original Template!

Just a brief update.

I reverted to the old template because the previous ones were crap and every time I visited, I just wanted to claw my eyes out! So I returned to this one. It's always been aesthetically appealing and is more appropriate. I guess the expression It it ain't broken, don't fix it! really does apply.

Much of the sidebar content is now out-of-date, so some time next week I'll bring it up-to-date and change the layout slightly. Plus, I'm re-downloading the original, unmodified template and uploading it again so that I have a fresh template to work on.

I'll then update old code, such as for JQuery, and try to cleanse it of its impurities to conform to XHTML/CSS3 standards. This may take awhile because the template is old and I don't think it's been updated on its originating site.

The main areas, however, that need the most attention are the sidebar and footer. So those will be the target areas first.
19 April 2017

The Gladiator Project – An Old Game Revisited

Six years ago today, The Gladiator Project was actively in development for RPG Maker. It was an ambitious project, based on my personal interest in and fascination with the Roman Empire.

Sadly, for various reasons, I abandoned the project. And there it remains, gathering dust.

So What Happened?

The Gladiator Project was first developed for RMXP, based on its original hack-and-slash concept for RM2K3, but highly expanded. It then migrated to RMVX, where further expansion took place (including customized graphics). To begin with, I wasn't very competent at RGSS and frequently lurked in forums to try and learn from others' scripts.

I eventually emerged from the shadows to ask how to create a basic lexicon. Nothing special or spectacular, just a template from which to work with and learn from.

One coder arrogantly claimed that the script was boring and he could add bells and whistles to it for a complete script. This deviated from my original request and, despite re-quoting my desire for a basic template, still felt mortified and belittled.

So I continued on my own, refusing to revisit that particular forum. However, interest in the project began waning, along with the enthusiasm and drive to continue its development.

Eventually, I decided to cease development altogether.

Is The Project Scheduled for Redevelopment?

I've been thinking about redeveloping this for RPG Maker MV, perhaps as my next project after Otherworld SGB: Through the Veil. However, this may not happen anytime soon, tentatively this year, more likely next year.

08 April 2017

Last Official Layout Update

This is the new layout for Ye Olde RPG Maker Times Blog. Frankly, I hate it! I may end up going back to the original and KEEPING it. I remember now why I didn't change the original blog template for years!

Once upon a time Blogger used to be da bomb, but nowadays not so much. Their new dynamic layouts are fine as eye candy, but sadly they're not too widget-friendly in favor of Google's monsters.

And since it's been quite some time since I even poked around in the guts of Blogger's code, primarily in favor of WordPress, it took me HOURS to figure one simple thing out. If I'd have done the same thing in WordPress it would have taken a quarter that time. I guess I've just been out of touch with Blogger's code for too long!

As I've mentioned previously, this is no longer the official RPG Maker Times blog. It's new and official site is now here. And that's where it'll stay.

I'll mirror any updates on this blog, including for plugins, projects and anything else I'm working on, with any relevant links reciprocating to the official blog. And that way those who are already familiar with this blog will get the updates as well.
21 March 2017

Spring Cleaning and Renovation

After my previous post, Neglected But Not Forgotten, I started thinking. Since yesterday was officially the First Day of Spring, I figured it was time to spring-clean the site.

Careful Consideration

After carefully considering on the best course of action for this, I decided to drop support for 2K3 and XP. These two RPG Makers seem less predominant nowadays, and besides I no longer actively use them. While some game developers may still use them, according to general statistics, their usage is less frequent in favor of VX, VX Ace and MV. Hence, the decision.

Most of the current posts containing references to 2K3 and XP will remain intact. However, I am removing the XP plugins and archiving many of the 2K3 materials (such as resources and utilities).

Spring Cleaning

As part of the spring cleaning, a necessary evil is to go through each and every post (from the very first) and remove redundant links, images, etc.

This is a hideous process, a road I've traveled many times before. But it is necessary and will, of course, take some time.

Afterwards, the main focus of the site will be VX, VX Ace, MV and Smile Game Builder, especially the latter two, as these are the ones I use most frequently.

Original Blog

This is the original RPG Maker Times blog and it's in desperate need of updating.

This won't be in the form of retroactively updating posts; that'd take way too much time, as its last update was in August 2016. I won't change anything either, except for tweaks to the sidebars.

