Once again, these RMVX windowskins have been created with Woratana's excellent Windowskin Generator. (Don't forget to credit Woratana and Aindra if any of these are used, as anything produced are essentially theirs.)
I'll upload some more RMXP and RMVX windowskins soon, but some of the ones that I've created (it's just a matter of finding them again).
16 November 2009
13 November 2009
10 November 2009
08 November 2009
05 November 2009
29 September 2009
22 September 2009
02 September 2009
01 September 2009
RPG Maker DS?
I guess Enterbrain is making an RPG Maker for the Nintendo DS. Scheduled release date is January 28, 2010 and recommended retail price is ¥5,460 (which equates to the usual $60 USD).
Early indications show that it is a minimalized version of the RPG Makers we already know and love, but making use of the NDS's touch screens and stylus. And using that modus operandi the maps can be created with a "feeling of paint on a canvas", which should be interesting.
One of the things I'm not sure about is their considerations on limiting the parameters of items, equipment and monsters to only two - name and attack power (and I assume HP and SP also).
I think though, from what I can gather, that the reasons behind this is primarily to introduce RPG Maker to an entirely different market, in the hopes that eventually they will want to purchase the "next gen" ones, like RMXP or RMVX or the ones available on the PlayStation.
It'll be interesting to watch for the outcome of this latest venture, and may or may not get it for the NDS when it's eventually released.
Further details - as sparse as they are at the moment - can be found here. Note that this is the Google-translated version, so you can expect the grammatical and syntax errors to raise those hackles, but at least there are screenshots on the page to mellow things out.
Early indications show that it is a minimalized version of the RPG Makers we already know and love, but making use of the NDS's touch screens and stylus. And using that modus operandi the maps can be created with a "feeling of paint on a canvas", which should be interesting.
One of the things I'm not sure about is their considerations on limiting the parameters of items, equipment and monsters to only two - name and attack power (and I assume HP and SP also).
I think though, from what I can gather, that the reasons behind this is primarily to introduce RPG Maker to an entirely different market, in the hopes that eventually they will want to purchase the "next gen" ones, like RMXP or RMVX or the ones available on the PlayStation.
It'll be interesting to watch for the outcome of this latest venture, and may or may not get it for the NDS when it's eventually released.
Further details - as sparse as they are at the moment - can be found here. Note that this is the Google-translated version, so you can expect the grammatical and syntax errors to raise those hackles, but at least there are screenshots on the page to mellow things out.
What's Happening?
I've been considering the direction of RPG Maker Times for awhile now, in particular which RPG Makers to concentrate on. As it is at the moment, RPG Maker Times focuses on RMXP and RMVX (with a lean towards the latter) and RPG Maker 2K3 Master obviously concentrates on RM2K/3.
To help decide proper, I implemented a poll - thanks to all who have participated in the poll already - and a stat counter. These combined will give a good idea on the areas to concentrate on and ultimately specific content for entries.
The current status is:
With this in mind, over the next week or so, I'll be merging the RPG Maker 2K3 Master blog with this one. That way all RPG Maker resources and information can be found under one umbrella instead of two. That way, too, it will be much easier to update the content on a more regular and consistent basis. This also means that some entries will be deleted and some will be juggled around, but the content will be the same, and since this is retroactive I'll be keeping the original dates (which means multiple entries on the same day) and comments as applicable.
The entries will contain more resources (for all RPG Makers) and resource editing, including tutorials. In addition to scripts for both RMXP and RMVX, I'll also be giving regular progress reports on my games, specifically The Gladiator Project.
While I'm not going to be able to cater to everyone, I'll certainly try to meet the immediate demands, based on the regular poll results and the search engine keyword statistics.
A final word before ending this update: Also over the next week or so, I'll be creating a separate website to place all of the resources, tutorials and scripts. That way they can all be in one place for easier reference, but the focus will still be on the RPG Maker Times blog.
To help decide proper, I implemented a poll - thanks to all who have participated in the poll already - and a stat counter. These combined will give a good idea on the areas to concentrate on and ultimately specific content for entries.
The current status is:
- The majority of visitors use either RMXP or RMVX, with a small percentage still using RM2K/3.
- The general consensus so far regarding articles is graphics, with Windowskins being the number one search (equally for RMXP and RMVX), as well as resources.
- Utilities and resource converters/generators are another searched-for topic. There are a lot of different utilities out there, of which I've only covered a small part.
- Tutorials and how-to's, especially regarding graphics.
- A small percentage are after scripts, specifically for RMXP, which has also been searched for extensively.
With this in mind, over the next week or so, I'll be merging the RPG Maker 2K3 Master blog with this one. That way all RPG Maker resources and information can be found under one umbrella instead of two. That way, too, it will be much easier to update the content on a more regular and consistent basis. This also means that some entries will be deleted and some will be juggled around, but the content will be the same, and since this is retroactive I'll be keeping the original dates (which means multiple entries on the same day) and comments as applicable.
