Dark Bronze Parchment![]() |
Dark Parchment![]() |
|---|---|
Feather Parchment![]() |
Light Parchment![]() |
23 March 2010
20 March 2010
18 March 2010
14 March 2010
13 March 2010
More Windowskins VX #6
Here are some more parchment type RMVX windowskins that I found lurking on my hard drive. As always I assume they were created with the Windowskin Generator and Paint Shop Pro combination. Also as usual, these are also placed on the sister blog, RPG Maker Times Companion, where you can collectively view the other RMVX and RMXP windowskins. Right-click and save the image to your hard drive.
Labels:
Resources,
RPG Maker VX,
Windowskins
RMTool
Direct Download
This utility scans RPG Maker games for missing files and gives instructions on how to fix it. For example, if a MIDI or particular graphics file is missing from the game's Project folder, this tool will tell you which one is missing.
If any files are missing, you can then import those resources into your project. The program will then "fix" the missing files.
Note: The program was specifically made for RM2K, but works as well with RM2K3, except for 2K3-specific folders (i.e. System2, BattleChars, CharSets, etc.); they just won't be scanned.
If any files are missing, you can then import those resources into your project. The program will then "fix" the missing files.
Note: The program was specifically made for RM2K, but works as well with RM2K3, except for 2K3-specific folders (i.e. System2, BattleChars, CharSets, etc.); they just won't be scanned.
Labels:
Downloads,
RPG Maker 2003,
Utilities
Windowskin Generator VX
Direct DownloadI found this awesome and very useful utility. It's a Windowskin Generator, programmed by Woratana and with graphics by Aindra, for RMVX and it works!
The idea behind this is to make Windowskin creation easy by selecting various parts and applying them to the skin. It even has a preview area where you can see what the resultant image will look like! Once you're done, the finished product can be saved and imported into RMVX for use in your games.
Download it directly here, then extract it to the RMVX Projects folder (using WinRar or Winzip) and open it up in the RMVX program.
It can be run directly from RMVX or as a standalone program. If used as standalone, the RGSS2002e.dll may be needed. Information on creating and running standalone games (including downloading the appropriate files) can be found on the RPG RPG Revolution forum.
Download it directly here, then extract it to the RMVX Projects folder (using WinRar or Winzip) and open it up in the RMVX program.
It can be run directly from RMVX or as a standalone program. If used as standalone, the RGSS2002e.dll may be needed. Information on creating and running standalone games (including downloading the appropriate files) can be found on the RPG RPG Revolution forum.
Labels:
Downloads,
RPG Maker VX,
Utilities,
Windowskins
Chapter 8: Items by Level (Hero Level) - The Complete Chests Tutorial
Chests can contain higher-level items, such as weapons, which are only accessible when a character reaches a certain level. If the character is the required level, they can open the chest, otherwise it remains closed. This is easy to do, thus:
Set up the basic chest (from Part 1), setting the chest name to "Chest 8" and the switch precondition on Page 2 to "Chest 8 Opened" also.
In the Events Commands, we need to set up a Branch Condition to check the Hero's level. If it's the required level, the chest is opened as usual. If not, a message is displayed stating the you are not a high enough level to receive the item.
The complete code is:
Set up the basic chest (from Part 1), setting the chest name to "Chest 8" and the switch precondition on Page 2 to "Chest 8 Opened" also.
In the Events Commands, we need to set up a Branch Condition to check the Hero's level. If it's the required level, the chest is opened as usual. If not, a message is displayed stating the you are not a high enough level to receive the item.
The complete code is:
<>Branch if Zack Level is 2 or more <>Play Sound: open1 <>Move Event: This Event, Face Right <>Wait: 0.2 Sec <>Move Event: This Event, Face Up <>Wait: 0.2 Sec <>Move Event: This Event, Face Left <>Wait: 0.2 Sec <>Change Items: Potion 1 Add <>Message: Potion received. <>Switch Operation: [0009:Chest 8 Opened] ON <> : Else Handler <>Message: You are not a high enough level to : receive the item. : End <>To increase the level required, simply change the value in the Branch Condition, and the item accordingly. Additional Branch Conditions and items can be added (in the Else Handlers) for additional levels.
Labels:
Complete Chest Tutorial,
RPG Maker 2003,
Tutorial
More Windowskins VX #5
Here are some more RMVX windowskins, some of which I created from scratch and some of which were created with the Windowskin Generator. I can't remember which belongs to where, but it doesn't really matter. As usual, these are also placed on the sister blog, RPG Maker Times Companion, where you can view examples of these (and all the other) RMVX and RMXP windowskins. Right-click and save the image to your hard drive.
