Ahhhhh, its time for Force Awakens guys. Ok, yeah, maybe not all of you are as much of Star Wars nerds as me, but I suspect that there are a good many of you that are just as excited about this as I am. I know that it has been buzzing among the staff how excited we all are to see it.

So since my mind is on Star Wars anyway: Let’s talk about Star Wars. So what is it, that we as Game Devs, can learn from Star Wars.

#1: Always make sure your first game stands on its own.

Look, we understand. Everyone wants to make a franchise these days. Everyone is always thinking about their sequel even before they get done with the first game.

BUT, but but: You have to make sure your first game stands on its own as complete.

Yeah, leave some room for those sequel hooks. Have Vader flying off still alive at the end. Have the Empire still around. But you need to not spend the entire game as setup.

Ending

All climaxes don’t have to include exploding moon sized Space Stations, but when they do it’s cool.

You need a climax, not a cliffhanger. You need to have accomplished something. Your heroes need their Death Star.

Because you don’t know if you will ever make a game two. Your job is to make game ONE good. And if no one is interested in game one because it doesn’t have a satisfying ending, because its all there to set up game two…. you probably will lose a lot of motivation and never finish game two.

#2: You can always use a different perspective.

So now, let’s talk about the prequels. Now… yeah, I know. I know. They suck. Well, sort of. Honestly, they aren’t THAT bad, but they certainly aren’t very good either. The worldbuilding in them is still interesting. And the overall story still makes sense… but the execution is just…. lacking.

Lucas had gotten to the point where he was writer, directer, producer: He had so much money, he didn’t HAVE to see anyone else’s perspective. And what we learned was… well maybe he should have. His writing is a bit stilted, and his directing somehow manages to get bad performances from great actors like Ewan McGregor and Natalie Portman. I’m still not sure whether Hayden Christensen was actually a bad actor, or if it was just good old George direction.

I dont like sand...

I dont like sand…

And while maybe you aren’t as singularly bad as Lucas is at writing and directing, you can still always use someone else who can tell you when your game is doing something stupid.

Bring in friends who will be brutally honest. Don’t get a bunch of yes men for playtesters. You need people to tell you when you have written something like “I don’t like sand.”

#3: Sometimes, the Setting isn’t the Genre.

So what is the genre of Star Wars? I know what you are about to say: Sci-Fi. Or maybe if you are a bit more discerning, Science Fantasy, or soft Sci-fi.

But this reminds me of a talk I got to go to that was being held by Terry Brooks. Terry Brooks is the author of the Shannara series, the Magic Kingdom For Sale series… and most importantly for this discussion, the novelization of Phantom Menace. Which by the way, is better than the movie. But that is irrelevant to this conversation.

Just being able to read his lines rather than hear them grate down my ear canals was a great improvement.

Just being able to read his lines rather than hear them grate down my ear canals was a great improvement.

Anyway, part of the Q&A section of the talk, someone asked him about what it was like writing the novelization of Phantom Menace. And in it, he discussed a conversation with George Lucas. And it went something like this “paraphrased, I can’t remember the exact words”:

“George, I’m glad you thought of me to do this, but I’m not sure that I can. I mean, I don’t write sci-fi books.”

“Thats OK, I don’t write Sci-fi movies.”

Which of course led to “bwuh?” And really, they both write the same genre. They write ADVENTURE stories. Fantasy, sci-fi, that is all just trappings. The important part is the adventure, not the trappings surrounding it. there are other stories where it DOES matter. Star Trek for instance, is much more sci-fi, because the science part matters to the plot.

And generally, with our games we can see the same. Maybe we should be mindful what genre we are actually writing in when we start, because the setting, is not the genre. And adventure and scifi definitely have different tropes that define them.

#4: You Don’t Have to Explain Everything

Do you have sections of your game that are just there to dump info on your players?

Is it too long? Does it make your audience roll their eyes at the length… or maybe it just makes them roll their eyes because its stupid?

Guys. guys. Midichlorians. *sounds of rioting*

Guys. guys. Midichlorians! *sounds of rioting*

You really only have to tell your players as much as necessary to get the story and make informed decisions. Sometimes you shouldn’t even give them that much, if you are planning on tricking them into a course of action and reveal it was dumb later.

You can include extra information that players can read. Like the books in Skyrim or the Encyclopedias in Bioware games. But the player should be able to learn what he NEEDs from the game portion, and all that is just for if they are interested.

