Faun/Satyr Graphics Set

Centaur and Minotaur sprites can be found anywhere. But where is that lovable Narnian creature holding a parcel? Or that half-guy, half-goat creature the cheered on Hercules? Today bring you a full set of Faun/Satyr Resources!

First up is a completely scratched Battler!

Next up is the Portrait/Face

And finally comes the Sprite!

You can check out more of Andinator’s work by clicking on the image below and heading to his blog!

ReStaff February 2013 Release

Welcome everyone to the February 2013 ReStaff Release!
This month is brimming with a great deal of variety!

Thanks to our lovely Guest Contributors and ReStaffers,
for making this month a success!

Information about Commercial usage can be found here.
If you want to be a Guest Contributor, go here!

We also don’t allow the resources to be redistributed anywhere else.
If you want to share it, please direct them here instead!
Thank you for your patronage.

Download it over here!

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Loops and Labels

by Jason “Despain” Perry

Howdy! Despain here with a new tutorial for RPG Maker VX Ace. Today we’re going to be talking about a couple of event commands that will make your complicated events run a lot more smoothly, and probably save you a lot of time. I’m talking about Loops and Labels.

You can find these commands— Loop, Break Loop, Label, and Jump to Label— on page one of the event commands, under the Flow Control category.

Let’s create an easy sample event to demonstrate how to use these event commands. Imagine an NPC who doesn’t want to stop talking. We can create a conversation that the player has to break, and one of the ways to do this is with the Loop and Break Loop commands.

When you use the Loop command, you’ll nest your other commands inside the loop. Anything inside the loop will—well—loop. The cycle will continue until the loop is broken, and when you use the Break Loop command, the event will skip out of the loop before it continues processing.

In the above example, the NPC will continue asking the player the same question until the player answers “No”, in which case the loop will break and the event will finish.

You can do a similar thing with labels, but they have more uses. If you use the Label event command, you’ll notice that you can give your label any name you want. That’s the cool thing about labels—you have a lot of control over them, and you can use a lot of labels in a single event.

When you name a label, give it something useful that you will remember. In this example, we’re just going to name it “A”, but if you’re using labels in complicated events, I suggest that you give them a name that will help organize your event code.

After you’ve put a label into your event, it won’t do anything by itself. It’s pretty much invisible—but when you use a Jump to Label event command, that label matters. Whenever the event reaches a Jump to Label command, it will do just that—the event will jump ahead or backwards and pick up where the label is.

In this example, we’re using a label to create a loop that is functionally identical to the previous example.Labels don’t have to be used to create loops (that’s what the Loop command is usually for), but it’s a good way of demonstrating how they work. A lot of the time, labels can be used to jump ahead and skip parts of an event. They’re especially useful when organizing complex systems using common events.

Experiment with loops and labels and have fun with it. Push yourself to create something new. And have fun! If you run into any problems, ask for some help on the Official Forums.

Jason “despain” Perry has been using RPG Maker for over a decade, and in that time his articles, tutorials, and graphical resources have helped countless RPG Maker users on community forums. He currently runs the website finalbossblues.com, where he co-hosts an RPG Maker podcast and regularly posts new articles and tutorials.

Game Design: Keep it Simple Stupid

By: Paul “Reynard Frost” Walker

Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.

- Antoine de Saint-Exupery French writer (1900 – 1944)

If you’re a member of the RPG Maker community, it’s a good bet that you’re here to make games. It’s also even more likely that you also play games. So many games out there to draw inspiration from, so many good features to implement and so many characters running around in your mind that you just simply have to share them with the world! Except your roster of 120 characters and your encyclopedia of YourGameTannica are large enough to break all but the most sturdy of bookshelves. You end up creating and creating and creating trying to include as much content in one game that most would find in an entire series.

