This time, we are going to check out the hard working and definitely industrious Murray Atkinson.

I’m not going to cover anywhere near all his packs. Cause he has so many, no seriously. So just click through the last sentence to check out any of the ones I didn’t highlight below.

I’m just going to focus on a few of his latest packs, but be sure to check out all those older ones too!


Spanish Guitar Strings is one of my favorite music packs we have. The perfect sounds for a midwestern style game, with fast strings and splendid tunes.


Like strings but want something a little more ominous? Check out Epic Strings, with harp, cello, violin, and more. These orchestral pieces will fit into most fantasy games.


One of Murray Atkinson’s newest packs, in the Heaven and Earth Music Pack he teams up with Otori Ayaka, a Niko player from Japan, to give us some wonderful Eastern set themes.


And finally, we have the Medieval Warfare Music Pack. This pack would be great to pair up with the PVGames Medieval sets, clashing swords and catapults raining stones down on their enemies.

Murray Atkinson has done so many packs, at least one will be perfect for your game. So check them all out, see what fits your game! And always remember to support and appreciate all the artists who help you create the games you dream of.



It is time for another Artist Spotlight! This time, we’re going to feature Celianna, who has done tons of VX Ace tiles.

Celianna is a long time member of the RPG Maker community, and someone I’ve worked with personally over on the RPG Maker Web official forums, where she is one of our most active moderators. She also is working on her own game, which you should also check out, called Tailor Tales!

But let’s take a look at her work for RPG Maker! All of these packs are VX Ace, formatted to 32×32 pixel tiles, so perfect for those who are still using an older maker, or are using a plugin in MV to use smaller tiles.


First we have Celianna’s Futuristic Tiles, which includes tiles for a variety of modern and sci-fi locals, spaceships, cities, research facilities and more!


Ever wanted to create a Harvest Moon style game? The Rural Farm Tiles are perfect for this, with a bright exciting art style and all the tiles you need to make farms and rural towns.


After that, Celianna worked on two packs designed to match the RTP style of VX Ace, and add Fantastic Buildings! The first, for fantasy, Fantastic Buildings: Medieval


… and the second for something a bit more contemporary: Fantastic Buildings: Modern.


Her other series, the Ancient Dungeons series, features absolutely gorgeous digitally painted tiles. The Base Pack features pieces for towns, villages, castles, caves, crypts, ports and even chapels…


…while the Ancient Dungeons Jungle pack gives you the feel of a thick jungle, complete with Mayan style temples and beautiful waterfalls.

Celianna has plenty of packs, ideal for use in a variety of games, whether you want to enhance the RTP, hit the future, work the farm, or just go with a totally new Fantasy style, she has made something you can use.

So pick up one of Celianna’s excellent packs and be sure to join us Monday when we do our last artist spotlight for the sale!



And now for another Artist Spotlight! Last time we took a look at Japanese music composer Karugamo, this time, we go completely in the other direction to check out PVGames.

An author and artist, PVGames has been fiddling with games since he was a small boy, from board games, to text adventures, to eventually working on some serious projects in the last few years. One of the things he noticed along the way was the lack of resources for non-artists to make games, so he put his 3D rendering and animation skills to the task of making some, including rendering several 2D packs for RPG Maker.

So, are you looking for something a little less JRPG and a lot more WRPG? Something… positively Medieval.

PVGames has a series of packs just for you, set in a more grim and serious Medieval world, less fantasy, more sword and shield. Let’s take a look at the Medieval Series, a series which includes tiles, spritesets, parallaxes, and tons of component pieces to make your own sprites and facesets, with pieces from each set being compatible with all the others.


The first pack Medieval: Town and Country features pieces for making just that, Towns, Cities, the Countryside, and the people and animals you would meet there.


But of course, you’ll need Medieval: Interiors as well. Packed with all the things you need to make insides of houses, shops, and more.


Medieval Warfare focuses on the machines of war, and the destruction they cause. Catapults, ruins, banners, everything you need to show the war ravaging your world.


And with all the war going on, the church couldn’t just ignore it. Medieval: Knights Templar focuses on a wide array of customization for Knight characters.


But maybe a bit of western fantasy would be a good idea. Medieval: Dungeons takes you to the depths of the dungeon crawl, with tiles and monsters for your heroic characters to defeat.