And some things, don’t need to EVER, EVER have real explanations. You should leave a bit of mystery in your world. You don’t have to explain fully all the origins of the gods, or how they give powers, or how a mystical energy field is able to be interacted with by a STUPID SINGLE CELL ORGANISM THAT INFECTS YOUR BODY GOD MIDICHLORIANS ARE SO STUPID.

So what do you think we can learn from Star Wars? Or just want to talk about the series, or the new movie? Join us in the comments section below. But remember, NO SPOILERS. For every spoiler I see for the new movie, I will ban you.

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Now, its time to talk about the most difficult thing in all of making games. Harder than coding. Harder than art. Harder that eventing or mapping. The most difficult thing you will ever encounter.

No matter how many methods I’ve come up with to do it, I’ve never really mastered it. Naming things.

Why is it so hard? In all my years writing stories, making games, making RPG characters, the one thing, that has always alluded me: Names. The whole story flows into the outline. Complex characters with goals and desires and flaws… but all of them are written in the outline as “Adventurous Guy” “Ninja Girl”.

So, let’s walk through some steps to maybe overcome our inability to name characters/places/etc.

Method 1: Baby Name sites

So I have my character, its a Ninja character right? So I know, I’ll just look up Japanese names in a baby name site.

I know, Ichiro. No wait, that has a boring name, and I can think of like 8 anime characters with that name and I hate using names that I see other places…

And a baseball player, but seriously, who watches baseball?

And a baseball player, but seriously, who watches baseball?

Or what about Yasahiro. That means calm and knowledgeable. That is a pretty cool meaning. But it doesn’t roll off the tongue really well. Or it does, I don’t even know anymore. Why is this so hard!?

Method 2: Random Name Generators

Fine. Fine. I’m just going to go to a stupid site and just click a button and have it tell me what I should name this character. Maybe this Elven Archer, I can get a name for that one right?

Túchanar: As opposed to one chanar, or three chanar
Tunnor: Two, nor three, nor four.
Daedhrogon: Yes, the Day Dragon.
Arahaelon: “Whats the weather like out there?” “It are a hailin’!”
Loenor: “I’ll have to give my name back eventually.” “Why?” “Its a loaner.”
Aeglosson: Better than a matte son I suppose…

These names are awful too. I’ll never be able to do this. Fine. Fine. I’m going to get desperate.

Method 3: The Keyboard Smash

Beloved by renowned writer HP Lovecraft, let us just smash our hands into our keyboard and see what comes out.

Seriously, how else do you explain the Old Ones?

Seriously, how else do you explain the Great Old Ones

ewfbecipdfkldjkemcueienmoxeconewoferuafoduifegasndfarpekbgeumounjnbqhyeoi

Ferua?
Becip?
Duifeg?
Xeco?

Nope. Nope. Nope. I’m doomed. This is terrible.

Method 4: Cry, Accept Your Fate.

AdiBPrO

Auuuugh, I’ll never get this game finished. It will sit eternally on my hard drive with a bunch of placeholder names because I can’t figure out what to name them.

Fine. Fine, they are all named Bob. Just an entire world of Bobs. Wait wait. I have to name locations too. Fine. Bobland. Bobtown. Bobville. Bobian Empire.

And the name of the game: The Bob of the Bobs.

I don’t even know. I have no idea how to name characters, places, or games. How do you do it? Tell me about your naming schemes in the comments below. Or just tell me about your own woes when it comes to naming things.

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One of the things that I think you really, really need to make a good game in RPG Maker, is a well rounded skillset. But, it’s really easy, when working on your game, to just avoid parts you aren’t good at, put them off til later. Or just avoid parts that you hate.

Well, I don’t have to balance weapons right now, I’ve got plenty of mapping left to do.

I don’t need to work on eventing that system, I have plenty of dialogue to write.

Meh, I’ll just map this section tomorrow. But tomorrow never comes.

The "best" time to do that complex event system.

The “best” time to do that complex event system.

Its not that we aren’t working on our games. We may work on our games for hours every day. But its so easy to never finish because you NEVER do the parts you aren’t good at, and you never improve the skills.

Every RPG Maker user should be able to event, map, do database work. All the parts of the program itself. If you can’t do some part of that, practice. And not only that, when you step into arts, and music and plugins. Look, not everyone has to be an artist. Not everyone has to be a coder. Not everyone has to be a musician. But you have to be able to know how to do the basics.

Can you recolor a sprite? Can you identify when two pieces don’t match stylistically? You NEED to be able to do this.

Can you identify good music for the mood of a scene? Can you time a scene to music? You NEED to be able to do this.

