New Release: Mythos Reawakening

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Something stirs far beneath the waves this release day. A horror beyond imagining… but let’s imagine it anyway!

The Mythos Reawakening pack from PVGames brings the horror of the famed Cthulhu Mythos directly to your game! 53 Tile Sheets, 27 Large Tile Assets, 140 Premade Buildings, 10 Animated Tile Sheets, 12 horrific monsters, 6 background images, 24 unique characters, and 12 preconstructed rooms ready to bring the eerie feel of the unknown to your players.

The Mythos Reawakening pack also matches the extensive Medieval MV series from PVGames as well, so you can pair the rise of Cthulhu with some old castles or even have Cthulhu’s awakening in the 1300s, a unique take on the Mythos!

Learn more in the RPG Maker Web Store, or on Steam!

And to finish off our release day, let’s take a look at our Deal of the Week! 50% off Survival Horror Music Megapack vol.2 until next Thursday!

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So you’ve just picked up RPG Maker MV in our latest Spring Sale (or you’ve had it for a while. I’m just saying this to plug the Spring Sale: 3 days left everyone!)

As you are getting started on the outline for your game, you realize: Man I’ve seen this before. This is just another Medieval Fantasy game.

Not that there is anything wrong with medieval fantasy if that is what you want to create, but it feels like 99% of RPG Maker games fit in that genre. And sometimes we want to do something different. That stands out.

I think I’ve seen this before…

So in our new Escaping Medieval Fantasy series, I’m going to discuss one tip for writing different genres. First up Super Heroes!

The Super Hero genre is really big right now in popular culture. With big Marvel and DC movies coming out every year, awesome video games like “Marvel’s Spider-Man” for PS4, tv shows, and more. Of course you would want to jump in on that, especially if you are, like me, a huge fan of the genre from when you were a kid.

So let’s go with one big tip for Super Hero stories that heavily differentiates them from Medieval Fantasy: The Dual Identity.

Super Hero / Civilian

Super Hero characters, unlike medieval fantasy characters are generally two different people: The Hero, and their civilian cover. You have to consider who they are from both directions. Not only why they want to save the world, but also who they are outside of being that hero. The best super hero stories, in my opinion, mix together the drama of being a super hero, with the drama and needs of just surviving as a human being.

How does your hero make money? How does your hero explain having to leave every time a disaster happens? How does your hero deal with any adult responsibilities when they are also trying to balance jumping rooftop to rooftop stopping crimes? How do the two bleed into each other.

Going back to Marvel’s Spider-Man for the PS4, this is a game story that understands it intimately. One of the things they said they learned when investigating how to write the story the rule that: Whenever Spider-Man wins, Peter has to lose, and whenever Peter wins, Spider-Man has to lose. This dichotomy creates an incredible amount of drama for the character. What does he sacrifice as a person to win as a hero?

So, always keep in mind the dual identity of any Super Hero you write. If you make it too much about just the Super Hero, you are missing out on a lot of the genre!

So what genre do you want to see talked about in this series? What genre do you gravitate towards when you try to Escape Medieval Fantasy? Tell us in the comments below.

 

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It’s more than a release day, we’re also celebrating the RPG Maker Web Spring Sale!

Up to 80% off RPG Maker Engines, Visual Novel Maker, and RPG Maker MV Tools!

Check out all the discounts over on the store!

RPG Maker MV and Visual Novel Maker are also free to use on Steam this week! In addition, you can pick them up this week for massive discounts! To enjoy RPG Maker MV and Visual Novel Maker free this week, and get huge discounts, Click Here!

And for our last bit of fun for the sale, we’re also giving away 10 Steam Keys for both RPG Maker MV and Visual Novel Maker! To enter Click Here and follow the instructions!

And for our new release this week, Ayato Sound Create is back at it again with another amazing soundtrack for your game. With this release, its time to drop the beat, with the EDM/Dubstep sounds of the tentacles battle music pack! 13 tracks of music that are perfect for a modern or futuristic popping game!

