There weren't any updates last month - and only four in January! I've been so busy working and playing several newer MMORPGs, including Grand Fantasia (which I was beta testing for a while) and GodsWar Online.
I've also been working on a new game, Chronicles of Yrd, which is more of an experiment than anything else and a test of my eventing and scripting knowledge. I'm trying to make an RMXP version and an RMVX version, both of which follow the same basic plot but they are different.
The next major update to RPG Maker Times is going to be the comprehensive "Chest Tutorial", which will include a demo, that I mentioned a few entries ago. It's currently at 85%, but as it nears completion I'll announce it here but will place it on the RPG Maker 2K3 Master blog in its entirety, with reference links here.
Further updates will include more RMVX Windowskins, which I'm attempting on creating from scratch, as well as some more RMXP ones too. And talking of graphics, one of the recurring questions that I've been asked lately is about graphics, so I'll attempt on implementing more comprehensive tutorials on graphics for all RPG Makers. This includes everything from character sheets to tilesets.
Of course, all of this depends on whether I can find the time to squeeze these things in. As the saying goes, "There just aren't enough hours in the day!"
05 March 2010
24 January 2010
20 January 2010
For those who have played Betrayal At Krondor will know precisely what a "Wordlock" is. For those that don't, it's basically a chest (or door) locked by a riddle and they will only open once the correct word has been entered.
Once upon a time, I tried recreating the wordlocks in RM2K3, but encountered a few difficulties given its limitations. Everything had to be set up using Events and Common Events, including creating a customized menu specifically for entering the words. It was a nightmare.
However, now one exists for RMVX, thanks to the awesome talent of Modern Algebra. I've tried this script and, trust me, it is good - just like revisiting Betrayal of Krondor.
The script and demo can be viewed and downloaded here.
12 January 2010
02 January 2010
21 December 2009
I originally wrote this script for RMXP, although adapted to RMVX (both scripts are available below).
Sometimes it's useful to know how far into a game you are. This script measures your progress in the form of a percentage (click on the screenshot to see what I mean). When you have completed certain tasks, you can add to the progress percentage.
The inspiration for this particular script came when I was reviewing the Status for my game, The Gladiator Project (TGP), thinking that something was missing, though I just didn't know what.
But then it came to me that, since some Roman Gladiators fought their way to the top, I figured why not have some kind of measurement on how close to "freedom" you are. So here's the script.
To install:
20 December 2009
18 December 2009
16 December 2009
15 December 2009
No Updates, Next Updates
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RPG Maker XP,
Updates,
Windowskins
More Windowskins VX #4
I know previously I mentioned that the next windowskin update would be for RMXP, but popularity trends dictate otherwise. So, here are some more RMVX windowskins that I've created. As usual, I've used the Windowskin Generator, but have imported my own resources into the program, rather than relying on the default ones.
Also as usual, these will be 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.
Since I now have quite a collection of RMVX Windowskins, as well as a few scriptlets, I will be creating a separate website soon to house them all. Each windowskin there will include visuals of what the Status Menu, Status and Equipment screens look like with a particular windowskihn. Then, in the future, all windowskins from the blogs will be cross-linked there instead.
The website itself will be specifically tailored for RMVX (but may also include RMXP and RM2K3 later, as trends dictate). And this will make it much easier to properly categorize the windowskins, scripts and other resources in one convenient place.
Also as usual, these will be 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.
Blue Bubble![]() | Blue Cross![]() | Darkwood![]() |
|---|---|---|
Leathery Gold #1![]() | Leathery Gold #2![]() | Parchment #4![]() |
Red Bubble![]() | Stone Slab![]() |
Since I now have quite a collection of RMVX Windowskins, as well as a few scriptlets, I will be creating a separate website soon to house them all. Each windowskin there will include visuals of what the Status Menu, Status and Equipment screens look like with a particular windowskihn. Then, in the future, all windowskins from the blogs will be cross-linked there instead.