Can you find the plugins you truly need? Do you know how to implement them, and implement all their options? You NEED to be able to do this.

If you are just here to mess around and have a bit of fun, and you don’t care about completing anything, that is fine. But if you are in the hobby (or if you want to make that hobby a profession), then you need to learn everything, you need to take it learning every part of the process a priority.

Now, you don’t have to be perfect at everything. A game can survive being mediocre in some areas as long as it excels in others, but what you can’t do, is have a part of your game be BAD. There are some games that have cool story, great visual style, and amazing music, but if it fails in various mechanics areas, its going to be bad, and no one will want to play it.

I still have not gotten over how much the gameplay of this game made me sad.

I still have not gotten over how much the gameplay of this game made me sad.

So today, I have a challenge for you. Over the next couple of weeks, you are to identify the thing that you struggle with in RPG Maker. What is your weakness? Then spend a chunk of your RM time practicing that thing until you can see a difference. Don’t put it down. Keep working at it. Make yourself work on it.

Want some inspiration? Join me live on our Youtube channel Wednesday, December 9th at 6pm Eastern time, while I work on making myself better at monster attack patterns and AI. Make sure to subscribe to get updates on this and any other stream we do!

In the comments below, tell us about what your weakness is. What are you going to work on the next few weeks to improve YOUR RPG Maker skills?

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So you’ve gotten RPG Maker MV, gotten over the initial “What am I even doing?” and are ready to start building a game.

You’ve written out your 20 page story outline and you have an honestly unhealthy amount of junk food and energy drinks at the ready to get you through the dev time.

Red Bull, it gives you wings. calm down Icarus.

Red Bull, it gives you wings. calm down Icarus.

But maybe, just maybe, you are biting off a bit more than you can chew.

Sometimes, less and more. And all of the time, less is more likely to even get done.

“But, Nick, I have this epic story in this epic world, with these epic characters!”

Yeah, I know, man. I do, too. I have an entire notebook devoted to one story. But you know what that notebook is doing? Sitting there. I pull it out and write more in it occasionally, but its not something I’ll probably every finish. And unless I had like, 2 years of time, no worries, no bills, groceries to buy, etc., to do it, I don’t even think it would be feasible to try (All you millionaires out there, if you wish to front the money, I’d be willing to make the effort).

And if its your first game? Even more reason not to go with your magnum opus first. You are going to learn a LOT in your first game. And if it is a long sprawling epic, by the time you get to the end, you are going to groan out how much you need to redo in the beginning when you were just learning to waddle.

So what should you do instead?

Identify the One Thing that is the center of your design.

What is it, that ONE thing that you are most excited about with the story you want to tell? It can be a part of the story theme, a character, the world?

Then build a small game around that one thing.

Feature the World. Or the character. Build the whole game around that one thing, and have it be maybe a couple of hours. Get experience FINISHING something.

For example, the sprawling epic in my notebook, the key center of it, is the idea of sentient swords that are magical focuses, in a world where magic without one is very very limited. It leads to a culture of magical knight type people. I could make a small game that focuses specifically on that culture. Pick a time period in the storyline, make a small, more minor character, and write a shorter story that introduces everyone to the world. This could make a great small game.

Now, the important thing:

Avoid Story Creep

Its so easy, so, so easy to start with something small, and then you think of a new idea that enhances it. And then another new idea that enhances it. And another new idea. And another. And eventually, you are back to having an epic again.

You have to avoid doing this. Now, one idea, two, isn’t a problem. Implement the ones that are the best and try to ignore the ones that don’t enhance your game, or enhance it only very little. You can’t do everything.

skyrim-over-encumbered

Its a similar idea, but you can’t just equip +50 encumbrance boots in real life.

Do you have experience with starting small and finishing a game? Do you have experience with starting large and… well never finishing? Some other experience with your first game? Tell us in the comments below!

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So you’ve picked up RPG Maker MV, and you’ve never used RPG Maker before. Or done any coding. Maybe you just like the idea of writing your own stories. Or maybe you are an artist who is looking for a context for your cool looking characters.

Either way, you’re new. Or maybe you aren’t and you just want to see what I have to say. That’s good too, maybe you RPG Maker veterans can tell me some things I missed in the comments. I mean, I don’t know everything. Which leads me to the first point:

You aren’t going to know everything, and that’s OK

Look, when you first start with RPG Maker, you are going to run into moments where you don’t know how to do what you want to do. I still blank on how to do things in RPG Maker and I’ve used it for longer than some of our users have been alive.