Instead, the blog will become a repository for posts from this site and its subsites, with links to the posts instead of the full articles. This includes SGB news, scripts and plugins and news related to RPG Maker as they're posted.

The official RPG Maker Times site is now housed on its own domain, including its subsites.
17 August 2016

Otherworld Rename and Other Tie-Ins

Otherworld's official rename is Otherworld: Origins. (The logo isn't quite right, so will change later. This is temporary only.)

Reasons for the Change

The reasons behind the title change are simple.

During the writing (or rewriting) process, it became necessary to refer to the original materials. Primarily, this reflects on playing as one of the three main characters. Hence, essentially going back to its roots, its origins, and adapting the game flow to its new course and direction.

Because the course of each character eventually converges, many parts of their storylines backtrack to the original plot concepts for previous incarnations in the planned Paranormality series. Thus:

[su_list icon="icon: book" icon_color="#800"]
  • Jack Urban's quest for finding his missing sister (from Darkling).
  • Anna Carrera's journey through the Otherworld to revisit parts of her life and decide whether to change their course or not (from Nexus, the original idea for this game).
  • Swan's past in the form of flashbacks as she travelled between worlds. (This was originally conceived for Portals, the final game in the Paranormality trilogy, conceptualized but never realised).
[/su_list]

(Although development on these titles ceased, I merged their plots and stories into Otherworld: Origins.

Smile Game Builder Tie-In

As many of you know already, I have the honour and privilege of beta-testing the Smile Game Builder. Because it's still beta until its release date on 8 September 2016, I'm unable to give too many details on its inner workings. That is, apart from what they've already shown publicly.


However, Otherworld SGB: Through the Veil (the working title for the Smile Game Builder game), is an indirect tie-in with Otherworld. It references many events occurring in Origins, as well as ideologies that won't make it into the game.

Otherworld SGB is a 3D first-person thriller. It's essentially a "dungeon romp", where the player must navigate the mazes of the Underworld. The goal is to find the portal to the Otherworld and, ultimately, freedom. Along the way, the player meets all manner of people and creatures. Some will hinder the player, some will help them.

That's the basic concept for the early beta/sample game.

Obviously, it needs a lot more work done to it, notably on fleshing out the plot more. But, in time, this will slowly take shape.

For a sample game, my aim is to create a simple version of the officially released game. And then, after beta-testing development, I'll create a new projects subdomain specifically for Otherworld SFB. Updates will primarily include progress on development. Some updates will include tutorials on how certain effects in Smile Game Builder are achieved.

These will then be placed on the main RPG Maker Times blog.
20 July 2016

Plugin Update: Social Media Buttons/In-Game Website Plugin (RMMV)

Version 1.6 of the Social Media Buttons/In-Game Website Plugin is available.

What's New?

The Twitter button has more options for when visitors click on it - Screen Name and User ID - which go to the corresponding Twitter account.

I also added a Follow option, enabling players to follow your Twitter account directly from within RMMV.

Other Tweaks

Instead of typing the full URL for Facebook, you now only need the page id/name.

Buttons are now defined in a single array setting, rather than as separate settings for each button.

Development Notes

Although the focus has mainly been on Twitter, I'm still conducting experiments with the APIs of other social media sites, notably Facebook, but also Google+ too.

These are ongoing because of the way their share settings work. They use integrated APIs rather than a few short lines of code. They seem targeted more for website integration.

In order for it to work, JavaScript implementation in RPG Maker MV would rely on their SDKs. While this is probably viable, it's not necessarily as easy as it sounds. Facebook in particular requires embedding their SDK to enable the various share options.

Development on this is on-going, but will continue on and off.
17 July 2016

Ready To Go Medieval? New RPG Maker Packs!

RPG Maker Web has released some new DLCs, this time with a medieval theme!



How about some medieval Knights Templar character sets? Pioneer Valley Games has released one, expanding their medieval theme, including interior tilesets.

Or how about some medieval music to match? Joel Steudler has done a very good job on composing 20 medieval pieces (5 Battle, 4 Dungeon, 3 Field, 3 Theme, and 5 Town) using period musical instruments, such as the lute, recorder, and harpsichord. And I do really like this collection.

The final DLC is Sherman3D's Town of Seasons pack, which contains tiles town tilesets for Winter, Summer, Spring or Fall.

They're available for purchase and download directly from RPG Maker Web's site.