The website itself will be specifically tailored for RMVX (but may also include RMXP and RM2K3 later, as trends dictate). And this will make it much easier to properly categorize the windowskins, scripts and other resources in one convenient place.
Labels:
News,
RPG Maker VX,
Updates,
Windowskins
Betrayal At Krondor Wordlock Script
Once upon a time, I tried recreating the wordlocks in RM2K3, but encountered a few difficulties given its limitations. Everything had to be set up using Events and Common Events, including creating a customized menu specifically for entering the words. It was a nightmare.
However, now one exists for RMVX, thanks to the awesome talent of Modern Algebra. I've tried this script and, trust me, it is good - just like revisiting Betrayal of Krondor.
The script and demo can be viewed and downloaded here.
News & Updates
I realised today there haven't been any updates for a while, primarily because I've been busy with other things. However, I haven't been idle on the RPG Maker scene.
There will be a demo that goes along with this tutorial as well.
Snow Fun For Some
Right now though, the UK snow is the major talking point here at the moment, including being the longest persistent cold snap for 30 years! The family "in joke" at the moment is that I brought the snow with me from Canada, since British Columbia has hardly had any - at least not their "usual" amount - and when I go back there things will return to "normal". With several feet already fallen, and more on its way, people here are ill-equipped to deal with it. Schools have closed, 40% of the workforce have been unable to drive into work, and some of the more isolated areas are still closed off. It's certainly a winter they will remember for a while!The Gladiator Project - Graphics Wanted
I've had to put TPG on hold for awhile because of a lack of graphics. I'm not good with graphics at all, so if anyone is willing (and able) to create tilesets, character sets, and other types of graphics for the game, it'd be more than greatly appreciated. Contact me here (in comments) or at Twitter. I will give full credit, of course!Comprehensive Chest Tutorials (RM2K3)
One of the side-projects I have been working on is a huge multi-part RM2K3 "how to" tutorial for chests, which can also be used in RMXP and RMVX, since they use events. Here is a breakdown of the different parts of the tutorial:- Part 1: Basic Chests
- Part 2: Locked Chests
- Part 3: Random Contents
- Part 4a: Combination Locks (Basic)
- Part 4b: Combination Locks (Advanced)
- Part 5: Trapped Chests
- Part 6: Picking Locks
- Part 7: Monster-In-A-Box
- Part 8: Items by Location (Map ID)
- Part 9: Items by Level (Hero Level)
There will be a demo that goes along with this tutorial as well.
Labels:
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The Gladiator Project Update #3
A lot of progress has been made on TGP lately, especially on the game itself. The maps are taking shape, although I do NOT like the RMVX tileset limitations. This makes it harder to create specific gladiatorial type maps without directly modifying the original or using the ambiguous Tileset E.
I decided eventually to change the menu again. The Achievements (Diarium Facti) has been removed. While it is an excellent, useful script, after playtesting it a few times, decided that it did not quite fit in with the game after all. Instead, I can achieve exactly the same thing with the Tasks (Laboris Tabulae) section, which has now been renamed the Quest Diary (Diarium Questae).
Another option added to the menu is an additional stats window, the Status Extra, which provides extra in-game stats in detail, such as Arena Level, Reputation, number of battles fought, won and lost, and several others.
I've been working out the final details of the characters' bios, which will be blogged at a later update, with all five characters present. At the moment though, the focus has been ironing out creases in the arena classes and skills, steering away from the historical classes (such as gladiatore, secutore, retiarius, etc.) and opting for the more traditional fantasy classes - Latinized, of course - such as Gladiatore (warrior/fighter), Clericus (cleric/priest), Magus (magic user), Alchemista (alchemist) and Summonitor (summoner).
I decided eventually to change the menu again. The Achievements (Diarium Facti) has been removed. While it is an excellent, useful script, after playtesting it a few times, decided that it did not quite fit in with the game after all. Instead, I can achieve exactly the same thing with the Tasks (Laboris Tabulae) section, which has now been renamed the Quest Diary (Diarium Questae).