Notes:
Torn Parchment![]() |
Roman Gothic![]() |
Writer's Papyrus![]() |
|---|---|---|
Final Fantasy IX #1![]() |
Final Fantasy IX #2
|
Notes:
- The Roman Gothic windowskin was originally designed for The Gladiator Project, but I created a different one instead.
- The Final Fantasy IX ones took ages to get the boxes "just right", but they turned out in the end.
Labels:
Resources,
RPG Maker VX,
Windowskins
AnimGet
Direct Download
The primary purpose of AnimGet (or Animation Get) is to extract animation frames for use in RPG Maker (or other animation programs). When activated, it will work in the background, taking snapshots every 10 milliseconds, which can then be rendered in a suitable graphics program, such as Paint Shop Pro.
In the beginning, AnimGet was used in conjunction with various emulators, particularly the NES or SNES ones, to capture sprite or battle animations. These could then be rendered and ported into RM2K/3 for use in games. Copyrights were flouted in those days, but that didn't stop the mass productions of RM2K/3 made Final Fantasy or Zelda fan games!
A much more up-to-date (and perhaps ethical) use for AnimGet is to create still-frame images for animations for tutorials or mini movie clips. But, since the program runs in the background, snapshotting every 10 milliseconds, whatever you do while it is active will be logged.
In the beginning, AnimGet was used in conjunction with various emulators, particularly the NES or SNES ones, to capture sprite or battle animations. These could then be rendered and ported into RM2K/3 for use in games. Copyrights were flouted in those days, but that didn't stop the mass productions of RM2K/3 made Final Fantasy or Zelda fan games!
A much more up-to-date (and perhaps ethical) use for AnimGet is to create still-frame images for animations for tutorials or mini movie clips. But, since the program runs in the background, snapshotting every 10 milliseconds, whatever you do while it is active will be logged.
Labels:
Downloads,
Resources,
RPG Maker 2003,
Utilities
RM Recker
Direct Download
RMRecker, created by AnomyWare, is specifically designed for "editing resources, such as splash screens, icons, and glyphs, in your RPG Maker games quick and easy".
With it, you can change any of the three logos, the glyphs and icons used in the game with your own, then save them. The way that RMRecker does this is it patches the EXEcutable RPG_RT file, overwriting the "defaults". It certainly is a quick and easy process and, although it was created with RM2K/3 in mind, it can be used with other EXE files as well.
There are some limitations:
With it, you can change any of the three logos, the glyphs and icons used in the game with your own, then save them. The way that RMRecker does this is it patches the EXEcutable RPG_RT file, overwriting the "defaults". It certainly is a quick and easy process and, although it was created with RM2K/3 in mind, it can be used with other EXE files as well.
There are some limitations:
- You can only use 8-bit images. It won't accept 24-bit high color images unless you decrease the color depth first.
- While glyphs can be BMP, PNG or the proprietary XYZ formats, logos can only be PNG or XYZ formats.
Labels:
Downloads,
RPG Maker 2003,
Utilities
ResHack
Direct Download
ResHack (short for Resource Hack is a great utility that allows modification of games or RM2K/3 settings. Game icons, logos, text, individual settings, etc. can be modified to suit individual needs.
For the most part, ResHack is used primarily to alter the "default" icons and in-game graphics, as well as some information about the game. Other icon files can be used for this purpose and then the EXE file is re-compiled accordingly.
Note: It is against Enterbrain's Terms & Conditions to directly modify the RPG Maker program, Runtime Package (RTP), and resources, but the English versions of RM2K/3 were never "legal" or endorsed by Ascii/Enterbrain. This utility is included here only because of its usefulness and perhaps for posterity.
For the most part, ResHack is used primarily to alter the "default" icons and in-game graphics, as well as some information about the game. Other icon files can be used for this purpose and then the EXE file is re-compiled accordingly.
Note: It is against Enterbrain's Terms & Conditions to directly modify the RPG Maker program, Runtime Package (RTP), and resources, but the English versions of RM2K/3 were never "legal" or endorsed by Ascii/Enterbrain. This utility is included here only because of its usefulness and perhaps for posterity.