Or, if you prefer to buy them on Steam, you'll have to wait. DLCs usually appear there about a month after their release on RPG Maker Web.
10 July 2016

How Much RPG Maker Trivia Can You Answer?

RPG Maker Web presented this question on Twitter. And, of course, I tried it, curious to see just how much I know about RPG Maker because I have been involved with it since RM95, after all! (That makes me feel so old now!)



My Result: 90%

I overlooked just one fine detail. Hint: Forget about transparency!



And, so, why not try it? If you want to, post your scores here or retweet them with the hashtag #RPGMakerTrivia or @CompanionWulf. Either way, this was a cool idea!
07 July 2016

Where Does Magic Come From In Otherworld And Gaia's Dream?

RPG Maker Web posed an interesting - and valid - question on Twitter about the source of magic in game developers' worlds.

This isn't something I really thought about before, probably because I'm not that far in system development yet. I've focused mainly on story and plot, as well as character development.

So, I started thinking about the subject.

It's one of those important things, after all, and one that merits consideration because in virtually every game there's some kind of "magic" system in place. Most commonly, magic uses Mana or Magic Points (often abbreviated to MP), but some have their roots in spiritual energies or even in technology.

Game Magic Is Wide and Varied


In Final Fantasy I, for example, your spells have a limited number of uses, which replenish after resting. Similarly, in Baldur's Gate 2, spells are planned in advance and, after an 8-hour sleep, are learned ready for use the next day. And in others, like Arx Fatalis, you "write" runes in the air to cast spells.

In a number of games, notably many in the Final Fantasy series, learning new spells or skills uses Ability Points (or AP). Once you have enough AP, you can learn new magic or upgrade existing spells.

So what kinds of magic would work in Otherworld and Gaia's Dream?

21 June 2016

Trolls and Game Development

Trolls and game development go hand in hand, it seems, and there's really no escaping it.

The reasons behind trolling aren't that important. The knock-on effects - especially on new or independent game developers - are!

Rating, No Comment

For many indie gamedevs (myself included), one of the major frustrations is the lack of proper comments accompanying ratings.

Everyone's entitled to their own opinions, of course, so they have the right to comment on the game, as not every game will appeal to every player. It's a matter of personal taste or preference. So, with this in mind, it's inevitable that a game's ratings will be affected by this diversity of choice and preference.

Ratings by themselves mean absolutely nothing and contribute nothing. If accompanied by a review or comment, however, these are more valuable than just a rating. Reviews and comments help developers improve their games or help find bugs. They also give room for improving content or adding features gamedevs didn't think about.

A practical review takes the game in general and focuses on how its key components fit together in the game. The reviewer then adjusts the rating to fit, not based on whether or not the reviewer likes the game, or the content.

Trolls rate biasedly.

It Affects Me, It Affects Me Not

To be a game developer, you need a thick skin.

If a troll says nothing, then their rating means nothing. Whatever a troll does or says means nothing anyway. Even if a non-trolling, genuine person gives a low rating without commenting, it still means nothing because they've contributed nothing. I'd prefer a low rating with a comment as to why they chose to give that low rating than none at all.

Low ratings affect people in different ways. To some, it's not a big deal. To others, however, it has a much deeper effect on them. I've seen it where gamedevs have rage-quit their game development after just one bad rating and review. Yet that person offered some sound, practical advice for improving the game!

If you expect no low ratings at all, then you're going to get bitten! That is, unless your game is really good! And if you can't ignore them or let those trollish ratings go, you may not be cut out to be a game developer.

What Matters

It doesn't matter if it's just-because or out of professional jealousy, or some other reason. Focus on the ratings that matter: those with proper reviews or feedback and ignore the others.

It's always encouraging to receive a high rating, even if there aren't any comments accompanying them, and a good amount of praise. But you simply will NOT have a perfect score all of the time, as there may be something that doesn't quite fit. Your game might be slightly buggy in certain areas or you might have plot inconsistencies, spelling or grammar errors, or a system that doesn't work well.

No doubt you've heard the expression "Do what you love and love what you do"; maybe you've also used it on occasion.

The same can apply to trolls. Trolls are unimportant and insignificant. They don't have enough of that "love" to offer anything of use. So it shouldn't affect you. They don't matter.

