It is that time of year again. The year is ending, and it is time to make our resolutions.

And a lot of us, I’m sure, are going to make some in relation to making our games. We’re finally going to finish that 80 hour epic! We’re finally going to learn to make tiles as good as Celianna, or music as fantastic as Joel Steudler’s.

Winter is here...

Winter is here…

But before you make that grand declaration, let’s take a step back and be realistic.

The two things I see people do with resolutions all the time is go too big, or too small.

If you go too small, you accomplish your goal, but you were going to anyway. I could have a resolution to write more blog posts, but you know, that is my job, I’m going to do that (or my bosses might get angry at me, which is much worse than breaking a resolution).

Yes, all my bosses are hooded shadows. Aren't yours?

Yes, all my bosses are hooded shadow monsters. Aren’t yours?

A resolution should push you to do better. Get better. Or just push yourself to get things done.

But then, you can go the other direction. You go too big. This year, you are going to finish that epic game right?

But what if you don’t. It was a giant goal, you didn’t finish it, but what does it matter, it was impossible. You’ve gone so big, it didn’t push you to finish, it pushed you to procrastinate. It pushed you down, because you feared that you couldn’t finish the goal, or because you felt it was so impossible of a goal, it wasn’t going to happen anyway.

Pick something in the middle. Pick a medium sized goal. You are going to finish a game this year. You are going to improve your pixel art. Pick a goal that will push you to be better, to do more, but isn’t so big that it will crush you.

It's a metaphor.

It’s a metaphor.

Pick the resolution that is the right sized for YOU. And then work for it.

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Christmas is over, but RPG Maker isn’t done with the Holidays yet! Not only can you still buy RPG Maker products at great prices in the RPG Maker Web and Steam Winter Sales, but we’re also doing releases, contests, and even freebies!

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From Bittersweet Entertainment, as a follow up to the original Samurai Classics, Samurai Classics: Temple of Darkness brings 17 brand new tracks, and 10 new sound effects inspired by Japanese shrines and temples.

Take a listen to the samples over on sound cloud, and you are sure to want to pick it up today!

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For the second expansion to Celianna’s Ancient Dungeons, we have Ancient Dungeons Winter! Get in the mood for the season with this expertly crafted snow and ice filled set!

And for the full effect, be sure to pick up the original Ancient Dungeons!

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And if you are an artist, it is time to enter the Calm and the Fury Art Contest. Renowned video game composer Hiroki Kikuta is doing two RPG Maker music packs, and your art could be the covers!

Follow the link for full rules, and make sure to get your entry in before the deadline!

Contests, sales, releases, make sure check them all out, but also be sure to check out the RPG Maker Web Resource Staff release, and get some freebies for Christmas today!

Happy Holidays, Happy RMing, and have a great rest of the year!

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It is the time of year again for cold weather, wind, and snow, who wants to be out in that? Much better to be inside, wrapped in a blanket, in front of your computer, with a cup of hot cocoa and your project on the screen.

The game of your dreams is at your fingertips, and with the sales rolling in, all the tools and materials are ready to go, are you?

For most of our discounts on our store, just add to the cart or use the Coupon Code rmw-santa-16. For full details check here!

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MV, XP, VX Ace and even 2k3, we have all the engines you’ll need. Either through our store, or on Steam, you’ll get a good deal with these deeply slashed prices.

Whether you are finally getting the latest version, buying an old favorite, or picking up a present for a friend or family member, you’ll not be disappointed with the price!

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And with your engine in hand, you just need art and music. Pick up all you need, with your choice of a large collection of tiles, characters, music, sound effects, and more!

Visit our store, and again over on Steam, and notice all the huge discounts on just what you need.

And don’t miss out on our giveaway and free gift! Just for the holidays, as a present from Degica & Kadokawa to you, enter for a chance to win big prizes, and pick up a few generator pieces for free!

Happy Holidays from the RPG Maker crew. And good luck, good gaming, and may your wishes come true!

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Can you art? Do you want some of your arting to be associated with a renowned video game composer? Well, here is your chance!

Join in on The Calm and the Fury Art Contest!