Learn more in the RPG Maker Web Store, or on Steam!

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Time Marches on, so let us have our first release day of March!

What is that around the corner? What is that under the bed? Why did this happen? All the questions your player might be asking themselves in your game of mystery and horror, but you have to ask yourself, is the music asking the same?

Bitter Sweet Entertainment brings a new music pack: Mysterious Unresolved Sounds Vol.1, 40 tracks designed for mystery, suspense, and drama. With these sounds, your player will always catch that feeling of unease when they step into a crime scene.

Take a listen for yourself!

Learn more in the RPG Maker Web Store, or on Steam!

And to perfectly pair with all that mysterious air, combo it with the Mythos Horror Resource Pack, 50% off as our deal of the week!

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It’s time to release the beast!

Man Generator that is.

We’ve released Generator parts before, but it was always about just more stuff, this time, its about doing something different. With new body types and face pieces, you can now not just make humans with different accessories, now, you can make Beast Men!

With options for catlike beastmen…

…Canine beastmen…

…and Lizard beastmen!

This new pack will give you a whole new world of potential NPCs!

Read more on the RPG Maker Web Store and on Steam.

Also be sure to read the tutorial on how to use the body templates from the blog!

And with all those new beastmen,  it’s a good time to get some cool sfx to go with them, so why not pick up the Creature Feature SFX pack, our Deal of the Week, for 50% off!

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Who doesn’t love a beast man? Who wasn’t a fan of Slade from Shining Force II, or Rico from Xenogears.

Well good news, soon (or now if you are reading this next week) you’ll be able to make your own beast men in the Character Generator with the Beast Man Generator Pack!

This pack takes a little more effort to use though, as unlike adding  pieces, the RPG Maker MV character Generator only supports one body type at a time.

To get you started, let’s take a look at how to switch these out, so you can get going making your own beast man in no time!

First, you’re going to want to go to your RPG Maker MV program directory. This will be in different places depending on how you installed. On the Steam version, you can always right click on RPG Maker MV in your program list, hit Properties, go to the Local Files tab and then select “Browse Local Files” to find the folder. If you installed it from the standalone files, it should be wherever you told the computer to install it.

From there, open up the Generator folder.

See that bottom row of files? Basically everything but the gradient that isn’t a folder up there? We need to backup all of them, because that is what we are going to be replacing.

So make a Body Backup folder in there, and move all 6 of those files into it. Whenever you want to go back to using a regular body, you’ll just recopy those back into place.

Now that we have a backup, let’s open up the DLC. We’re going to grab those six files for the body type we want (choosing from Leo, Lizardman, and Werewolf), and replace them in the Generator folder.

First open up the Body folder, then the body type you want to use (in this example, Lizardman)

Copy these six files and overwrite the ones in the Generator folder. Once again, MAKE SURE YOU HAVE BACKED UP YOUR HUMAN BODY TEMPLATES BEFORE YOU DO THIS!

And boom, you’re done. You can now make the Beast man of your choice!

Just remember where you backed up your non-beast man files for when you want to go back!

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Release day has come again, and we’re ready for an adventure!

Spreading the full emotions of Adventure, love, tension, melancholy, excitement, Alec Shea’s Adventure Music Vol. 1 features 20 new tracks to score your game. These tracks feature many extended and longer themes to give your background music more variety with an average track length of nearly 5 minutes!

Learn more in the RPG Maker Web Store, or on Steam!

And for our deal of the day, pick up a fan favorite with Medieval: Dungeons for 50% off!

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So with the newly released Tyler Warren RPG Battlers Boss Fight pack, it got me thinking a lot about boss design.

Why yes, this topic was chosen to shill this product. Still a good topic though 😀

Boss design is tricky business. First, you have to think of the difficulty. Its really easy to make it too hard or too easy. But that isn’t the only thing you have to think about. There is another axis of boss design that I think is just as,  if not more important than just the difficulty itself: the predictability of the boss.

