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The one thing that you’ll be doing, no matter how long you use RPG Maker, is learning.

Whether you’ve been using the program for 2 months or 2 decades, there are always new bits of info to learn, from the program itself, to coding, to resource creation, to just better game design!

We always stress how important it is to never stop trying to improve your skills, and so we are throwing a giant event to bring the community together in this valuable endeavor.

Welcome to our Learning Together Event!

And to go along with the event, we’ve decided to add in a STORE WIDE SALE from now until noon September 23rd PST!

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You can pick up any of our RPG Maker Engines for half off! This is a great time to upgrade to the newest engine, RPG Maker MV, yourself, or perhaps pick it up for a younger family member you can help teach!

Already have all the tools you need. Well don’t worry, you can also pick up the building blocks for your game as well.

All RPG Maker Resource Packs, both graphics and music, are also 30-60% off!

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But don’t forget about the event itself! In our community event, you can be one of 10 people to win a $50 RPG Maker Web Store Gift Card!

How do you participate? By Learning and Teaching with your fellow RPG Makers. Make tutorials, help answer questions on how to use the program, ask your own, just talk about game design in our discussion forums… There are tons of ways to get involved.

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Even the RPG Maker team is continuing to learn. With our upcoming Visual Novel Maker release getting closer and closer, we’re learning a lot about an entirely different genre of games!

Jump over to the forums and get to work improving your skills, and helping everyone else improve theirs, and in no time, everyone will be a better RPG Maker!

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RPG Maker MV has just had a brand new update on Steam, adding support for Japanese, Korean, and Traditional Chinese to all Steam versions!

MV’s OSX version had already had Japanese support on Steam, but now it is also available on Windows, and the Korean and Traditional Chinese language versions are brand new to RPG Maker MV!

This puts one of the easiest to use game creation engines in the hands of more people than ever before!

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To celebrate all these RPG Maker users, present and future, who will now be able to use RPG Maker MV in their native language, we’ve decided it is a great time for a monumental RPG Maker MV Sale!

RPG Maker MV will be 50% off for the Next Week!

That is the highest discount RPG Maker MV has ever had, and the perfect opportunity for you to update! Already using RPG Maker MV? We also have three DLC making their debut on Steam!

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DLC 1 brought to you by Pioneer Valley Games, Medieval: Knights Templar extends their Medieval sets with pieces to make your own powerfully heavily armored knights!

DLC 2, from Joel Steudler, perfectly complements PVGs graphics packs, with music built on Ye Olde Style instruments, in his Medieval Music Pack!

And for DLC 3, Murray Atkinson brings you the Epic Strings, featuring dynamic music for your game built on string instruments such as harps, violins, and cellos!

Get RPG Maker MV at 50% off, buy some DLC new to Steam, or just get it all! But don’t wait, the sale on MV ends in a week!

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So you have your party. Let’s say 8-10 glorious characters recruited to your cause. And now the story continues! But of course, you want those Party Members to all to continue to develop and be interesting! But if you let every single one of them comment during every single cutscene… yeah we’ll know what they are thinking, but it drags out the “cinematics” of the game.

So you need to find an alternative way to have your characters chime in on the current situation, their feelings, and their just general attitude.

What Not To Do (Original Dragon Quest IV)

First, let’s describe what not to do.

You have cool characters. Entire CHAPTERS of the game are devoted to each one. Then you get to the fifth chapter and you recruit them and…

Boom. None of them ever talk again, just becoming an extension of the Silent Protagonist blob that is the party.

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The Dragon Quest series is a property of Square Enix.

This is literally the last thing Nara says in the original Dragon Quest IV. Now, in the remake for DS in Japan, as well as the remake version internationally on Android/iOS, they implemented a Party Talk feature, which is a good solution to this problem. Though not one of the main ones we are going to talk about in this article.

Give Each Character Sidequest Lines (Mass Effect Series)

The Mass Effect series, and by extension pretty much every Bioware game that came after it, ties each of their characters to a sidequest or series of sidequests.

This is a really good way to deal with the problem because it does something that other solutions don’t really do: It lets the character work through some unresolved issue or grow in a way that isn’t directly related to the plot.

Mass Effect is a property of BioWare.

Mass Effect is a property of BioWare.

Such as Garrus’s mission to take down Dr. Saleon, which leads to you being able to talk him down from Cowboy Copping Dr. Saleon, or let him shoot the Salarian for his crimes against sentient beings.