Two albums are coming from the brilliant Hiroki Kikuta, one to accompany the quiet, peaceful times in your game “The Calm”, and one to accompany the action and danger “The Fury.”

And with this contest, YOU have the chance to be the cover artist for the albums! So follow the link, read the rules, and throw in your best piece representing the themes! If you get selected, not only will your art adorn these albums for all time, but you’ll also receive a cash reward, and a signed, physical copy of the album!

Who is Hiroki Kikuta you say?

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Hiroki Kikuta is a Japanese video game composer and game designer. His major works as just a composer are Secret of Mana, Seiken Densetsu 3, and Sōkaigi. He also was the producer, director, writer, concept designer, and composer for the cult hit Koudelka!

If you are an RPG Maker fan, a Hiroki Kikuta fan, or even both, this is the perfect time for your art to shine, do not pass up this opportunity, join the contest today!

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From A to Z – The Agency

The Agency is a music pack collection created by Murray Atkinson. This pack focuses on mystery, crime and detectives. Melodies that build up tension and danger are scattered between songs that focus on lighter or more whimsical elements of detection. This makes The Agency versatile and useful for both serious and comedy games.

Although the Agency is all about crimes and detectives who solve them, there’s a wide variety of under-themes. Some songs are perfectly suited to Victorian or Steampunk environments – such as stories inspired by Sherlock Holmes. A few swanky jazz songs are perfect for the classic Noir theme. Other songs are more ambient in nature – fitting in with modern police procedurals that might have you chasing a serial killer or ten. This wide range makes the Agency a great investment to span across many games and game genres.

With 27 songs, this pack is a bargain at its full price of $14.99. But we know you love a great deal – so, you can pick up your copy of the Agency for only $9.99 until December 18th, 2016. Enter code “detective” at checkout to see your discount.

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The Agency contains the following themes:

  • Brood and Foreboding, Clockwork Detective, Crime Scene Investigation and Race Against Time are ambient and tense, which fits well with more serious settings (ex. Exploring a serial killer’s lair).
  • Daggers and Cloakers, In the Conservatory with the Revolver, Mission- Abandoned Factory, The Candlestick and the Library and The Silence is Killing Me are complex and non-repetitive, which makes them great for general mysteries as well as for detectives solving major crimes.
  • Jazz Club Combo and The Pink Pincher are in the tones of classic Noir Jazz
  • Closed Case, En Route to the Scene, Falling Skies, Metropolitan Mystery, Spectral Visions, The Awakening, The Investigation and Theme for Stella are more modern police procedurals, with some songs doubling as great nostalgic/sad or character orchestral themes.
  • Composing Helps Me Think, Get Sherlock, The Forgotten Cello, Theremin Killer and Ye Olde Nutcracker are inspired by classic Sherlock Holmes, with a touch of fun and whimsy.
  • Mission Unstoppable, Stranger in Chinatown and The Heist are a Spy/criminal element bonus for extra variety.

For my map creation, I couldn’t decide on a private eye’s office or a crime scene, so I’ve created a couple of small maps of both:

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For the details, I used the Sci-Fi elements of RPG Maker MV’s RTP. I added some extra variety by combining a little parallax mapping and editing into the mix. Although RMMV RTP was not built with detective games in mind, it’s still possible to use it to create some interesting content.

If you’re a fan of Sherlock Holmes like I am, it’s even easier to create your environments by combining the gothic elements of sci-fi RMMV materials with the standard medieval RTP.

And if Noir is your flair, pieces of RTP could still be useful if you stick to the black and white tint and add a few classic elements such as a rotary telephone, typewriter and the obligatory jazz club.

Lastly, here are a few thoughts and ideas to get your creative wheels whirring:

  • Jumping into detective genre can be fantastic for those of us who struggle with finishing a game or keeping a project simple. By adopting the “one case per project” episodic model, you can narrow your focus a lot and limit your game’s size. At the same time, you can build up your characters and world (or even a big mystery!) over the span of several projects, so that longtime fans of your work will look forward to each new episode.
  • There is a lot of room for characterization, and even more if you make your detective into someone rather unconventional – such as a private eye who is hated by the police, or an amateur sleuth who just likes a good puzzle. These features can translate into great minigames, such as breaking into the police station to steal a report or stealthily moving across the terrain to get into the mansion that’s been broken in.
  • Books and movie shows can be a great inspiration, particularly when it comes to pacing. Modern police procedurals, for example, can be studied for how they tackle character development, the mysteries themselves and how they present resolutions. Does each episode end in a way that leaves you frustrated, or do you feel intrigued enough to want to keep watching?