Action Patterns are still a bit tricky to me even now.

Action Patterns are still a bit tricky to me even now.

Now, don’t get me wrong. RPG Maker really IS easy enough for a child, and with just a little bit of guidance, you will probably be able to do most things just by experimenting with the editor. But sometimes you won’t. Maybe its a bit more complex. Or maybe you just learn different and self learning isn’t your thing.

That is OK. Don’t give up.

Your game is still there for you to make. Making a mistake, not knowing what to do next, those aren’t failures. Quitting is failing.

Whenever you need some help, or maybe just some encouragement in RPG Maker, there is a perfect place for you to go: Our forums. The RPG Maker fans are some of the most knowledgeable and helpful crew I’ve ever had the chance to hang around, and I promise that if you need some advice or instruction, its either already on the forums somewhere or someone will be able to point you in the right direction.

So now, you’ve learned how to use RPG Maker enough to make a game. Its time to finish that masterpiece, except…

Your first game will probably be abysmal and that’s OK

RPG Maker MV is an awesome tool for creating your own game. Its simple to learn, with a high degree of power for those that want to dip into coding. But while it lowers the barrier of entry on making a game, it doesn’t lower the barrier of entry for being good at game design.

Look, game design is an art. Its not easy, but no dream worth doing is. And just like drawing, painting, playing an instrument, composing, writing, etc, you aren’t going to be great at it the first time you do it.

Why can I not play this? I picked up the violin 3 days ago. That is so many days.

Why can I not play this? I picked up the violin 3 days ago. That is like, so many days.

What does make you good at it? Study, practice, experiment, tweak.

Pick up a game that you really like. Now, start thinking about WHAT you like about it. What parts of the mechanics work? Why do you think they work? You have to think differently about games to learn game design from them. Read what designers have to say. Maybe pick up a book or two on design.

Then put that in motion. Make games. Do some games just to get in the rhythm. Practice with things you’ve learned from studying. Try to implement them in ways that works for the same reasons.

Then try something new. Implement mechanics in novel ways, or implement mechanics you’ve never even seen. Experiment. Always think about HOW the mechanic you are using will affect the game.

Look at what you’ve done that works, look at what you’ve done that doesn’t. Enhance the parts that work, work on the things that you think COULD still work, and abandon the things that were bad ideas.

Because you WILL have bad ideas. We all do. The only way to learn is to do. You aren’t going to get better by just sitting there. Art takes dedication. But its worth it.

You CAN succeed. And that is definitely OK.

Look. Making a good game takes dedication. It takes learning. It takes being open to new ideas. And it will take time. But you can do it.

The only thing that stops someone from becoming good is themselves. Talent isn’t nonexistent, but its mostly a myth. All those people who are good at things: They worked at it. Yoshitaka Amano wasn’t born knowing how to make breathtaking watercolors. Yasunori Mitsuda wasn’t born knowing how to put together notes that will forever be emblazoned in our minds.

They worked at it. Skill is what carries them through. And skill is something anyone can build if they work hard enough. You can be a good designer. Just don’t give up on your dream just because it gets hard. Keep practicing. Keep learning. Never, ever stop learning.

Want to talk about your experiences with learning game design? Just a newbie who wants to ask some questions? Join us in the comments below, or check out the discussion topic on our forums!

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Dev Blog – Skyforge Part Two, Battlers!

in Resources

First we will take a look at the big boss, Lord Alias’Thra

skyforge-concepting_boss

If you remember from the previous blog post, I usually start with a rough silhouette

skyforge-concepting_boss_d1

Here you can see I have a slightly less rough outline, and I’ve started rendering some of the areas

skyforge-concepting_boss_d2

more rendering

skyforge-concepting_boss_p1

And here he is, in all his vainglory.

skyforge-concepting_corruptedelf

Initial silhouette sketch

skyforge-concepting_corruptedelf_t1

skyforge-concepting_corruptedelf_p1

skyforge-concepting_nightmare

skyforge-concepting_nightmare_t1

skyforge-concepting_nightmare_p1

skyforge-concepting_dragon2

skyforge-concepting_dragon_t1

skyforge-concepting_dragon_t2

skyforge-concepting_dragon_c1

skyforge-concepting_dragon_p1

skyforge-concepting_golem

skyforge_golem_p2

Join me here for the next installment of battlebacks as I continue to refine this BattlePACK!

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The Preorder period for RPG Maker MV ends soon, don’t miss out on bonus resources, preorder today!