Sidequest lines for the character make them more than an extension of the main plot. It enhances who they are outside of what is going on in the game. And that is why it is a great choice for games.

Make a Home Base Where You Can Talk To Your Party (Suikoden Series)

If there was ever a series of games that couldn’t have each of the parties talk up in every cutscene, it is the Suikoden series. With 108 recruitable characters (though not all of them are combatants), the Suikoden games have MASSIVE casts. If each of them said something for every scene, the game would be 80 hours of just dialogue.

But with 108 characters, they have to have somewhere to stay! Like a big castle, or a ship in the one no one likes to talk about…

Suikoden is a property of Konami

Suikoden is a property of Konami.

This home base gives the player an opportunity to discover what every character thinks almost every step of the way, but it doesn’t slow down the game. The player can interact with the ones he wants to, on his own time.

Give Characters a Way to Contact YOU (Tokyo Mirage Sessions ♯FE)

While Mass Effect does the first two examples, Tokyo Mirage Sessions ♯FE does BOTH of the previous (you can find the characters hanging around the city), it also introduced something I found absolutely brilliant:

The characters could get in touch with you, using a nonobtrusive “social media” app in the game, that was on the main characters phone and used the Wii U Gamepad as the phone screen. This let them insert quirky character moments throughout the game, without ever breaking the flow of what you were doing. You would just see an alert in the corner of the screen that you had a new message, and you could check it when you felt like it, without ever going to a menu.

Tokyo Mirage Sessions ♯FE is a collaboration between Atlus and Nintendo.

Tokyo Mirage Sessions ♯FE is a collaboration between Atlus and Nintendo.

It also added things like texting idiosyncrasies in the characters, and cute little stickers that match their personalities used in line.

This added mechanic really brought the game and it’s characters to life. Instead of just existing when I poked at them, the characters now existed and contacted me on their own. And it never broke the flow of the game.

All of these methods can do a lot to make your characters stand out more for your players. What do you do in your game to make them stand out? What do you think of these methods? Tell us in the comments below!

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First things first: I’m not talking about ways to make your game EASY. Difficulty is something that plenty of people want in a game. Just ask MegaTen fans. What we want to eliminate, though, is hassle.

One of the most frustrating things in games, at least to me, are things that just take time, or are just fiddly, rather than being challenging. So let’s look at a few ways we can make things easier on the player, without changing the challenge level of the game.


Skippable Tutorials

Ok, we get it. Your game has some unique mechanics that you want to explain in detail. That is great.

When I’m playing your game for the second time, or I have already read a rundown of those mechanics before starting, I don’t need to sit through 10 minutes of a character explaining it to me. Add a way to skip the tutorial, or just bypass it entirely.

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Hey, Hey. Hey Listen.

Final Fantasy VI did an excellent job on this, giving you an entire building of tutorials, but you could easily just not talk to anyone there if you already knew the mechanics. You don’t have to make it so that I can just avoid talking to them altogether though if it fits better into the flow of your game, all you have to do is give an option when the tutorial starts to say, no, I don’t need this.

Tutorials, for people who already know the game, are just time wasters.


Give Me Some Way of Remembering What I’m Doing

Life doesn’t always cooperate with my desire to play games (Honestly, there is a game I want to be playing right now, but instead I’m writing this article). When things get busy, it can be weeks, or even MONTHS before I pick a game back up again.

It is bad enough that I have to get back up to speed on the mechanics, but don’t make me have to remember what was even going on in the story.

Give me some way of referencing where I need to go next. This can be done in several ways, quest logs are probably the most popular, but my personal favorite is a party chat option.

Why can't dark lords get a nice bungalow on the beach?

Why can’t dark lords get a nice bungalow on the beach?

The first game I remember doing this was Phantasy Star IV, and it always stuck with me. It was a fast way to grab info on where you were supposed to be going at the time, and it also gave a fun bit of extra characterization for the playable characters.

Of course, a quest log is still better for also recording sidequests, so if you have a lot of those, I would suggest doing both.


Have The Game Tell Me When I’ve Finished Something

As we have previously established in the last entry, I have the memory of a goldfish.

Sometimes, when doing a sidequest. I forget how many of something I need. Or how many I have. Every time this happens that means I need to go to my menu, go to the quest log (if you have one, if I don’t, I might have to go all the way back to the quest giver!) to check how many I need, then go to the item screen to see how many I have.