And when you reach the bottom of that dungeon crawl, you’ll need a massive foe to face. Medieval: Bosses is ready to deliver, with 8 massive fiends for your heroes to conquer.

The PVGames Medieval series is one of the largest collections of art for RPG Maker outside of the standard RPG Maker style, and with these 6 packs you’ll have plenty to work with to build your game. Grab them while they are on sale, and look forward to another artist spotlight in a couple of days!



RPG Maker would be nothing without the artists, both those who work with us making official packs, and those in the community. So for our Summer Sale, let’s put some spotlight on some of the amazing artists that are creating fantastic art and music and the great deals you can get on their work!

First up, we have Karugamo. Karugamo is a Japanese composer who has spent ten years learning the craft, and decided that making music for indie games is where his passions lay.

Karugamo has made several packs for us, in two different series, first, we have the Fantasy series. Four packs featuring music for different situations.


Karugamo Fantasy BGM Pack 01 is focused on the core of most RPGs: dungeons, towers, and land and sea travel.


Karugamo Fantasy BGM Pack 02 hits the other major half of RPG locations: castles, churches, cities, and villages.


Karugamo Fantasy BGM Pack 03 adds in the music for your battles, both regular and boss, and theme music for dashing heroes and dastardly villains.


And Karugamo Fantasy BGM Pack 04 rounds out most of the last missing pieces you’ll need: mystical, suspense, cut-scene/event and romantic music.

All together, these four packs contain 80 tracks, consisting of every single thing you’ll need for a fantasy RPG Maker game.

But what if you are building something a bit more modern? Don’t worry, Karugamo’s second series focused on just that. The Contemporary series contains two packs so far.


Karugamo Contemporary BGM Pack 01 focuses on modern towns, and lively cities.


Karugamo Contemporary BGM Pack 02 hits the natural and supernatural.

Both packs are heavily inspired by the sounds of anime and j-pop, with catchy, quirky tunes that will have your players humming.

So enjoy the works of Karugamo, pick up some packs in the sale, and round out the music in your current project. And tune in in a couple of days when we feature another great RPG Maker artist.



The Steam Summer Sale is here!

We all know Summer is the time of beaches, sun, sand, and getting outside. But let’s be honest. It is just too hot to be out there! Much better to be inside in the AC and under a fan working on your game right?

Well, good thing that we have the deals to get you, or that friend you know needs RPG Maker going.


Like RPG Maker MV for 65% off! The latest and greatest, RPG Maker MV supports Windows, Linux, OSX, so no matter what OS you are using, or what OS your audience uses, they’ll still be able to play your game.

But maybe you are fond of some of the older RPG Maker versions?


Don’t worry, those are all 80% off! This is perfect for picking up the resources included, buying for a friend or family member to get started, or just wanting to pick up the version you remember using as a teen!

And don’t forget to check VX Ace and MV DLCs for even more discounts on packs you might need for your current or future projects!


We’ve also got some stellar tools to build your own graphics for use in RPG Maker MV.

The first RPG Maker MV Tool, SAKAN Tileset Builder makes it easier than ever to throw together tilesets quickly from component parts! Get it now for 33% off!




Don’t need tiles, instead you need sprites and facesets? Then look no further than Game Character Hub!

With Game Character Hub you can easily make new characters from component parts in no time at all. Pick up Portfolio Edition, with RPG Maker MV support, for 40% off!

So head over to the Steam Summer Sale and get the engines and tools you need to bring your project to life!

We’re all excited to see what you will make!


So you’ve decided to set your game in a modern/semi-modern setting. Good for you! I like medieval fantasy as well, but more variety is never a bad thing.

Earlier this week, we talked a bit about some of the differences you need to keep in mind for a modern day setting.

Today, I’m going to address something a lot more specific: Skills. What are they? Specifically: What do they represent in your game?

In fantasy games, skills usually represent magic, but in your modern game, is that what you want? Here are three options for Modern game skills.

Exceptional Skill

The first option is that skills represent just being super awesome. You have done your thing so much, that you are the best at your thing. No one can do that thing better. (Even if it is underwater basket weaving)

Pop Horror City: Great Skill at shooting the undead. (Pack available through Steam and the RMW Store!)