Another option added to the menu is an additional stats window, the Status Extra, which provides extra in-game stats in detail, such as Arena Level, Reputation, number of battles fought, won and lost, and several others.
I've been working out the final details of the characters' bios, which will be blogged at a later update, with all five characters present. At the moment though, the focus has been ironing out creases in the arena classes and skills, steering away from the historical classes (such as gladiatore, secutore, retiarius, etc.) and opting for the more traditional fantasy classes - Latinized, of course - such as Gladiatore (warrior/fighter), Clericus (cleric/priest), Magus (magic user), Alchemista (alchemist) and Summonitor (summoner).
Labels:
Gladiator Project,
News,
RPG Maker VX,
Updates
Game Progress Script
I originally wrote this script for RMXP, although adapted to RMVX (both scripts are available below).Sometimes it's useful to know how far into a game you are. This script measures your progress in the form of a percentage (click on the screenshot to see what I mean). When you have completed certain tasks, you can add to the progress percentage.
The inspiration for this particular script came when I was reviewing the Status for my game, The Gladiator Project (TGP), thinking that something was missing, though I just didn't know what.
But then it came to me that, since some Roman Gladiators fought their way to the top, I figured why not have some kind of measurement on how close to "freedom" you are. So here's the script.
To install:
Labels:
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RGSS,
RPG Maker VX,
RPG Maker XP,
Scripts
More Windowskins VX #3
Here are some more RMVX windowskins. All of the windowskins on this blog are compiled on 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.
The next windowskin update will be for RMXP, including conversions of some of these RMVX windowskins.
| Cerulean | Chrome | Cloudy | ||
|---|---|---|---|---|
![]() | ![]() | > | ||
| Grape | Orange Sun | Saffron | ||
![]() | ![]() | ![]() | ||
| Water | ||||
![]() |
The next windowskin update will be for RMXP, including conversions of some of these RMVX windowskins.
Labels:
Resources,
RPG Maker VX,
Windowskins
The Gladiator Project Update #2
Progress on The Gladiator Project (TGP from now on) has been slow but steady, as I've been working more on functionality and aesthetics first. The bulk of that has now been taken care of, so I'll be starting on the game itself next.
The first completed update is the main menu. As I mentioned previously, it is based very loosely on Rubymatt's Compact Menu System, adapted to fit TGP and its purposes.
Most of the menu items are functional, but might be changed later.
There are still two sections to the menu that have no real functions yet, but that will come as the game progresses.
The first completed update is the main menu. As I mentioned previously, it is based very loosely on Rubymatt's Compact Menu System, adapted to fit TGP and its purposes.
Most of the menu items are functional, but might be changed later.
- Inventarium Inventory: List of items.
At the moment this is the default item list. I might implement KGC's Item Categorization script (translated and modified by Mr. Anonymous and Blackmorning respectively), although I might change it or remod it later. - Artificii - Skills: List of skills and arts.
I have yet to create any gladiator-specific skills, but will most likely design them from scratch as they are needed. In keeping with the "sortables", I might have a script that sorts skills according to type. - Armamentum - Equipment: Weapons, armor and accessories.
This may or may not remain the same as the default, depending on several other factors as the game progresses, including additional sound effects for individual pieces of equipment.
Status Quo - Status: Character profiles.
The Status Quo is 90% complete. I added some of RMVX's extra features (unavailable in RMXP) plus visual icon-based status effects. There are a few things missing from it, but for the most part it's done.- Diarium Facti - Achievements: List of awards and achievements.
I haven't decided exactly how the "reward & punishment" system (based on reputation) will work yet, but will use SojaBird's Achievements script for this. - Societas Amicitiae - Alliances: Factions and inter-gang relations.
This features SojaBird's excellent Factions (Reborn) script - perfect for TGP's specific needs. - Descriptum Bestaria - Bestiary: Compendium of enemies fought.