Yes, this isn’t the worst thing in the world, but I’ve found myself checking 3-4 times during a quest. “Oh, I forgot to check if that one dropped one of the things I need, time to check back in the menu”.

They were not creative in the name of their retirement community.

They were not creative in the name of their retirement community.

A good way to fix this is to have the game TELL you when you have collected enough of an item, or talked to the right people, etc, to finish the quest. Just have the character talk to himself/the party to declare the quest over. As an added bonus, have it tell me where to turn it in, too!

It is such a small touch, but it saves a lot of time for your players, especially if your players are like me.


Dungeon Shortcuts

I’ve trekked to the bottom of the caverns, I navigated all manner of puzzles and traps, I’ve annihilated the monster terrorizing the town.

And now I have to do the whole thing in reverse. See, here is the thing. I’ve already done the challenging part. All you are making me do is repeat stuff I’ve already done. Just let me out!

There are several ways to do this. Skyrim accomplishes this by having something near the final room open that loops back around to the beginning of the dungeon. The Dragon Quest and Pokemon games both give me items or spells that let me leave a dungeon immediately. Tokyo Mirage Sessions ♯FE manages to do both of those in combination and adds teleporters that unlock throughout the dungeon.

This teleporter in the Dark Lord's castle doesn't seem like a trap at all. Really.

This teleporter in the Dark Lord’s castle doesn’t seem like a trap at all. Really.

Traversing the same area for a second, third, or fourth time doesn’t add difficulty, it adds TIME and monotony. Don’t make your games monotonous.


The main focus is to make the game challenging and enjoyable. Nobody wants to play a slog of a game. Adding quality of life enhancements helps make it easier for your players to focus on the CHALLENGE of your game, not the minutia.

What about your game? What methods do you use to make the game more convenient for the players? What do you think of these, and other “quality of life” enhancements to games? Need some advice on your own mechanics? Join us in the comments below

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The Humble Store is having a sale on all the games and engines published by Degica!

With 10% of all your purchases going to the charity of your choice, it is an excellent time to grab RPG Maker MV for yourself, or maybe for a friend or family member.

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Already have MV? Why not check out one of the older engines at a heavily discounted price? Remember, they all include the license to use ANY of your RPG Maker materials in any RPG Maker engine. That means a lot of music you can use across the entire series!

Classic RPG Makers also make a great present for children, so get them started making games at a young age at a low price!

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Need something for inspiration while you take a break from making your own RPG? Try out some of the best commercial RPG Maker games that have been released!

Skyborn and Echoes of Aetheria, two RPG Maker gems by Dancing Dragon Games, are just what you are looking for.

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Perhaps you are looking for the iconic and classic Aveyond series? Here is Lord of Twilight, Gates of Night, The Lost Orb, and The Darkthrop Prophecy, all 4 chapters of Aveyond 3, with incredibly high discounts!

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And of course, while you are there, why not check out Degica Games many, many non-RPG Maker titles.

You can play excellent shmups like RefRain and TRIZEAL Remix, beat’em up Code of Princess, the puzzle platformer Umihara Kawase Trilogy, fighting game Koihime Enbu, or the escape room game Crimson Room “Decade”!

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Make sure to check out the entire sale! Don’t miss out on this chance to pick up the RPG Maker engine and fulfil your dream, or maybe even just pick up an amazing game!

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So I’ve been playing a lot of Persona 4 Golden lately. Probably a bit too much. (I might possibly be writing this article at 6:45 AM after not sleeping all night because I need to meet deadlines and I got a bit too distracted).

So when I was looking for a new tutorial, I was drawn to a nice “quality of life” mechanic that P4G had in it: When travelling around in the non-dungeon parts, you can push square to bring up a menu of locations rather than having to manually walk to them.

It sped up moving from place to place, it didn’t make the game easier, it just made the game take less time to do routine stuff.

So I rebuilt that in RPG Maker MV.

QuickTravel

I did handle it a bit different in my demo. Here is how my version works:

  1. If you are outside in the town, pressing PageUp will bring up the travel menu, giving you the option of buildings to travel into.
  2. If you are inside a building in the town, pressing PageUp takes you right outside that building.

I also want to do this in a way that it is the easiest to implement in each town. This means moving everything I can to Common Events. As with all eventing tutorials, this may or may not be the most efficient way to do this. There are always plenty of alternate ways to do these. But this is the way I did it, and it works.