We hope you’ve enjoyed this in-depth look into The Agency. We’d love to hear your thoughts and impressions. Chime down below or join in the discussion on our Facebook page or our Community Forum.

 

 

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Karugamo Fantasy Vol. 1 is a music pack created by tobi, a Japanese composer that’s known in the Tkool RPG Maker community as well as some of the international RPG Maker communities. Volume 1 is the first in the Karugamo Fantasy series, and it focuses on dungeon and field themes.

Karugamo uses instruments and sounds that are often found in jRPGs or Japanese anime shows/movies, and is therefore right at home with the standard RPG Maker RTP. Although Volume 1 includes music optimized for dungeons, several songs have a whimsiness to them that makes them suitable for lighter games – particularly involving puzzle elements. Field and ship themes work great for any travel-themed areas, and can easily be used for bravado character themes.

One of the unique things about Karugamo is the use of instruments such as xylophone, electric guitar or the classic harp. This interesting medley of sounds sets Karugamo apart from other classic JRPG themes.

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Karugamo Fantasy – Vol.1 contains the following:

  • Natural Dungeon 1-4
  • Tower Dungeon 1-3
  • Unnatural Dungeon 1 (variants A, B and C)
  • Unnatural Dungeon 2-4
  • Field 1-6
  • Ship 1 (variants A, B)
  • Ship 2
  • Bonus: Cover character in RPG Maker MV standard style.

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One of the things I really enjoy doing when it comes to music is creating a map or two while listening to the song. This is a great exercise for two main reasons. One, it allows me to listen to a particular song several times and get used to how it would flow in a game setting (where songs are often repeated). Two, it makes it easier to remember a song once it’s applied to a specific setting – and with a growing music library, it’s nice to remember songs quickly and easily.

Here is a map inspired by Natural Dungeon 1 – a whimsical tune that I felt went together with a friendly animal farm. I used RPG Maker MV RTP to create this map, but I bet it would be even more authentic to use some custom animal tiles or animal hybrid NPCs.

karugamo-fantasy-vol1-town

Although we always encourage you to use your own creative ideas, we wanted to share a few alternate ways Karugamo Fantasy Vol. 1 can be used in:

  • As mentioned in the previous paragraphs, a whimsical animal or fairy village could easily be enhanced with the Natural Dungeon themes. In addition, an abandoned tower that uses one of the Tower Dungeon themes would fit into this animal kingdom idea.
  • Unnatural Dungeon themes have a nostalgic feeling to them, which would make them great for less dramatic/tragic flashbacks. In addition, there are some vocalization elements that add a touch of intensity that might work for tense scenes.
  • Although the Field themes invoke a great sense of adventure, they would also fit great into a puzzle-themed mini-games. Field Land 4, for example, has a slightly Asian feeling that would make it a perfect theme for a mah-jongg mini-game or a gardening challenge.

We hope you’ve enjoyed this in-depth look into Karugamo Fantasy Vol. 1. We’d love to hear your thoughts and impressions. Chime down below or join in the discussion on our Facebook page or our Community Forum.

 

 

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rmwemail

The trees are turning, and it is time for you to turn over a new leaf, too. It is time to buckle down and finally make that game you’ve been dreaming of.

And the Steam Autumn Sale is here just in time to help you out! With almost everything RPG Maker on sale, there has to be something you need!

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Want to upgrade to RPG Maker MV, the latest Engine? Now is the time.

Or maybe you prefer an older engine, or want to use some of the resources from them? This sale is still for you!

With our RPG Maker Engines 55-90% off, you can get a whole lot of power, for not a whole lot of dough.

dlc

Have the engine but don’t have all the resources you need?

Then take a look at the absolutely massive amount of RPG Maker DLC available on Steam. You can stock up on everything you need with up to 80% off!

And don’t forget to check out all the great games released by Degica, including some superb RPG Maker titles, and plenty more.