Its Episode 12 and we are almost done with our Plugin Previews! Which means that we have almost no time to figure out who is the yogurt thief! Also, that today will be filled with awesome plugins, I guess.

Unfortunately, due to unforeseen circumstances, we won’t have the big guns today, instead we will need to wait until tomorrow for those! But we do have several cool plugins to show off. First up we have Save Event Locations from Yanfly, allowing your maps to keep events where you last left them. Yanfly has also created a plugin to easily have NPCs chase the player. And from Yami, we have Transfer and Steal States, letting you move states from one character to another.

Click below to see these and MORE in action, on the RPGMaker Channel!

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And now, with time running down, we need to hurry to identify the Yogurt Thief!

The RMW Investigation team has selected >Talk to Ralph

I find Ralph and Eric sitting near the set, waiting for the next scene to roll. Eric is browsing through a magazine, while Ralph is idly munching on an apple.

“Hello, Ralph, I need to ask you a few questions about some recent happenings,” I say dutifully.

“Sure, anything to help!” he says enthusiastically. Eric looks over the top of the magazine he is reading.

“Recently there has been a rash of… very serious food thefts. First your pudding, and now my yogurt. The post it claiming your pudding seems to have been removed and thrown to the side. And the culprit who stole my yogurt seems to have been trying to frame you. Though as Eric has told me, this is clearly false as you were too grumpy…”

“Hey!” he interjects, shooting daggers in Eric’s direction.

“… to have eaten a delicious mango yogurt that day. As such, I believe the key is to find out who your enemies are.” I nod, amazed at my own deductive reasoning.

“Enemies? I can’t think of any, I get along with everyone!” He beams with a giant goofy smile.

Eric flips the page of his magazine, never looking up. “What about that Prince whose bride ran off after you instead of marrying him?”

“All I did was save her kingdom! I didn’t want to marry her!”

“Or that vizier you accused of murder.”

“All I said was that it always seems to be the adviser in these situations! And did you see his mustache! He looked like a villain!”

“Or that white haired pretty boy swordsman, what was his name, Oscar?”

“That was a friendly rivalry!”

Eric finally looks up from his magazine, fixing Ralph with an exasperated stare. A few seconds tick by in silence.

“OK, fine, I have enemies, but no more than any heroic hero doing good has,” he grumbles, barely audible. “Its not like we KNOW they are after me.” He idly kicks a small rock that had inexplicably ended up in our studio petulantly.

Hmmm… It seems most of Ralph’s enemies don’t have access to our set. That means they must have snuck on. I thought we were dealing with a member of the cast. That gives us more options. We can investigate the evidence we have already gathered, or talk to our security guard to see if there were any weird reports.

>Talk to Alex
>Talk to ROB (Security Guard)
>Examine Note
>Examine Post It.

Which of these Plugins do YOU plan on using? How are you going to use them? Do you have any interesting ideas for Transferring and Stealing States? Join us in the comments below! And don’t forget to vote for the next step in our Yogurt Theft investigation!

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Want to use these plugins and more as soon as possible? Preorder RPG Maker MV TODAY!

Hey, it’s episode ELEVEN. If you don’t know what is going on, we are previewing plugins, and also, investigating a yogurt theft in the staff kitchen on the blog. Obviously the latter is more important, but I understand if you are here to investigate the plugins instead.

Last time, Ralph, Eric, and our other heroes (and potential food thieves), expressed concern for our MV heroes who have gone missing without contact. Will we hear from them again? Will Ralph and Co need to save them, or will they escape on their own? Or maybe they just forgot to put batteries in their inter-dimensional walkie talkie?

Today, from Yanfly, we feature the Region Restriction plugin, a neat way to keep NPCs from blocking the path of your party as they wander through your world. We’ll also be showing off a cool plugin to enhance the mouse controls of MV, allowing you to make the game even MORE intuitive for the player. Also, we have a few utility scripts and then a video on Parallax Mapping tips!

But I’m sure you don’t want to hear me talk about plugins, you want to see them in action. Click below to check out the episode, then come back for the next chapter in our investigation!

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And now, for the case of the missing Yogurt. Last time, we learned that Ralph couldn’t have taken the yogurt, as his mood was entirely wrong for when he has eaten something delicious. And that is where I asked you to help. I think that, together, we can catch this evil, depraved, immoral, and inconsiderate yogurt thief.

The RMW Investigation team selected: >Examine Fridge

I open the fridge to take a look, and what I see is a horror show. When was this thing cleaned last? There are stacks of leftover takeout and tupperware leftovers, and a gallon of milk that I believe was last opened in the Super Dante days. As I move some things around, the vague smell of rotten eggs invades my nostrils.