Almost all non-Action RPGs have randomness of some sort, and for that matter, so do most Action RPGs. Chance to hit, variation in damage, who the enemy targets, what abilities the enemy uses, all kinds of things like that.

But too much randomness takes the difficulty out of the hands of the player, and puts it into the Random Number Generator (RNG). And when you are looking at a boss fight, where usually your difficulty should have its spikes, this problem can be amplified dramatically.

So how do we fight this? By adding in predictability.

I mean, look at this dude. He looks like the kind of guy who would have thought through all his plans and have a pattern.

Predictability is what gives advanced players an advantage over newbies. What gives good players advantages over bad ones. Pure RNG is hard to fight, but when you can learn things and then put that knowledge into use, you can DO things.

Of course, almost no fight is pure RNG. Of course all enemies have a set of moves that they can use, and learning that set of moves helps, but still if the enemy can do its super damage hit all attack 10% of every round, there will still be those 1/100 chances that it goes off two times in a row and your player just gets destroyed by the RNG.

RNG makes difficulty vary wildly.

So how can we create some predictability? The first thing we can do is something like a pattern. Have a boss do a specific set of moves in a certain order. This is a good choice. If it always goes, “Pump up damage, attack, pump up defense, heal, repeat”, then the player can learn and deal with that, and always know the right move to make.

First I grump. Then I sigh, Then I hit you with rock.

But sometimes that can be too predictable. It starts to become like a math puzzle, and it never feels like there is any danger because you always know. So how about some other ways to do it. Here are a few other ideas.

  • Having some of his skills on cooldown. If he uses super damage attack, you know he won’t be doing it again for at least 3 more rounds (Bonus Tip: If you do this, try to include some kind of indication that the attack is on cooldown, so that the player can learn it quickly)
  • Having one skill always used right before another one. If an enemy always guards the turn before it unleashes a huge rage attack, the player can learn, they see the guard, the next turn they need to guard.
  • Have partial patterns. Have a skill that is used every x turns,  but have the time between be a bit more random. This let’s the player perfectly predict some rounds, but not others.
  • Have the enemy do something when a certain state is reached. If the enemy tries to buff its defense after it has lost x amount of health, you can know when that is about to happen. Also, in the other direction, it gives a player an indicator of when they’ve done that amount of damage.

And there are plenty more ways!

Mixing predictability and unpredictability is a skill that I think every RPG Desginer needs to learn, too much RNG and it becomes a luckfest, too little and it becomes a math problem. How do you balance it in your games? What methods do you use to create patterns/predictability in your boss fights? Tell us in the comments below!

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It’s Valentine’s Day, and love is in the air! And do you know what we love: Boss Fights. So let’s show off our release for the day:

Gathering together all the big baddies from Tyler Warren’s other packs, plus one new Super Boss, the Boss Fight pack is excellent for those without his other packs who just want to pick up the big bosses. The 50+ bosses each include a range of sizes, plus a 7 color pixel version.

Learn more in the RPG Maker Web Store, or on Steam!

And then, of course, our deal of the day, the Valentine Tile Pack for MV for 15% off!

 

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Its a wonderful Thursday, and we have a wonderful set of releases in store for you!

Inspired by the older Winter Wonderland Tile Pack for VX Ace, the Winter Tiles pack is perfect for making your snowy outdoors and toasty indoor maps of the cold season. The characters in your game can celebrate Christmas in style, so Let it Go!

Learn more in the RPG Maker Web Store, or on Steam!

Ready to journey to exotic lands, dangerous jungles, lonely deserts, haunted forests and more. From Ayato Sound Create, Fantastic Journey will take you around the world and further with 22 new tracks to bring atmosphere to your world.

Learn more in the RPG Maker Web Store, or on Steam!

And let’s round this post out with our new Deal of the Week! The Skyforge Battlepack for 50% off!

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