Labels:
Downloads,
RPG Maker 2003,
Utilities
Dan's RMXP Tool
RPG Palace
Dan's RMXP Tool is a useful utility for inspiration, which allows you to create names for characters, game titles, and a plethora of other things. The title is something of a misnomer because it can be used for all of the RPG Makers and other game makers also. (I have, on occasion, even used it for inspiration for titles for short stories!)
The screenshot below shows an example of what it can do. (The skill it chose, "Cruel Skill", conjures up quite a few visuals, some of which are just cruel.)
In addition to all this, under "Select Generate Mode" is an NPC Stats Generator, which randomizes the stats for non-player characters, including providing a name. You can also choose the level of difficulty for the NPC.
While this certainly is a nifty utility, sometimes it takes ages to get the "right" name for something, especially items, since it draws from separate data files for adjectives and nouns or first names and last names. That said, it is still a useful utility nevertheless.
The screenshot below shows an example of what it can do. (The skill it chose, "Cruel Skill", conjures up quite a few visuals, some of which are just cruel.)

- Random Title Generator: Generates game titles, examples of which are Old Birthright or Deep Spirit. Some humorous ones are Comfortable Tormentor or Shallow Parasite.
- Random Character: Generates names for characters, male and female. There is also an option to choose the character's nationality, which reflects the nature of the name - English, Greek, Japanese, Gaelic and Demon.
- Random Item Name: Generates dynamic names for items. Examples are Crooked Root and Divine Water, with some humorous ones being Nervous Nut or Flat Chance.
- Random Equipment: Generates names for equipment (weapons, armor, etc.). The first few tries yielded the following results: something down-to-earth, Massive Sword; something dynamic, Ghost Shoulder Pad; and something humorous, Ill Shield and Upset Plate.
- Random Skill Name: Generates random skill names, such as Giant Blow, High Rain or Flaky Nebula.
In addition to all this, under "Select Generate Mode" is an NPC Stats Generator, which randomizes the stats for non-player characters, including providing a name. You can also choose the level of difficulty for the NPC.
While this certainly is a nifty utility, sometimes it takes ages to get the "right" name for something, especially items, since it draws from separate data files for adjectives and nouns or first names and last names. That said, it is still a useful utility nevertheless.
Labels:
Downloads,
RPG Maker 2003,
RPG Maker VX,
RPG Maker XP,
Utilities
Chapter 7: Monster-In-A-Box - The Complete Chests Tutorial
Those who have played Final Fantasy (and several other RPGs) will recognize the Monster-In-A-Box scenario, where a monster pops out and attacks as soon as the chest is opened. It's easy to emulate this in RM2K3.
Set up the chest, "Chest 7" as normal (from Part 1), including the switch on Page 2 set to "Chest 7 Opened".
Immediately under the third Wait command in the Event Commands, we will need to call an enemy encounter (predefined in Monster Groups in the Database). For the purposes of the demo I've created one called "Cave Monster", which is a single Orc.
So, the Event Command we need is "Enemy Encounter" (the very first one on Tab 2). Set the "Specific Monster Group" to "Cave Monster" or whatever predefined monster you want. Set the "Defeat Handler" to "Execute Custom Handler", which gives additional control over winning or losing the battle. And finally, "Disallow Escape" in the "Escape Handler" unless you want to have a specific set of commands for attempting to flee.
The completed routine should look like this (not including the basic chest opening commands from Part 1):
Set up the chest, "Chest 7" as normal (from Part 1), including the switch on Page 2 set to "Chest 7 Opened".
Immediately under the third Wait command in the Event Commands, we will need to call an enemy encounter (predefined in Monster Groups in the Database). For the purposes of the demo I've created one called "Cave Monster", which is a single Orc.
So, the Event Command we need is "Enemy Encounter" (the very first one on Tab 2). Set the "Specific Monster Group" to "Cave Monster" or whatever predefined monster you want. Set the "Defeat Handler" to "Execute Custom Handler", which gives additional control over winning or losing the battle. And finally, "Disallow Escape" in the "Escape Handler" unless you want to have a specific set of commands for attempting to flee.
The completed routine should look like this (not including the basic chest opening commands from Part 1):
<>Enemy Encounter: Normal, Cave Monster : Victory Handler <>Message: Congratulations! : You beat the Monster-In-A-Box! <>Call Event: Random Contents <>Switch Operation: [0008:Chest 7 Opened] ON <> : Defeat Handler <>Game Over : EndAnd it's as simple as that.
Labels:
Complete Chest Tutorial,
RPG Maker 2003,
Tutorial
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