The Steam Autumn Sale is the perfect time for you to change your colors, and get your game started!

2 comments

Alternate Victory System

in Tutorials

by:Super121830 (Original Source)

Did you want to make more than one way to win battles, as games like Shin Magami Tensei, Deus Ex and Undertale did, but you do not know how? Well, there is a way to do it!

In this tutorial, I will teach you how to make an alternative way to win battles other than fighting.

We can make it in two ways: Global victory or individual enemy elimination. These two ways are independent from each other and you do not need to implement both systems.Have in mind that this only works properly in evented battles.

Have in mind that this only works properly in evented battles.

Part 1: Setup the base for both systems.

Step 1: Create a blank animation named Nothing, it needs to last around 15 frames, so the player can read the “Actor stops the battle” message.

Step 2: Create a common event named After battle, this common event will reset everything. Here we will assign all the switches and variables to the system, name them as you want, in this tutorial, I will refer to them as the names showed here.

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Part 2: Global alternate victory.

Step 1: Create a blank state, we will call it Nothing, it will not have any messages or effects. We need this state so the “There was no effect on Actor” message will not appear. If your game uses popups or something like that, try to hide the popup for this specific state.

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Step 2: Create a common event named Truce, make the common event turn the switch Truce ON.

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Step 3: Create the skill, name it as Truce. Set the Scope to User, Occasion to Only in battle and Animation to Nothing. In the Effects box put Add state: Nothing and Call common event: Truce. You may want to put this skill in a unique Skill type so it cannot be sealed, but that is up to you.

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Step 4: In the troops tab, create a battle event page for every troop you want the player to stop the battle, set the Condition to Switch: Truce to ON, set Span to Moment. On the contents of the event page, put the Abort battle command, and that’s it!

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If you test this out, you may notice that this works exactly like the escape command. Well, yes, it does, maybe we want to put something else, like text, choices and stuff, and we can.

Here are some examples of what we can do with this skill. Remember to ALWAYS set the Truce switch to OFF at the end of the event page.

Example 1: Player needs to answer a question or series of questions to win.

Step 1: Put some text with the question to answer, and add the choices that the player can select.

Step 2: Add Abort battle in the correct choice the player has to select.

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Step 3: Want the player to answer to more than one question? No problem, erase the Abort battle command and add more text and choices in the correct answer of the previous question. Do this as many questions you want the player to answer and add Abort battle in the final correct answer.

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Example 2: Player needs to answer a series of questions in different turns to win.

Step 1: Create a variable called Truce, add a conditional branch that checks the value of the variable, and make sure to leave the Else branch.

Step 2: In the first question, it must check if the variable Truce is equal to 0.

Step 3: Put text and choices in the conditional branch, and add 1 to the variable Truce when the player selects the right answer.

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Step 4: Copy the conditional branch and paste it in the Else branch. Change the condition to check if the variable Truce is equal to 1, change the question and answers and so on. You can do this as many times as you want.

Step 5: In the final correct answer, add Abort battle.

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Example 3: Player needs to use another skill to win.

Step 1: Make a common event called Truce ready! which turns the switch Truce ready! ON.

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Step 2: Make another skill and add in the Effects box Call common event: Truce ready!

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Step 3: Add a conditional branch somewhere in the event page, it must check whether the switch Truce ready! is ON, if it is, Abort battle.

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Example 4: Player needs to have a specific item, weapon, armor, equipped or not, to win.

Step 1: Add a conditional branch somewhere in the event page, it must check whether the player has the needed item, weapon or armor with him, if we are talking about a piece of gear, you can make it check if it is equipped or not. If the player fulfills the condition, Abort battle.

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Step 2: You can make it check if the player has multiple items, just put conditional branches one inside of another.

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Step 3: You can make it check if those items must be checked in different turns with the variable Truce like in the example 2.

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Part 3: Individual alternate victory.

Step 1: Create a state called Agreement, put a message when the enemy has the state, so the player identifies the target.

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Step 2: Create a common event called Agreement, make the common event turn the switch Agreement ON.