The entries will contain more resources (for all RPG Makers) and resource editing, including tutorials. In addition to scripts for both RMXP and RMVX, I'll also be giving regular progress reports on my games, specifically The Gladiator Project.
While I'm not going to be able to cater to everyone, I'll certainly try to meet the immediate demands, based on the regular poll results and the search engine keyword statistics.
A final word before ending this update: Also over the next week or so, I'll be creating a separate website to place all of the resources, tutorials and scripts. That way they can all be in one place for easier reference, but the focus will still be on the RPG Maker Times blog.
Labels:
RPG Maker 2003,
RPG Maker VX,
RPG Maker XP,
Updates
Victory Count Script
I was asked some time ago how to add a "Victory Count" - i.e. a counter for the number of battles won - so decided to experiment and this is the result. This is a very simple script modification, directly modifying various parts of the code.
Game_System
Under the Public Instance Variables, add the following:
Under initialize, add:
Scene_Battle
Look for def display_exp_and_gold, place the following underneath $game_party.gain_gold(gold):
Scene_Menu
In def start, add:
In def terminate, add:
In def update, add:
Create a new entry, entitled Window_Victory, and paste the following code:
This will display the "# Victories" on the Status Menu. It can be expanded for other things as well, such as the number of saves, the number of inn stays, etc.
Game_System
Under the Public Instance Variables, add the following:
attr_accessor :victory_count # number of victories
Under initialize, add:
@victory_count = 0
Scene_Battle
Look for def display_exp_and_gold, place the following underneath $game_party.gain_gold(gold):
$game_system.victory_count += 1
Scene_Menu
In def start, add:
@victory_window = Window_Victory.new(0, 175)
In def terminate, add:
@victory_window.dispose
In def update, add:
@victory_window.update
Create a new entry, entitled Window_Victory, and paste the following code:
class Window_Victory < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, WLH + 32)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 16
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
return if Graphics.frame_count % 10 != 0
self.contents.clear
self.contents.draw_text(0, WLH * 0, 120, WLH, "# Victories:")
self.contents.draw_text(0, WLH * 0, 120, WLH, $game_system.victory_count.to_s, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
refresh
end
end
This will display the "# Victories" on the Status Menu. It can be expanded for other things as well, such as the number of saves, the number of inn stays, etc.
Gladiator Project Title
This is the opening title scene for The Gladiator Project. It was inspired by Mog Hunter's Animated Title Script.
The graphics are from the movie Gladiator, starring Russel Crowe, which are of course copyrighted to Dreamworks SKG/Universal Pictures. They're there for demonstration purposes only, at least until I can find (or create) some myself, when they will be removed.
The graphics are from the movie Gladiator, starring Russel Crowe, which are of course copyrighted to Dreamworks SKG/Universal Pictures. They're there for demonstration purposes only, at least until I can find (or create) some myself, when they will be removed.
Labels:
Gladiator Project,
RPG Maker VX,
Scripts,
Updates
Miscellaneous Updates
Well, once again there have been fewer entries than I'd like to see, but that's the price we pay when work takes priority. I'm in between jobs right now, so will have more time for consistent updates and to give a progress report on The Gladiator Project.
Regular visitors will already recognize the new layout and design. I'm not sure if I like it yet, so may tweak it again, though I was going for the three-column layout as I find it neater and more versatile. It took me a long LONG time to configure it exactly how I wanted it (basically tweaked Blogger's Scribe Template and added graphics).
Yes, three of the images on the title is from Runescape, for those who regularly play it. The first is my Broodoo Mask disguise, the second is my ghost impression for Halloween and the third is my Bear Mask. Runescape is actually one of my favorite games right now, alongside IGG's Wonderland Online.
In the meantime, I'll have a progress report ready in the next entry - not the game itself, since that isn't even started yet, but some of the graphics I've created for the game.
Regular visitors will already recognize the new layout and design. I'm not sure if I like it yet, so may tweak it again, though I was going for the three-column layout as I find it neater and more versatile. It took me a long LONG time to configure it exactly how I wanted it (basically tweaked Blogger's Scribe Template and added graphics).
Yes, three of the images on the title is from Runescape, for those who regularly play it. The first is my Broodoo Mask disguise, the second is my ghost impression for Halloween and the third is my Bear Mask. Runescape is actually one of my favorite games right now
In the meantime, I'll have a progress report ready in the next entry - not the game itself, since that isn't even started yet, but some of the graphics I've created for the game.