I've chosen to use Falcao's Dinamic Monsters Bestiary script for this, as it fits TGP's needs adequately. - Laboris Tabulae - Job Log: List of tasks and quests received.
I've used Modern Algebra's excellent Quest Log to log the questae (quests) because of its versatility and dynamism. - Conservo Progresso - Save Progress: Record your game progress.
The best and most attractive save system is Woratana's NEO Save System, which is what's being used in TGP. - Ratio Bene - Options: Change various in-game options.
For this, I've used Yanfly's Menu System Options script.
There are still two sections to the menu that have no real functions yet, but that will come as the game progresses.
Labels:
Gladiator Project,
News,
Updates
RPG Maker DS Release Date
Enterbrain formally announced (in October) a release date for the long anticipated RPG Tsukuru DS, as it's called. The title is expected to cost 5460 yen, but there has been no news about a US or EU version or release dates announced so far.
The release of RPG Tsukuru DS, originally scheduled for release in Japan on January 28, 2010, has now been postponed until March 11, 2010. This was announced on the Enterbrain website (11 November).
The following excerpt is taken from the Gamer Grenade News Blog, which gives some idea as to what it will be like:
I know that I'm looking forward to trying this title - if it is released in English - so only time will tell what Enterbrain decides to do.
The release of RPG Tsukuru DS, originally scheduled for release in Japan on January 28, 2010, has now been postponed until March 11, 2010. This was announced on the Enterbrain website (11 November).
Nintendo Orimashita, devoted to developing RPG Maker for the launch date [January 28, 2010] for the DS For RPG Maker, has decided to change the release date to make further improvements on the content and quality of game...
We apologize to everyone in the media and distribution and for any inconvenience, and especially to everyone who was looking forward to the release date more than anyone else.
The following excerpt is taken from the Gamer Grenade News Blog, which gives some idea as to what it will be like:RPG Tsukuru DS will allow players to make their very own Japanese-style RPG, defining everything from characters and world maps to monsters and equipment. The tools are all touch-screen compatible, making the creation process a lot faster than before, and players will be able to use Nintendo Wi-Fi connection, in order to exchange game data with other friends, although the exact details are still yet to be determined.
In addition RPG Maker features an easy-to-use toolset and transforms instruction into worlds allowing players to produce exciting and enchanting games. They choose their characters, worlds, 1,500 items, landscapes, 150 music pieces, add a script, share creations with other users and more. Players have the ability to create the biggest and best RPG with an epic storyline.
I know that I'm looking forward to trying this title - if it is released in English - so only time will tell what Enterbrain decides to do.
Woodcutting Tutorial - RM2K3
Woodcutting DemoAn accompanying demo is available with this tutorial.
This is how to create a basic woodcutting process in RM2K3, similar to that used in Runescape, but without the experience points gained.
Using the "defaults" from a new Project, first create two common items: Handaxe and Logs.
Also, create a variable to store the number of logs chopped. In this example, 0001:Wood.
Next, create a map and place a few events on it, setting the event graphics to trees. Make sure you name each one differently, as each one also has a matching switch. For this tutorial, I created 4 "tree events", named Tree1, Tree2, Tree3 and Tree4.
Create another event for the Woodcutter, who will give you an axe with which to chop the trees down. In the Woodcutter's Event Commands, we'll need to set it up so that:
The code for this is as follows:
Create 2 pages. In the Event Commands (Page 1), we need to:
On Page 2, set the first switch under "Preconditions" to 0001:Tree1 and the "Event Graphic" to that of a tree stump.
Repeat the steps for the other tree events, changing the name of the switch to match the name of the event, i.e. in event Tree2 the switch name would be Tree2, and so on.
Now, of course, since we only created four trees, but need 10 logs for the tutorial, the trees would need to regrow. For this, we need to create a simple variable-based timer. Set the "Trigger Condition" (on Page 2) to "Parallel Process". In the Event Commands, place the following:
When you've collected 10 logs, speak to the Woodcutter and demo over.