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Step 3: Create the skill, name it as Agreement. Set the Scope to One enemy, Occasion to Only in battle and Animation to Nothing. In the Effects box put Add state: Agreement and Call common event: Agreement. You may want to put this skill in a unique Skill type so it cannot be sealed, but that is up to you.

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Step 4: In the troops tab, create a battle event page for every troop you want the player to stop the battle, set the Condition to Switch: Agreement to ON, set Span to Moment.

Step 5: On the contents of the event page, put a conditional branch that checks whether the target enemy has the Agreement state, do not add the Else branch.

Step 6: If the troop has just one enemy, add Abort battle.

Step 7: If the troop has more than one enemy, check if all the other enemies are dead, if they are, add Abort battle, else, add Set enemy state: Death.

Example with two enemies:

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Example with three enemies:

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Step 8: set the switch Agreement to OFF at the end of the page.

After this, put the steps to make the agreement before Abort battle, refer to the examples in the part 1.

There are infinite ways to make the enemy stop the battle, if an actor or enemy has a specific state, if an actor has a piece of gear equipped, if the enemy has less than a percentage of HP and so on.

Remember, the skill works on troops that have a battle event page like these.

The Truce skill is fully functional, now we have to make it work in the map.

Step 1: In the Battle processing command, check the box Can escape.

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Step 2: In the If escape branch, you need to put conditional branches in the If escape branch that checks if the switches Truce and/or Agreement are ON. This way, if you stopped the fight, rewards and stuff, if you escape, nothing happens. Put all the content you want, text, rewards and such for stopping the battle and at the end, call the common event After battle.

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If you do not have a skill or item that lets your party actually escape from battle, you do not need to put a conditional branch in the If escape branch. Put the escape content right away.

I hope this helps you to create an alternative battle victory for your game.

Have fun!

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FSM: Town Of Beginnings Tiles is a newly released tileset pack that can be found here in our store or here on Steam. Priced at $24.99, this large set is actually a really great bargain given how much material and extras are included.

Stylistically, FSM: Town of Beginnings Tiles is similar to the standard RPG Maker MV assets – it’s a happy mix of pure pixel and painted art. However, FSM tile palette is less bright and saturated. The tiles are a little darker, with many wood and stone textures that are at home in any fantasy or medieval game. The tiles still have that classic punch of color, which keeps them from being too dreary and drab. Making this pack compatible with RPG Maker MV standard tiles would be very easy – just a few small tweaks with brightness and contrast in an art program.

Although FSM: Town of Beginnings Tiles was inspired by the classic First Seed Material tiles that our community veterans are familiar with, the Beginnings set was created completely from scratch by the same art team. Objects and textures were created for the standard RPG Maker MV scale – which means that they fit the environment without looking blurry, glitched or out of proportion.

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FSM: Town of Beginnings Tiles contains the following:

  • 17 tile sheets
  • 24 animated tile character sheets
  • extra folder with alternate tile sheet (2 pieces) and characters (5 pieces) along with a parallax folder (2 files)
  • User Manual that goes over how to import and use the pack.
  • User Guide with mapping tips and instructions on how to use the pack to its full potential.
  • Editable RPG Maker MV sample game, including 182 full maps and a playable game.
  • Playable sample game, translated into English.
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Tiles

Animated Tiles

Animated Tiles

Special/Extras

Special/Extras

 

The sample game included in this pack serves two purposes – to showcase how to use the material and to share a few tips and details about FSM: Town Of Beginnings tiles and its history. We’ve tried to keep the English translation as close to the original Japanese version as possible. There is no overall plot to the sample game, but RefMap team took the time to create a world that seems alive and fun to explore.

We feel that the sample maps are useful both to veterans and to new players. They give a great easy-to-use base for both short and long games. In addition to having all passabilities and priorities set in the database, the maps can easily be personalized further to make them more unique.

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I had a chance to play around with the materials and I really enjoyed using them. Mapping in editor was quick and painless – I didn’t feel like I needed to immediately adjust the tileset for placement or to create extra detail. At the same time, I could see a lot of potential for customization such as adding extra clutter to make homes look more lively or layering of plants to look more natural.