What you have is an over-saturation, and a need to simplify your game. Why simplify it? So you can finish it! Today I’ll share with you some tips on how to do just that. Continue reading

Pictures and Common Events: The World Map Item

By: Jason “Despain” Perry

In my last article, we went over the basics of common events and how they can be used. Today, we’re going to put that information to good use, and create an item that displays a world map.

This is something that I see lots of people asking about—and it’s something that can be added to just about any game. Once this item is created, the player will be able to select it from his items menu in order to display a picture of the world map on the screen.

We start off by creating the item. Make sure that the scope is set to “none” and the occasion is “only from the menu”. With these settings, the item will only be useable from the map screen. Consume should be set to “no”, so that the item doesn’t go away when the player uses it. Continue reading

Mysterious August Winners

After a long time of complications and the waiting game, the results of Mysterious August is finally here! A quick recap of the contest’s theme:

To our dearest members of this community, you have been chosen to perform a task that not many can accomplish. “What is it?” you must be wondering. You have been given the task to create a game that is about solving a mystery. What kind of mystery is it? Well now, that wouldn’t be fun if I give you one! There’s no mystery in that at all! Surprise me.

Now that’s out of the way, here’s the list of winners that stood out with their own unique perks and creativity!
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Thinking Outside the Box: Solution 1

Congratulations to everyone who discovered a way to mimic what I did!

There were quite a few creative solutions, and one person even hit on the exact solution I used (curse you Liberty!).

So lets look at how I did it:

All I did, was take the wall autotile, and continue it up into the ceiling autotile. Here is a screenshot showing how it was done:

Notice how the wall autotile for the grey brick extends up higher into the wall top autotile above it. This let my place the wall top on top which would be half wall top, half wall. You can even see that I forgot to darken the edges, which created what looked like a shift click error in my image last week.

How do we use this?

Now, when thinking outside the box, there is one other thing you have to keep in mind: What are the repercussions of handling it this way. There are two big ones for my method:

  1. It doesn’t work well if they don’t tile again every 16 pixels. It helped that the blocks fit perfectly to just go up 16 pixels more with it.
  2. It requires you to use the same ceiling and wall together whenever you use that tileset.

Now that we have identified the repercussions, we have to decide whether its something we can work with. In this case I decide both are acceptable compromises.

With 1. I just have to do some editing if I want to use an autotile that doesn’t tile perfectly every 16 pixels. Its more annoying, but not impossible. It just requires more work.

With 2. I don’t see this as that big of an issue. You have way more room in the wall section of the tilesets than you can use in any one map, and if I REALLY went over the needed space there for the whole game, I can make another tileset.

Stay tuned for the next challenge! Did you learn anything from this one? Share with us in the comments below.

Thinking Outside the Box: Challenge 1

So what do you think the most important skill is to making a game with RPG Maker?

If you read the title of the blog post (how did you get here if you didn’t) you can guess what I think it is: The ability to think outside the box. There are lots of ways to think outside the box: You can think of a way to tell a story that isn’t the norm or a gameplay mechanic in a way that it wasn’t originally intended, but in these challenges, what I want you to focus on is accomplishing things in the maker by using the structure of the program in unconventional ways.

Every so often, I’m going to put up a Challenge. The challenge will be issued in the form of a series of screenshots or a video with a description plus a list of restrictions to keep you from taking the easy way.

You can play by leaving a comment on the blog post with an explanation of how to theoretically accomplish the exact same  After a week is up, I’ll make another blog post, congratulating anyone who figured out a way to copy the screenshot, while doing a detailed explanation of how I accomplished the task. There really isn’t a prize for accomplishing it, other than stretching your brain and learning more about the program. And you know, the ability to rub it in other people’s face, which is always fun.

So, now that I’ve explained the game, let’s begin:

Challenge 1: FIGHT

Description: Look at the wall heights and thickness. Tile and a half high walls! half tile thickness! What sorcery is this?!

Restrictions: No parallax mapping. Everything is done with tiles alone.

Good luck!