The Gladiator Project
If there's a period in history that fascinates me the most, it would have to be the Roman gladiatorial games. So I thought, a while ago now, why not create a game loosely based on precisely that. I started the project (initially for RM2K3), entitled Brotherhood: Gladiator, which I've now nicknamed "The Gladiator Project". The project was abandoned and soon forgotten about for various reasons. I rediscovered part of it recently and decided to try and port it over to RMXP/VX, bringing it a little more up-to-date.
Although the RM2K3 project was about 50% complete, when my hard drive died I lost a large portion of the materials I had for it and porting it over to RMXP/VX was at that particular time somewhat overwhelming. I'm now starting it anew, specifically for RMXP/VX. Because of RGSS's versatility and flexibility, it means that a lot more detail can go towards things like custom menus and in-game variables, not to mention aesthetics.
Some of the features I'm hoping to include in the game are:
At the moment, "The Gladiator Project" is in its embryo stages, but progress is slowly being made. Watch this space for more info and updates!
Although the RM2K3 project was about 50% complete, when my hard drive died I lost a large portion of the materials I had for it and porting it over to RMXP/VX was at that particular time somewhat overwhelming. I'm now starting it anew, specifically for RMXP/VX. Because of RGSS's versatility and flexibility, it means that a lot more detail can go towards things like custom menus and in-game variables, not to mention aesthetics.
Some of the features I'm hoping to include in the game are:
- Bestiary (Bestiarius): For logging opponents fought in the arena and keeping track of their strengths and weaknesses.
- Achievement Diary (Diarium Facti): A log of major accomplishments and achievements, such as killing a certain number of opponents or surviving for a certain number of battles in the Arena.
- Job Log (Laboris Tabulae): In between combats, the opportunity to perform various tasks for others, gaining additional experience and kudos.
- Calendrical System: A complete time/calendar system for use in the Arena.
- System Options: Additional options to change things like windowskin color, background music/sound effects volume control, and more besides.
At the moment, "The Gladiator Project" is in its embryo stages, but progress is slowly being made. Watch this space for more info and updates!
Labels:
Gladiator Project,
Projects,
RPG Maker VX
Real Time KTS Mod
This is in answer to Miaucho's question (in the comments) about how it would be possible to rename the months to something else and is a followup to the Kylock Time System Script I posted a while ago.
While I have an intermediate understanding of RGSS at the moment, I will experiment on my own. That's how I learn things. Thing is I couldn't quite figure out how to implement the month array into the time system without encountering a few problems. My mind drew a blank.
Anyway, I found the Real Time KTS Mod by accident. This is a modification of Kylock's, but it's a very good one at that, utilizing the system clock for real time. Its rich array of features include:
The demo version can also be downloaded here.
It should be easy to rename the months by placing an array in the KTS Module, something like:
Then calling it later (in getMonthName):
And that should work. (I can't thoroughly test it yet - but I will soon - as my copy of RMVX isn't working properly for some reason!)
While I have an intermediate understanding of RGSS at the moment, I will experiment on my own. That's how I learn things. Thing is I couldn't quite figure out how to implement the month array into the time system without encountering a few problems. My mind drew a blank.
Anyway, I found the Real Time KTS Mod by accident. This is a modification of Kylock's, but it's a very good one at that, utilizing the system clock for real time. Its rich array of features include:
- Current Time (hours, minutes and seconds)
- Current Date (weekday, month and year)
- Seasons
- Weather (according to season)
The demo version can also be downloaded here.
It should be easy to rename the months by placing an array in the KTS Module, something like:
MONTH_NAME = ["Month One", "Month Two" ... etc.]
Then calling it later (in getMonthName):
monthname = KTS::MONTH_NAME[@month]
And that should work. (I can't thoroughly test it yet - but I will soon - as my copy of RMVX isn't working properly for some reason!)
Kylock Time System Script
This is in answer to Steve's question (in one of the comments), asking if it was possible to place the actual time and date into separate in-game variables. Short answer is "Yes, it is!"
I'm still working on my full calendrical system script, but the best time system that I've found is this one:
This video shows how to use the demo script, downloadable here.
Alternatively, the "original" forum post goes into much more detail.
I'm still working on my full calendrical system script, but the best time system that I've found is this one:
This video shows how to use the demo script, downloadable here.
Alternatively, the "original" forum post goes into much more detail.
Still Here!
Apologies for the lack of updates. I haven't abandoned this blog. Things have been hectic and, due to my hard drive failing, lost my data, including my RPG Maker programs and projects. I'm not really bothered by it because they can be redone, and just like writing, the first draft is always the rough draft anyway.
Thanks for the comments and support. I've just re-downloaded RMVX, so will be making full use of it again. And will answer your question, Steve, soon. Just please bear with me.
Thanks for the comments and support. I've just re-downloaded RMVX, so will be making full use of it again. And will answer your question, Steve, soon. Just please bear with me.
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