To do this I’m going to make 3 common events, 1 Parallel Processing event on the town map, and then an alteration to the transfer events going into and out of the buildings.

The first thing I wanted to do was build a single common event that works whenever you are inside to check if you are pressing the PageUp Button. Why a Common Event rather than just putting an Event on the map? This way I don’t need to copy the event to every map. I just need to have the transfer events into the buildings turn on a Switch to turn the Common Event on, and when you leave, to turn it off.

So what is in this Common Event?

ButtonCheck

… Another Common Event.

Ok, I know that seems weird, but bare with me here. If we set things up where all of that is handled by the Return event, we can also have the ACTUAL exit to the building also just call the Return Common Event.

ExitBuilding

Literally, this is the entire event for the exit of the buildings. That is it. But what is in that Common Event?

…That is getting ahead of myself. First, if I’m going to do all exits with one common event, that means that I’m going to have to have stored the information on where the exit goes to!

All of my entrances are entered from below the transfer event. So the easy way to do it is to store that information is just to store the Map ID, the Player X, the Player Y into three variables, then add 1 to the Player Y variable. This will place the coordinates to 1 south of where the player is. Adding this in before the player transfers inside will create an easy, repeatable event that will automatically grab the correct spot. We can throw this in another Common Event, and every single entrance event can have it called before transferring in.

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It’s that easy. Make a Quick Event Transfer, throw in the Common Event call.

So now, let’s look at the Set Return Point Common Event:

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As you can see, I also went ahead and added the Switch to turn on our Button Check Common Event.

And now, we finally have the context to understand the Return Common Event!

ReturnThis is a combination of 3 things

  1. A standard Quick Event Transfer using the Variables you stored as the location.
  2. Turning off the Button Check Switch.
  3. Zeroing out all your Return Coordinate Variables.

With what we have now, we can now click PageUp and leave any building we enter. Pretty cool huh?

So now, let’s make what I actually intended to make in the first place, the Quick Travel list.

This is what this event needs to do:

  1. Check if the PageUp button is pressed, a simple conditional branch.
  2. Give the player the option of all the locations.
  3. Save the return coordinates.
  4. Transfer the player into the building they picked.

3 is where we have a problem. There is no easy fast way to do this one, unfortunately, so instead we’ll just have to set it up manually. I figured out the coordinates for each one, and set the coordinates into the variables manually. This is the event I ended up with:

TravelMenu

And that is it. It works. As I’ve typed this, I’ve thought of three or four ways to handle small details of this in different ways. But this one, it works, and I can repeat it in other towns fairly easily.

And that is what you should look for: Does this work, and if I’m going to have to do this process again, is it easily repeatable?

Have any questions? Check out the demo! Still have questions, or maybe some advice? Join us in the comments below!

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Previously made for RPG Maker VX Ace, the Futuristic Heroes & BGM Resource Pack has been one of our most popular packs.

Frontier Works is proud to present Futuristic Heroes & BGM MV — a new resource pack with material that has been re-mastered and redefined specifically for use in RPG Maker MV. Featuring the familiar characters in standard RPG Maker MV style, this new pack gives you the opportunity to bring more futuristic flair in your projects.

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Already own the VX Ace version of Futureistic Heroes & BGM? Then receive 50% off on the MV version on the RPGMakerWeb Store or on Steam through September 12th!

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Haven’t picked up the VX Ace pack? Then use the coupon code fm-mv10 to get 10% off the purchase through the RPGMakerWeb Store. (Offer ends August 20th)

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Don’t delay, get this excellent pack from Frontier Works today! Head over to our store to learn more!

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The long awaited RPG Maker MV version 1.3.0 is here! If you are using the Steam version, RPG Maker will automatically update to 1.3.0.

If you are using the standalone version, you will need to download the update HERE!

We would like to remind everyone to make sure to do the following steps before updating to ensure that when the update happens so your changes won’t be overwritten:

  1. Make a backup of your project(s).
  2. Make a backup of your Generator folder if you edited it.
  3. Create a new project or go to the NewData folder in your RPG Maker MV root folder. Copy the new js and index.html files (except plugins.js so it won’t overwrite your Plugin Manager Parameters) to your existing project(s)!

If done correctly, you should have this:

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But now that that little warning is over, let’s talk about what is new!

Graphics library upgraded to pixi4

This update means faster rendering of WebGL tiles, fixes video memory leaks, and just generally improves MV’s canvas performance by a significant amount.

Simple Encryption!

