It’s our first release day of December, and we have three new packs ready for you to add to your game!

First up, for RPG Maker MV, we have the Monster Girl Walking Sprites pack! 32 new female walking sprites for Beasts, Chimera, Harpys, Medusas, Minotaur, Vampire, and many more classic monster types.

Read more on the RPG Maker Web Store or Steam.

It’s been a while since VX Ace got a graphic pack, so let’s fix that with the Fantasy Girl Walking Sprite pack! 24 new walking sprites for a variety of fantasy classes. Dark Knights, Fencers, magicians, samurai, and many more!

Read more on the RPG Maker Web Store or Steam.

Following up on the first two volumes, Japanese Anime Voices: Female Character Series Vol.3 another 127 more phrases and common sentences for your RPG or Visual Novel! Bring professional voice acting to your game today!

Read more on the RPG Maker Web Store or Steam.

And for our Deal of the Week, enjoy 50% off of The Adventurer’s Journey III!

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New Releases: 4 New Packs!

in Announcements, Weekly Deal

It’s a wonderful day (And a day of wonderful food for those of you in the United States, have a good Thanskgiving!), and an even better day for releases! Today we have four new packs to fill out and enhance your games!

First up, Seraph Circle Monster Pack 3. 20 new monsters in the same stellar style as the previous two packs. These unique and inventive monsters can’t be found anywhere else!

Speaking of the Seraph Circle Monster Pack series, the first in the series also just got on update with even MORE monsters, bringing the total for if you have all 3 of the packs to 81!

Read more on the RPG Maker Web Store or Steam.

Next up, another set of Battlers from Michael Galefire with the Demon Realm Battlepack! Take your game to the underworld with 7 new battlers and 8 backgrounds to bring the land of demons to life… or the afterlife.

Read more on the RPG Maker Web Store or Steam.

From TK.Projects, Symphonic Adventure Music “Additional Tracks” Vol. 2 brings 27 more BGM, 20 more ME, and 10 more BGS in the sweeping orchestral of the original Pack! New music for dungeons, battles, title screens, and more.

Read more on the RPG Maker Web Store or Steam.

Need some voices for a cute cartoon or mascot style character? Then we have a pack for you, the Cute Cartoon Voice pack features 164 Sound Effects to take your cute cuddly character to the next level!

Read more on the RPG Maker Web Store or Steam.

And for our Deal of the Week, we have the Skyforge Battlepack for 50% off!

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Multiple Paths: Clear Design Goals

in Design

I’m sure that when you read the title, you thought “oh, he’s going to talk about games with non-linear sequences, or multiple endings”, but no, that isn’t it. This isn’t about giving your players multiple paths, it’s about what to do when you have multiple paths to the same result.

When there are multiple ways of accomplishing the same thing in the editor, what way should you use. So let’s look at an example

Recently, while doing a stream, I was building a camping system where you could put down a camp on the world map. You could go into your camp and talk to your party members, as well as pick it back up and put it down somewhere else.

One of the things I really wanted to do when designing it was make the map for the camp change depending on what kind of tile on the world map you placed it. If it was in the plains it looked like plains, in the forest it was a forest, a desert for a desert.

Immediately my brain jumped to three ways to handle this.

  1. A different map for each terrain.
  2. A different tileset that had different terrain types in the same places to switch to.
  3. Using a background image instead of mapping it in the editor itself.

All three of these methods would have gotten me to the goal. So how do you decide which one to use?

To me, this is where clear design goals matter. When you are creating any system, planning is key. Every method will have different strengths and weaknesses, and the only way we can tell which one to use is to look compare it to what you need it to do.

Now, I didn’t have clear design goals, because this was a proof of concept and not an actual game, but what are the strengths and weaknesses of each approach:

Different Maps

Strengths:

  • Can make the map completely different for every terrain, does not need to follow a single map layout.
  • Uses the least amount of hard drive space for finished product.

Weaknesses:

  • Takes the most amount of time in eventing to duplicate all the events on every map. Especially when you include all the different variations based on when in the game you are.
  • Is the hardest to update when you change anything about any of the events, as you would have to change it on every map.

Different Tilesets

Strengths:

  • Events will only have to be done once, so it is easy to update and takes the least amount of time.
  • Small variations in map layout are possible, though large changes would be more difficult.
  • Increase in hard drive space minimal.

Weaknesses:

  • Lots of time in layout out the tilesets themselves to allow easy tileset switches.
  • Complex changes to the map itself would make increasingly complex mapping and eventing necessary.

Background Image

Strengths:

  • Fastest possible method.
  • Events will again only have to be done once.

Weaknesses:

  • Changes to the map need to be purely cosmetic, everything else has to remain the same.
  • Need to use a small map, otherwise it could increase the hard drive space taken by the game by a lot.