Pop Horror City: Great Skill at shooting (and outrunning) the undead. (Available through Steam and the RMW Store!)

The cool thing about this one is that it is really easy to justify a lot of abilities with. You know how to poison your blade? Cool. You can shoot really fast accurately? There you go. Some things though stretch credibility a bit. Rapid healing is kind of weird for instance.

Advanced Technology

Advanced Technology can do all kinds of things. Mend bones together, blast enemies to pieces with cool laser beams, build walls of hard light to protect your allies.

And Sci-Fi skills means you need some Sci-Fi Battlers! (Available through Steam and the RMW Store!)

And Sci-Fi skills means you need some Sci-Fi Battlers! (Available through Steam and the RMW Store!)

Advanced technology means going a bit sci-fi, but many modern settings use it pretty liberally, just look at any major comic book universe, or even spy fiction to a lesser degree. The one issue with advanced technology is: Why is it a skill and not just equipment? Maybe it takes specific skill to use that equipment? That is something you can tackle pretty easily, but should be kept in mind.


In the “no really it isn’t magic” category we have Psionics.

Psionics is basically magic, just with some pseudoscientific mind over matter explanation, so you can pretty much explain any and every skill away with the flimsiest, or most complex of gobblygook explanation you can think of.

Magic can cause all kinds of weirdness, like some Paranormal Monsters! (Available through the RMW Store, Coming Soon to Steam)

Psionics can also explain all kinds of Paranormal Monsters!(Available through the RMW Store, Coming Soon to Steam)

Psionics is pretty accepted in modern settings in fiction, so there really isn’t a lot of downside to this one unless you want to stick more to realism. And like I said, anything can be explained through psionics.

You could of course, also combine all three of theses, with different characters having different skill origins. You could even just use straight up magic if you wanted to. It’s up to you. What other skill origins for modern day settings can you think of?


So you’re tired of every game being pseudo-medieval fantasy.

You want your game to be different.

You want your game to be MODERN.

Don’t just make the same game with a new skin, make your modern game a modern game.

So here are two things that can heavily change the way your game works due to the modern world.

Communication is Fast

Excluding magic, if you want to get a message somewhere in a medieval setting game, you have to take it there yourself.

In modern times, we can hop on the internet. On our phones. That are in our pockets all the time (except when I forget to charge it and then people get mad at me when I don’t answer texts).

Let's throw down. But first. SELFIEEEE! (Modern-Day Menace Battlers, New to the store!)

Let’s throw down. But first. SELFIEEEE! (Modern-Day Menace Battlers, New to the store!)

Getting information to someone is not a plot that works in modern times unless they are somehow off the grid.

But you can do a lot of neat things with fast communication. You can coordinate multi-party infiltration of a “dungeon” where every team knows what the others are doing. Or communication with someone at a base camp with all the info you need.

Travel is Fast

Distance in a medieval themed game can be quite a thing to overcome.

In modern times, unless you are stuck in the middle of the desert with no way to communicate, or you are trying to get to somewhere in the middle of the Amazon rain forest, you can get pretty much where you want to fast.

If I wanted to get to Vegas tomorrow, I could do it, it is just a matter of having the cash.

And money to hit the slots. (Modern Urban Tileset, now available!)

And money to hit the slots. (Modern Urban Tileset, now available!)

This means distance isn’t going to be a good barrier for your party except in specific situations. Instead, you need to use things like access (getting into a building that is guarded is a barrier even now), time (if I can’t do it until tomorrow I can’t do it until tomorrow), or knowledge (if I don’t know about something I can’t do it).

What things do you think are important to keep in mind with a modern game? Tell us in the comments below, and join us later in the week for part 2, where we cover “What do skills represent in a modern game?”

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One of the things that a lot of fans internationally were really demanding running up to the MV release was the inclusion of a sideview battle system.

Many sideview systems existed in XP-VX Ace, as scripts, but what was really needed was a single unified sideview that could only be done by a default system built in.

So luckily we have the choice now, Frontview or Sideview! And plenty of cool battlers to use with it.

Seraph Circle Sideview Battler Pack 1

Seraph Circle Sideview Battler Pack 1, Now available on our store and Steam!

Technically, from a pure gameplay perspective, frontview vs sideview makes no difference.