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You can now Encrypt your games, both images AND audio using a simple encryption built into the Engine!

Splash Screen Plugin!

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Want a splash screen before your title screen showing off your studio name, or just a bit of a thank you to someone? We’ve added a plugin just for that. By default, this is on in all new projects.

Object Selector Options in Tool=>Options

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Have an exceptionally long Item list in your game? Now you can switch your Object selector to an extended style, much better suited to a list of epic proportions.

Plus More!

  • Copy Event Editor content as either text or HTML
  • New Plugin: “ConfigureRootElement.js” to setup the DOM element of a game (dlc/KadokawaPlugins)
  • (optional) Additional Fantasy sample database (English: NewData_FantasyEN, Japanese: NewData_FantasyJP)

Have questions? Ask in the comments below, or in the announcement thread on our forums!

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RPG Maker has been a part of my life for a very long time. Of course, a lot of you have seen me write about RPG Maker for several years now on our official blog. A few more of you might have known me before I was hired and I was running the old RPG Maker VX fan forums.

But almost none of you knew me (hi, mom(I don’t actually think my mom reads my posts… but maybe?)), back when I first started with RPG Maker.

The first RPG Maker I ever used.

The first RPG Maker I ever used.

The first time I used RPG Maker, somewhere around 17 to 18 years ago, I was a young teen.

And being a bit removed from being a young teen, I feel this gives me a great perspective on what learning RPG Maker can teach you to carry on further into life. I’m going to focus on the three things I think it helped me with the most, but this is definitely not the only things to be learned from the program.

Logic

One of the most obvious things I think I learned from RPG Maker is logic. Specifically, programming logic, but with computers being as ubiquitous to life as they are, that is a huge skill.

The Eventing in RPG Maker, with switches, variables, loops, conditional branches and all those things, is a great basis for just understanding how programs work.

Final

Yes, I’m reusing an image from another article I’ve already written. Want to fight about it?

I remember many years later, while I was in college for Computer Science, one of my required courses was a Programming Concepts class, or as I called it, the flowchart class, and I suddenly realized: Everything in this class, I learned in RPG Maker.

I had learned, everything runs on Loops, what you have to store and how for a computer to remember things, and just the general processes involved in getting a computer from step 1 to step 300.

Math

I’ve always been pretty good at Math, and interested in Math (I was a weird kid, I’ll admit), but game making in specific gave me a big leg up on a very specific type of math: Probability.

So much of balancing games comes from figuring out what are the chances of each thing you set up happening. How much damage will this attack do on average, and how much variance do you have based on hit percentage, and the chances of each of the enemies attack happening.

Video Games, powered by: Equations.

Video Games, powered by: Equations.

A lot of balance is just trial and error, but a lot of it comes back to probability. I can’t tell you how many times I’ve had a giant excel file open that calculates all my attack types, trying to figure out some little detail.

Creative Writing

Despite always having an interest in creative writing, I’ve probably learned more about writing from studying games and using RPG Maker than I have working on short stories or novels.

The thing it teaches that is so much different than freeform writing, is working within a medium. Some things work better for movie writing. Some things work better in novel writing. And some things work best in a game.

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Harold is going to write a tell all book about his adventures and travelling companions!

Before I picked up RPG Maker, I only thought of writing in a prose story sense. I never stretched into a medium where I had to consider other things, like mechanics and the flow of the gameplay. The change in constraints has really made me grow creatively in my writing over the years. It has taught me new ways to approach writing, new ways to tell stories.

Why it works

The thing is, there are millions of ways to teach logic, math, creative writing, and the myriad of other things that you can learn from RPG Maker, like art, music, etc.

But what makes it work with RPG Maker is that it makes people, kids, teenagers, and adults alike, WANT to learn more about those subjects. They have an end goal that is exciting. They aren’t just learning for the sake of learning.

Instead, they are learning so that one day, they will have a game out there. Even if they just share it with friends, they will have accomplished something fun. There is a lot to learn using RPG Maker that will be of use no matter where you go in life. What have you learned from RPG Maker? Tell us in the comments below.

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Guest Post by Molly from iD Tech

Education has come a long way since my K-12 days over a decade ago. When I roamed the beige-bricked walls of my secondary education, “computer” class was an elective—my best friend informed me he was going to be “Microsoft certified,” and I nodded along as though I had a clue what he was talking about. Certification, neat! Despite my lack of interest in certification, I was a computer enthusiast: I played online games and used Photoshop for my art.