Now, I didn’t have a list of Design Goals, so I of course, went for Background Images, which in a way, was 100% about my Design Goals: Getting this done on stream quickly to show people how to do the eventing.

But you could see situations where each would be the best. Do you want a larger map, but the layout can remain mostly the same? Then using Tileset switching is probably the best. Do you need complete control of the differences because of one of your Design Goals? Then go with different maps? It really just depends on what you NEED it to do. And knowing what you need it to do will dictate the best way for you to do it for your game. Because there isn’t just one right answer.

Have you had experiences where you could have done things in multiple ways? What were the reasons you chose to do it the way you did? Tell us in the comments below?

 

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It’s a beautiful Thursday and its time to head outside and enjoy the weather… no not you, the characters in your game! It’s another release day!

With the release of the Modern + Inner Basic Tiles, you had to know that this pack was coming. The matching set, Modern + Outer Basic Tiles adds everything you need to fill out your modern towns! Focusing on residential areas and shops, your characters can leave their homes to walk down the street for a coffee now and then!

Read more on the RPG Maker Web Store or Steam.

And second up for this week we have Japanese Anime Voices : Female Character Series Vol.2! 127 more common voiced Japanese phrases for female characters! Bring one of your characters to life with professional voice acting.

Read more on the RPG Maker Web Store or Steam.

And for our Deal of the Week, 50% off of the Wonderland Music Pack!

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Hello everyone, we have a few updates on some of our existing RPG Maker DLC! Don’t worry, it’s all good news.

Tyler Warren Battler Packs

First up, many of our Tyler Warren Battler Packs are getting updated EULAs. The new EULAs will expand the allowed use: “for use in RPG Makers, Visual Novel Maker or the engine of your choice”. Additionally Adult, Gore, and Edits are all allowed.

This change applies to all Tyler Warren Battler Packs EXCEPT Tyler Warren’s RTP Redesign 1. Please redownload these packs on Steam or from the RMW store to get the updated EULA.

Samurai Japan: Castle Tiles

For the Samurai Japan: Castle Tiles, we have updated some of the contents, sct_TileA1.png & sct_TileA1_2.png, for higher quality. To get the new, higher quality versions, redownload the dlc from the store!

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Welcome to another release day! This week we have some fantastic music and battlers hitting the store, so let’s take a look!

Let your ears travel to Japan, with the Ayakashi Music Pack! 25 tracks from Ayato Sound Create inspired by Japanese culture and music. This pack contains everything to transport your game to anywhere from Sengoku era Kyoto to modern day Tokyo!

Read more on the RPG Maker Web Store or Steam.

Tyler Warren has added again to his ever growing collection of RPG Battlers with the Tyler Warren RPG Battlers – 7th 50 Time Fantasy Tribute! Inspired by the Time Fantasy series, this pack features enemies from the Time Fantasy Monsters and Mythic Monsters pack and more!

Read more on the RPG Maker Web Store or Steam.

Like Tyler Warren’s style but don’t know where to start. How about with everything! Check out the new Tyler Warren RPG Battlers Ultimate Bundle, which includes everything he’s made so far!

Read more on the RPG Maker Web Store.

And for our Deal of the Week, match up the new Tyler Warren RPG Battlers with the Time Fantasy: Monsters Pack for 50% off!

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RPG Maker MV has surpassed 400,000 Sales! And you know what that means. That there are probably 32 million incomplete projects and like 8 finished ones! On a more serious note though, this is a time for celebration! So that means a huge sale across the RPG Maker Web Store. Jump on over and see what packs you can get with deep deep discounts! But that’s not all. We also have 5 DLC!

First up, the RPG Maker DS pack makes its way to MV! One of the fan favorites, this pack was originally adapted to VX Ace from the DS RPG Maker release, but also includes tons of additions made just for the PC versions. And now all of it is available reworked for MV. Sprites, battlers, music, tiles, and more, Everything you need in one cohesive style!

Read more on the RPG Maker Web Store or Steam.

Like the RPG Maker DS style, well don’t just stop at the original pack, the DS+ resources also made the jump from DS to VX Ace to MV! The same style, now with more of everything! This MORE doesn’t just mean more pieces but more settings! Feudal Japan, Modern, Futuristic, with this pack and the DS pack combined, you have so much variety.

Read more on the RPG Maker Web Store or Steam.

An extra special pack from Degica to celebrate our momentous 400k sales, be sure to take a look at the modern/futuristic Degica Dream Pack MV Modern! Includes tilesets, characters, music, animations, the perfect start for your Modern or Futuristic adventure!

Read more on the RPG Maker Web Store or Steam.

Miss your old favorite heroes. Want to show everyone what Ralph and Alex have been doing, but still want to use MV? Then the RPG Maker VX Ace & XP Hero Pack is for you! All of your old favorites resized and reworked for the MV tile size!

Read more on the RPG Maker Web Store or Steam.