Both offer the exact same decision space. In fact, both also offer the exact same decision space as a pure text RPG. But, that doesn’t mean there is zero difference.

So how can sideview enhance your game? Well, first of all, it just generally looks better.

Frontview is a more simplistic setup. You never see your characters, you only see your enemies. Most of the screen stays static. It is, well, honestly, despite growing up with many games that use it as my favorites, pretty boring.

Sideview adds a kind of dynamic look to the screen, with characters jumping forward and attacking. You feel more like your characters are actually doing something.

But not just that, sideview gives you more options for expressing status effects. A character that is raging can be red. A character that is blind can be tinted black. This is a much more efficient than symbols next to your health bar. There is much more room for the UI to be blended with the art of the game itself.

But that doesn’t mean sideview is the only choice. Yes, it is probably superior to frontview, but not every game has to take every superior option. Sometimes you have to sacrifice based on your skills, or those of your team.

Sideview is just more work. Animating sprite motion is more work. Creating battle sprites is more work. Creating different stances/etc for status effects is more work.

If you are doing a lot of custom art, frontview still might be better for you, as sideview will create a load more work. But only you can decide if it is too much work for the reward in your game.

In addition, some games, for instance, those that are intentionally imitating older games, might do better with frontview BECAUSE it is a simpler system.

So which do you use in your game? Why do you use it? Join us in the comments section below.


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School’s Out, but our sale almost is too!

Don’t miss out on your chance at these fantastic deals! 60% off RPG Maker MV! RPG Maker MV DLC 20-50% off!

(for the full list and coupon codes go to the sale page here)

Pick up SAKAN Tileset Builder for 30% off! Build your own tiles and tilesets easily from component parts!


Or get one of our prebuilt tilesets for great prices, like the Medieval series, ranging from 20-40% off!

But we have more than tiles, there are music and sprites, and battlers and, just head over to the sale post and figure out what we have that you need!

And while you are making those maps, don’t forget to enter our School’s Out Screenshot Contest! Only about a day left to enter, so get on that now!


You can win $25 in store credit with your masterful mapping skills. Or maybe just with your ability to make us laugh. either way, be sure to hit us up on Twitter with your entry!

Just remember the clock is tick tick ticking. The sale is almost over, and so is our contest.



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So for all you students, you are out for the summer (Don’t miss out on the School’s Out Sale!). No school, you can chill and work on your game 24/7! You’re going to get EVERYTHING done in days right?

Ok, ok, ok, sloooooow down alright.

Game making is a marathon, not a sprint. I know you have all the time in the world now, but don’t burn yourself out. Let’s look at a few ways to keep from burning yourself out and then getting nothing done.

Make Reasonable Goals

Make an outline of what you need to get done.

Then, spread those things out across your summer. Make sure you aren’t expecting yourself to do too much in one week! “Make battle system” if you plan on coding it from scratch is not a 1 week job, even for experienced coders.


Now try to meet those goals. If you find that you are stressing out a little bit, that is probably fine. All goals should push us to try a little harder than we would otherwise. But if you are stressing out a LOT, you need to readjust. You expected too much out of yourself that week.

And that is OK. We don’t always know how hard something is going to be. Just adjust your goals and move on.


You can’t just do game making all summer. Seriously, you are going to need to take breaks occasionally.

Take a break every day. Go out to eat. Play a video game for a while. Hang out with some friends. Don’t just sit on your computer and game make for 18 hours a day and sleep 6. You will get really tired of seeing your game.


And take some big breaks, too. It is summer! Enjoy your vacations with family, or friends, or whoever you head to the beach with. Or maybe the mountains! Or maybe just a few days off from making a game to beat that new game that just came out.

Breaks are good. And you can come back to your project relaxed and with a new perspective.

Don’t Compare Yourself to Others

Ok, look. I don’t know about you, but I know some crazy fast brilliant RMers on the internet.

Some of them can put out a game in one week that I couldn’t put out in one year.

You can’t compare yourself to that. Most of those people have TONS of experience. They’ve been doing this for a long time and have developed a ton of skill.


Or they are just a wunderkind, either way, everybody can’t do that.

It’s ok to work at your own pace, to work in a way you feel comfortable. Just make sure you are going forward with your game, and make sure you aren’t burning yourself out, and your pace is good.