I didn’t realize it at the time, but there was a lot going on in my quest to keep myself entertained: I was learning, and I was having fun doing it.

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One of my favorite software to use is RPG Maker VX Ace—I fell in love with it several years ago—and I was hyped when RPG Maker MV was released. Unlike many game creation tools on the market, RPG Maker MV allows the user to jump right in and start creating with no art or programming skills required. It’s approachable, intuitive, and the best part? It’s got enough depth for an advanced user to make a great game.

Pretend you’re eleven: it’s Monday morning, your first day of camp. Your outfit is on point, and you’re excited for some tech awesomeness.

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And maybe this is how you expect camp to go:

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Of course, it’s not that simple. When designing a game, there are countless elements that go into it: story, visuals, game mechanics, character design, level design—the list goes on and on. The journey from idea to game usually looks a bit more like this:

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Because of the complexity of game design, producing a game is rarely a straight and narrow path. With RPG Maker, a lot of mechanics are handled for the first time user, so the curriculum for Role-Playing Game Design with RPG Maker is tailored for the student to meet objectives beyond hunkering down to learn JavaScript.

Quick student engagement is what our curriculum is all about—remember, you’re 11. You don’t want to sit around and read, you want to create! Right from the start, students are jumping in the software to meet specific objectives—the first of which is to create an environment for their game.

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Maps are made with tilesets, or small images that can be laid together to create an entire map. Grass, trees, cafe signs, buildings, rivers? RPG Maker has it! Students spend time Monday morning planning the player’s path through the game and evaluating how to use the environment to guide the player along; right from the start, students are utilizing their abundant creativity and critical thinking skills to cater the map towards a goal.

The core of games built in RPG Maker use events and switches, and here’s where the magic really happens. Think of an event as a container for all of the actions that happen in a game: dialogue, quests, puzzles, animations, the like. Switches add an extra degree of control to events, allowing you to have many paths for how the game plays out.

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Events and switches are really the bread and butter of RPG Maker. Students will spend most of their time here to complete objectives, from creating a unique boss battle to writing and organizing events to doing ‘cinematic’ style cutscenes.

Let’s look at a student project in action. In a world where cats are disappearing, it’s up to one person to bring them back to their owners! But first—we need a companion. Someone strong. Someone cool. Someone who likes cats.

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To add flavor to the story, we can get creative with switches. We can write our event so that the character will only join us if a condition is met.

What this event boils down to is a simple form of logic, one that’s used in programming: if I wear sweet new hat, then they join our party, else do nothing.

If I was going to program my game in Java, it would look like this:

if(player.hasCoolHat()){
   secondCharacter.joinParty();
}

The function above says, “If the player has a cool hat, then the second character joins the party.”

You can see this below in RPG Maker: a switch, “hasCoolHat” is turned on, and in the Contents, “Change Party Member” adds our second character.

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Learning this logic early on is a great STEM skill (science, technology, engineering, and math). This logic can even make understanding more robust skills—like JavaScript—easier to achieve. Other programs that include this simplified approach towards programming are Scratch and Tynker, and just like those programs, we can go a lot more complex.

A switch has two options, ON or OFF. What if you wanted to have more? That’s where variables come in. A variable can have an infinite amount of options. This is another programming concept: a variable stores a value, which RPG Maker will call when the event is executed. The variable can keep track of gameplay: if you have a quest that needs to know how many cats have been rescued, this is where variables shine.

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Math is one of many components of programming; in RPG Maker, character damage is determined by formulas like the one below:

a.atk * 4 – b.def  * 2

These formulas can be made up of different operators, +, -, *, /, %; these are, of course, also used in programming. Not only do students do a bit of simple math to determine how their abilities perform in gameplay, they’re learning bits and pieces of programming to put towards their STEM education.

Phew! That was pretty intense, and that’s not nearly all there is to RPG Maker—in fact, we’ve barely scratched the surface. Students can choose a variety of paths when working with RPG Maker. From skill and event creation heavily rooted in logic and math, to world-building and character design to explore their craziest (and coolest) ideas! And because RPG Maker is approachable and intuitive, they’ll learn some great 21st century skills—like problem-solving and innovation—that they can take with them to university and beyond.

The hardest part about RPG Maker, I think, is to stop creating with it. If 16-year-old me had this tool at her disposal, I can only imagine what kind of awesome worlds she would have created.

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