Also, currently on Steam, pick up the Database Converter MV Tool! Now you can import and export your games database to a spreadsheet. The advantages of this are innumerable. You can efficiently edit your database and view multiple entries at once, and then pop it right back into MV!

You can read more about this tool on Steam!

5 exciting neew releases. Tons of RPG Maker products on sale! Don’t miss out on this celebration of a huge milestone!

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Happy Halloween Everyone! But it’s also Thursday so that means release day. So be prepared for a shambling horror DLC!

Don’t open that door! Behind could be… Zombies. Or wait. Zombie parts. Guess they’ve already been bashed up. Not much of a threat, well not until you throw them together for your game! Pick up the Zombie walk graphic material 01! Mix and match the body parts in a graphics editor to make your own, or use one of the 10 premade zombies!

Read more on the RPG Maker Web Store or Steam.

And to add to our Spooky Halloween Release day, bring in the atmosphere with the Survival Horror Music Megapack for 50% off!

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Character Customization: When Is It Too Much?

in Design

So you’re putting together your game and you want your players to have a lot of customization and interactivity their character. So you have a class system. And a skill system. And an alchemy system, And an augment system. And a…. well you get it.

But when is it just TOO much. At what point do you tend to turn off your players from doing it, rather than giving them something fun and challenging to play with.

But it’s not as simple as “if you have this many systems its too much.” Let’s look at some reasons why a system might feel overburdening to a player.

 Reason 1: It requires constant adjustment.

Sometimes, its not how complicated the decisions are, but how often you have to adjust them. As an example, if a weapon degradation system is making me have to stop every 5 minutes and figure out which weapons to fix and which to let degrade a bit more before fixing, and which aren’t even needed anymore, then it’s going to start to wear thin pretty fast.

It’s not that a weapon degradation system is bad. They can be good in the right context, but if I’m having to engage with a customization or maintenance mechanic that requires me to stop the flow of the game incredibly often, it needs to be toned down some.

Most Job systems are the opposite of this and a good design. You set them in a job, and then you forget it for a while. Checking in every hour or so to see if you need to change it up.

Reason 2: Making choices too broad.

Lots of decisions with few answers are easier to make than one decision with a ton of answers. If you collect skill points and you can spend them to buy any skill in the game, then you can easily create analaysis paralysis for players.

Break up decisions into smaller decisions. This is why most games break up skills in some way. Things like Skill Trees, Skill Grids, or even dividing the skill points themselves into different categories. Maybe you have Sword Skill Points, and Offensive Magic Skill Points, and Healing Skill Points etc.

Anything to reduce the number of answers to each decision down. You can have a lot of decisions to make, if the decisions themselves are not so broad as to be overwhelming.

Reason 3: Making all decisions permanent.

One thing I’ve found is that if a game doesn’t allow respeccing in a game with a lot of character customization, then a lot of players will start hoarding the resources used to spec in fear that they might mess up.

I’m sure a lot of us can identify with the “oh no, I don’t want to use this consumable, what if I NEED it later”. This is basically the same.

You hoard customization points because you feel if you put them in the wrong place you’ll regret it later, and then you don’t even end up engaging with it at all. Respeccing allows a player to just try stuff out, throw around his customization, and if it turns out he made a mistake, he can just reset the points and go again.

Reason 4: Bad balance of number of choices per character, and number of characters.

When designing a system, always keep in mind how many times the player will have to repeat engaging with them. How many characters are they going to have to repeat this for?

If your game has a ton of characters, you need to cut down the amount of decisions for each one. Having to spend 5 minutes customizing your character per hour of other gameplay isn’t a big deal, but if you are having to do it with a dozen characters you are spending as much time customizing as you are playing the rest of the game.

On the other hand, if you have very few characters, or even 1 character, you can afford to have more customization in that character. Look at most modern Diablo-clones for instance. They tend to have super heavy customization, because you are hyperfocusing on just that one character.

What other reasons have you seen where games provide choices that just overwhelm and making it no longer fun to engage with? What solutions do you see?

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It’s release day again, and today we have a much asked for tileset as well as the mascot from the Japanese TKOOL store!

First up, Ancient Dungeons: Winter is making the jump to MV! After our previous update of the Ancient Dungeons Base Pack, we knew that you would want the Winter pack to make the jump to MV style as well! And here it is, a beautiful tileset in all its wintry glory.

Read more on the RPG Maker Web Store or Steam.

Marsha Erin makes her way from the Japanese RPG Maker storefront TKOOL, where she serves as a cute and adorable mascot! But now she has made her way off the island and is exploring the world. Capture her into your game with this full character pack featuring everything you need to make her a hero or villain!

Read more on the RPG Maker Web Store!

And for our Deal of the Week, complete the MV Ancient Dungeons set with Ancient Dungeons: Base Pack for 20% off until October 31st!

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