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Although this pack is focused on both inside and outside of towns, it’s possible to create some dungeon-type areas as well. There’s enough plants and trees to create a forest or forest maze. The addition of cliffs makes mountain passes and mountaintops easy. Lastly, the dark stone walls and floor could become tunnels, sewers or towers. Adding some RPG Maker MV standard object into the mix could stretch the material even further, allowing you to create caves and evil lairs as well.

Although we always encourage you to use your own creative ideas, we wanted to share a few settings FSML Town of Beginnings Tiles can be used in:

  • A longer project where the focus is on merchants and trade. Exploring towns and tackling economy would be an interesting (and unique) game to play. Since merchants aren’t fighters, it would make sense that they wouldn’t necessarily venture into the darkest depths of dungeons and caves.
  • A short project with a focus on alchemy or healing. The party could visit towns to help the ill while they replenish the herbs and supplies in forests and mountains. Since there’s no big ultimate evil to worry about, the players could focus on
  • A psychological thriller where the player explores a newly-abandoned town to trigger memories of a tragedy that just happened. With some good music and well-placed tension, this would make for a great horror game.

We hope you’ve enjoyed this in-depth look into FSM: Town Of Beginnings Tiles. We’d love to hear your thoughts and impressions. Chime down below or join in the discussion on our Facebook page or our Community Forum.

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by: LadyBaskerville (original source)

Hello everyone! In this tutorial I will show you how to create enemies as events on the map instead of random encounters. Everything in this tutorial can be done without plugins or script calls.

This tutorial consists of three sections. In the first section, we will set up a simple enemy event that sends the player into either a fixed or a random battle. The second section deals with respawning enemies and shows a way to let the player choose whether enemies should respawn when the player enters the map or not. Finally, we will create groups of enemies on the map that send the player into a single battle against all enemies in the group.

But before we start, there’s:

Step #0: Setting up the Database

Nothing fancy about this part. I’ve just prepared a few troops of the default enemies to use later.

One Slime, two Slimes, three Slimes ...

One Slime, two Slimes, three Slimes …

Now we can get started!

Step #1: Creating basic enemies

On the map of your choice, create a new event and give it a monster graphic. (I’m using a slime, because I like slimes.) In this case, I’ve set the movement to Random. For a more aggressive monster, Approach might make more sense, or Custom for a patrolling guard or something … That’s completely up to you.

Note that the Trigger is set to Event Touch. That’s important. It means that the event starts when the player touches the event or the event touches the player.

And because it’s important, I drew a red rectangle around it.

And because it’s important, I drew a red rectangle around it.

The contents are pretty self-explanatory. The player is sent into a battle against two Slimes (one of the troops I set up in Step #0). Once the battle is over, the Slime event is erased. (In the next section, we will go into further detail on what exactly Erase Event does.)

In this example, the player cannot escape from the battle. You can change that by checking the Can Escape option on Battle Processing (and maybe subtract some of the Party’s gold as a punishment for being such cowards …), but for the purpose of this tutorial, we will leave it like that.

Now we can copy and paste our Slime event all over the map for a Slime dungeon!

But wait – what about all the other Slime troops? Right now, only Slime*2 is being used. We need to change that. But instead of manually changing the Battle Processing of some of the Slimes, let’s choose randomly which troop the player has to fight.

At the top of the Slime Event Contents, set a variable to a random number between 1 and 100.

Let’s call this variable … uh, I don’t know … how about “Random”?

Let’s call this variable … uh, I don’t know … how about “Random”?

Then replace the Battle Processing with a bunch of nested Conditional Branches, like this:

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Above: A bunch of nested Conditional Branches.

Let’s go through these.
If the random number we created is lower or equal to 25 (a probability of 25% in our setup), the Battle Processing will go to the single-Slime troop.
If that is not the case (the number is larger than 25) and the number is lower or equal to 50 (another 25% chance), the player has to fight two Slimes.
If the number is larger than 50 and lower or equal to 80 (30% chance), the battle is against three slimes.
Should the number be even larger (20% chance), the player will fight a four-Slime troop.

After all of this, the event is erased like before.