RPG Maker's Bad Rap

RPG Maker has had quite a bit of bad rap. The most common issue, it seems, is the RTP graphics. They're not 3D or amazing graphics-wise, despite some absolutely awesome games being produced with it. One amazing game of note is To The Moon, which was created with RPG Maker XP, I believe!

Trolls have bad-rated RPG Maker because of those reasons above. And, you know what? It doesn't matter!

With the introduction of the latest in the series, RPG Maker MV, its cross-platform game production keeps many of the trolls at bay (mostly!). That doesn't stop them from trolling the games produced by RMMV. They will and do low-rate at some point; it's what they do!

If RPG Maker is your preferred engine, as it is mine, then nothing and no one should stop you from producing your games with it!
17 June 2016

New Releases: Karugamo Fantasy Music Packs


10% Discount on All Packs


RPG Maker Web has released the Karugamo Fantasy Music Packs. Right now there is a 10% discount on each pack, but the offer expires on 24 June, 2016.

Each music pack costs $9.99 and each one has a distinct theme:

Pack 01 has tracks for dungeons, towers, and land or sea travel.

Pack 02 centres around civilization (castles, towns, villages, etc.).

Pack 03 features music for battle and hero types.

And Pack 04 focuses on cut-scenes or events.

All themes have been optimised for RPG Maker VX Ace and MV.
10 April 2016

Social Media Buttons/In-Game Website Plugin Tutorial (RMMV)

This tutorial demonstrates how to use my Social Media Buttons/In-Game Website plugin for RPG Maker MV.



With the plugin you can place social media buttons (Twitter, Facebook and website) on the Title Screen. You can also call a website from within the game. These will open in a new game window or new tab in your default browser.
26 March 2016

New Resources for RMMV

A few RMMV resources have been added today.


These are all free for use in non-commercial projects only, but please credit "Companion Wulf" or "RPG Maker Times" if you use any (or all) of them.

I will be creating and uploading more RPG Maker MV resources as inspiration and time allows.
06 January 2016

Plugin: Currency Formatter (RMMV)

The Currency Formatter plugin converts large currency numbers to an easier-to-read format.

Thus, 100000 becomes 100,000 or 100k (depending on the option used).

In time, I'll add a few more options to it:

  • Currency position (left/right)
  • Icon instead of currency text
  • Message text options to change settings in-game
01 January 2016

Happy New Year 2016

Another year has flown by, but that means another year of opportunity, with new ventures, new goals and new games!



One of my resolutions is that Otherworld will be completed this year.
23 December 2015
Happy Christmas 2015 from RPG Maker Times (however you celebrate it) and a happier game-dev New Year!


The winners of the Design A Logo Contest were notified of their prizes; I just haven't had the time to update on the site yet. I will in the New Year!
27 October 2015

Adventures of Tryggr Troll - Offical RMMV Game

It's now official!

Tryggr the Troll WILL have his own interactive-fiction style RPG Maker MV game! And he'll eventually have his own website! He's rather excited, as we are! Can you tell?


We'll begin development on the game as soon as we've finished writing the story. And, yes, this IS Tryggr's actual graphic in the game. More details will follow as and when it develops.



Tryggr is a character I created a while ago using Daz3D just for fun. Since then I've been creating various poses and scenes for him. When RPG Maker MV was officially released, I received my copy (having preordered it) and started playing around with the new RPG Maker. The result was a very short something, purely to test its HTML5 and Android capabilities.

When I showed the wife, she became quite animated and told me that it had the potential to develop into a kind of interactive-fiction, story-driven game. So after some discussion, we decided that we'd both like to work on it together.

For this reason, development on the Adventures of Tryggr Troll will officially begin!
21 October 2015

Countdown to RPG Maker MV

There's only two days left before the "official" launch of RPG Maker MV and I'm getting excited!


This means that, since I preordered it from the start, it'll be readily available on 23 October, 2015, at 10:00 PDT. The biggest advantage is that I actually have the day off from work, so I will start playing around with it almost immediately. And I'm confident enough in my Javascripting skills that I can eventually start on some plugins of my own.

In fact, I've been going through a refresher course on Codecademy. It's easier than I thought it would be; although it's been quite some time since I wrote anything in Javascript, it's all coming back to me!



Based on what I've seen so far, I've been thinking about recreating Otherworld to RMMV, but that probably won't happen since the project's fairly well established now for RMVXA. Nice idea though!
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