This is how to create a basic woodcutting process in RM2K3, similar to that used in Runescape, but without the experience points gained.
Using the "defaults" from a new Project, first create two common items: Handaxe and Logs.
Also, create a variable to store the number of logs chopped. In this example, 0001:Wood.
Next, create a map and place a few events on it, setting the event graphics to trees. Make sure you name each one differently, as each one also has a matching switch. For this tutorial, I created 4 "tree events", named Tree1, Tree2, Tree3 and Tree4.
Create another event for the Woodcutter, who will give you an axe with which to chop the trees down. In the Woodcutter's Event Commands, we'll need to set it up so that:
- He first checks to see if you have a Handaxe. If not, he'll give you one. If so, he'll tell you how many logs you've chopped.
- If you've collected the required number of logs (in this case 10), he'll congratulate you. If not, continue until you have the number of logs.
The code for this is as follows:
<>Branch if Handaxe Possessed
<>Branch if Var[0001:Wood] is 10
<>Message: Congratulations! You've collected 10 logs.
<>
: Else Handler
<>Message: You've collected \V[1] out of 10 logs.
<>
: End
<>
: Else Handler
<>Message: You don't have an axe! Here, have this one!
<>Change Items: Handaxe 1 Add
<>
: End
The next step is to set up the trees so that they can be chopped down and you'll receive some logs. We'll start with the "Tree1" event.Create 2 pages. In the Event Commands (Page 1), we need to:
- Check once more if you have a Handaxe - you can't chop trees down with your bare hands, after all.
- If not, display an appropriate message.
- If so, change the tree to a stump and add the logs to the inventory, not forgetting to "store" the number of logs possessed.
- Finally, add some sound effects and chop away!
<>Branch if Handaxe Possessed <>Play Sound: Axe Swing <>Wait 1.0 Sec <>Play Sound: Axe Swing <>Wait 1.0 Sec <>Play Sound: Axe Swing <>Wait 1.0 Sec <>Play Sound: Tree Falling <>Switch Operation: [0001:Tree1] ON <>Message: You received some logs. <>Change Items: Logs 1 Add <>Variable Oper: [0001:Wood] + , 1 <> : Else Handler <>Message: You'll need a handaxe to chop this tree. <> : End
On Page 2, set the first switch under "Preconditions" to 0001:Tree1 and the "Event Graphic" to that of a tree stump.
Repeat the steps for the other tree events, changing the name of the switch to match the name of the event, i.e. in event Tree2 the switch name would be Tree2, and so on.
Now, of course, since we only created four trees, but need 10 logs for the tutorial, the trees would need to regrow. For this, we need to create a simple variable-based timer. Set the "Trigger Condition" (on Page 2) to "Parallel Process". In the Event Commands, place the following:
<>Variable Oper: [0002:Seconds] Set , 0 <>Label:1 <>Wait 5.0 Sec <>Variable Oper:[0002:Seconds] + , 1 <>Branch if Var [0002:Seconds is 5 <>Switch Operation: [000:Tree1] OFF <> : Else Handler <>Jump to Label:1 : End <>Repeat for the other Tree events, once again changing the Switch Operation to the corresponding event name.
When you've collected 10 logs, speak to the Woodcutter and demo over.
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Other Useful Links
- Animget (RM2K3)
RM2K/3
- Character Maker 1999 (RM2K3)
- Resource Hack (RM2K3)
- RM Recker (RM2K3)
- RMTool (RM2K/3)
RMXP/VX
- Character Maker XP (RMXP)
- Dan's RMXP Tool (RMXP)
- Face Maker (RMXP/VX)
- Move Event (RMXP/VX)
- Window & Scene Wizard (RMXP)
- Windowskin Generator (RMVX)
- Windowskin Maker (RMXP)
Online Generators/Tools
- Chara.EX (RM2K3)
- Character Sprite Generator (RMXP)
- Chibi Kyaratsukuru (RMXP)
- Character Generator (RMVX)
- Roof Chipset Generator (RMVX)
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