Step #2: Toggling respawn

One thing to keep in mind when using Erase Event is that the event will not be permanently gone. When the map is loaded the next time, it will reappear as if nothing happened. In our case that means the Slimes will respawn when the player leaves and reenters the map. That’s great if the player wants to grind; not so great if they just want to quickly pass through an area they have already completed, or if we as game designers want to completely remove the possibility of grinding for balancing reasons.

In the last case, the solution is simple: Instead of using Erase Event, turn a Self Switch (let’s say Self Switch A) on and add a new, blank Event Page to the event. Give this page the condition Self Switch A. Voila, no more respawning Slimes. Ever.

But what if we want to give the player the choice whether or not enemies should respawn? Or maybe we are not quite sure yet which system we want to implement in our final game, and want to leave both possibilities open to us during development. Let’s create a system that allows enemies to respawn depending on a switch.

You talk to the crystal to turn the switch on or off. One of those sentences that don’t make much sense outside an RPGMaker tutorial.

You talk to the crystal to turn the switch on or off. One of those sentences that don’t make much sense outside an RPGMaker tutorial.

Now that we have a way to control the Respawn switch, let’s move back to the Slime. There’s only one line to add to the existing event.

Whoa! Both Erase Event AND Self Switch!

Whoa! Both Erase Event AND Self Switch!

Let’s set up a second Event Page. The Trigger is set to Parallel, meaning the event runs in the background if Self Switch A is on. The Conditional Branch checks whether the Respawn switch is on. If that is the case, Self Switch A is switched off and the Slime goes back to its original state. If not, the event is erased immediately, preventing the Parallel Process from going on forever and causing lag.

Red rectangles mean important stuff.

Red rectangles mean important stuff.

What happens when the player defeats this Slime? Self Switch A is turned on, but the event is erased before the second page can run. If the player leaves and reenters the map, the event returns, but since Self Switch A is on, the second page runs. If the Respawn switch is on, the Slime respawns, if not, it is deleted again until the player reenters the map.

Step #3: Grouping enemies with Switches

So far, every single enemy event sends the player into a battle against one to four Slimes. One enemy on the map means one battle. If that’s the system you want to use, you may now – finally! – copy and paste your Slime event all over the map. You’re done! If you would rather have one enemy on the map mean one enemy in battle, keep reading.

I will uses bats for this example. Let’s create three identical Events (I called them “Bat#1” for reasons I will explain later) similar to our first Slime example with Battle Processing to Bat*3. Have them turn on a Switch – not a Self Switch – and create a second, empty page with that Switch as a condition. (I called the Switch “Defeated Bats#1” for the reasons I will explain later.)

8

9

If you look closely, you might notice that a few things in the bottom left of the first page are different from the Slime event. Those are just for visuals, you don’t need to worry about them.

Now, if the player encounters one of the three “Bat#1” events on the map, they fight a battle against three bats and after that, all three bats on the map are gone.

We can now make multiple groups of enemies like that. Let’s copy and paste one of the “Bat#1” events to a different part of the map. Change the name to “Bat#2”. Use a different switch for this bat (I used the one directly underneath “Defeated Bats#1” and called it “Defeated Bats#2”), and make sure to change the switch on both Event Pages. Maybe choose a different troop for this bat, e.g. Bat*2, and duplicate the event accordingly. In the end, your map should look similar to this:

And a poor, lonesome Slime in the middle, all by himself …

And a poor, lonesome Slime in the middle, all by himself …

But what about respawning? Right now, all bats will stay dead, even if the Respawn Switch is on. Let’s create one last event on an inaccessible part of the map (I use the upper left corner for something like this), set it to Parallel and have it turn the “Defeated” switches off if Respawn is on. Don’t forget to erase it after that, it only needs to run once when the player enters the map.

You can use the Range option to control multiple switches at once. My “Defeated” switches have the IDs 22 and 23.

You can use the Range option to control multiple switches at once. My “Defeated” switches have the IDs 22 and 23.

And that’s it for this tutorial! I hope you enjoyed it and maybe got some new ideas about what to do with on-map encounters. There’s still much about this topic that I haven’t touched yet, and many aspects of this tutorial can be done using different methods (for example by remote-controlling Self Switches via script calls, many thanks to Dad3353 for pointing that out to me!)

If you have any questions about this tutorial or even suggestions for another one, feel free to leave a comment!

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