In the drawer where I normally put my yogurt, there is nothing. Well, nothing that is mine anyway. I find a half eaten summer sausage in a ziploc. The label on it is indecipherable. I’m not sure whose it is.

As I rummage through the fridge, I hear a voice behind me.

“Hey, I just need to get to my lunch.”

I turn, narrowing my eyes to see what interloper is interrupting this very serious investigation to see Aluxes standing behind me. “Not now, this is an important investigation into theft,” I respond adamantly.

“Wait, is this about the pudding! I told Ralph there wasn’t a post it on there saying it was his when I found it! And I said I was sorry already!” he blurts.

“What, no. This is about my yogurt. My beautiful, innocent mango yogurt. But wait, you admit to being a food thief!” Aha, a lead. “If you’ve done it once, of course you would do it again!”

“No way! Anyway, I’m allergic to mango, see,” he turns his wrist over to reveal a medical alert bracelet of holy protection +4, with his mango allergy engraved on the underside.

“That is… that is the saddest thing I have ever heard,” I say, tears welling up. The emotion this evokes in me cannot be described. The pure sorrow. “How can anyone truly be happy without mango?”

“Are you… are you OK? Do I need to get someone, uh, I think I’m going to be going now.” Aluxes excuses himself, leaving with repeated shallow bows as he backs out of the breakroom.

Realizing I could not spend any more time contemplating the sad fate that was his mango allergy, I return my investigation to the refrigerator, I notice something crumpled up and what seems like deliberately thrown in the back, behind some kind of Chinese food that was beyond identifying at this point. A post it note. On it reads “Ralph’s Pudding, do not eat!!!!!!!!!!!!”. In the corner, underneath the frankly excessive amounts of exclamation marks, there is a rough drawing of an angry Ralph.

Could Aluxes be telling the truth? Maybe the post it was removed before he saw it? Or did he remove it himself and is now deflecting the blame. It seems we have even more mysteries on our hands than when we started. What should be our next step?

>Talk to Ralph
>Talk to Alex
>Examine Note
>Examine Post It

So what do you think of the plugins we’ve previewed today? Ever been annoyed at being caught in a corner by an NPC? Like the looks of those mouse enhancements? Tell us in the comments below. And don’t forget to vote for the next step in the Great Yogurt Thief Investigation in the comments here or on our Facebook.

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Hello, fellow RMers, its that time again. The tenth episode of our RPGMaker Channel Plugin Previews is here!

Ralph and Eric are joined by their friends, and the time has come to exact revenge on the yogurt thi-, I mean, its time to check out more plugins. Will we learn more about Alex’s adventures through time and space? Will Aluxes instigate more jokes out of Eric at Ralph’s expense? Will someone bring me a yogurt!?

Anyway, another day of previews have come, and we’ll be checking out two really useful scripts by Yanfly. The first, the Battle AI Core will give you great new options to make your enemies smarter and meaner. And the second, Region events, will let you assign common events to entire regions for when they are stepped on, giving you plenty of options for implementing mechanics fast and easy.

But now on to the important part, wiping that smile off Ralph’s face for stealing my… wait no, no, click below to check the episode. That was the important part.

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Finally, I can talk about what really matters. During the episode, I had a chance to talk to Eric. He told me Ralph was grumpy all day yesterday, so there was no way he had eaten my delicious mango yogurt, it would have cheered him up. And Eric knows Ralph better than anyone, so I trust him. Hmm… This means someone is trying to frame Ralph.

Who should I do next to solve the case of the missing yogurt? Make sure to vote in the comments here, on Facebook, or on the forums!

>Talk to Aluxes
>Talk to Alex
>Talk to Ralph
>Examine Note
>Examine Fridge

So, have the plugins in this episode given you any ideas for your game? Have a vote for my investigation into that diabolical yogurt theft? Tell us in the comments below.

And remember RPG Maker MV is just around the corner. Don’t miss out on our preorder bonuses, Pick it up Today!

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(Editor’s Note: We now continue our regular scheduled intros without our previous writer, who has left us to become a train hobo, or something. Who cares.)

Eight glorious episodes of the RPGMaker Channel Plugin Previews are behind us, and now to hit the home run in the Ninth!

The days are ticking down to the release of RPG Maker MV, and Ralph and Eric aren’t done yet. They have more questions to answer, and more plugins to preview. Will Eric have to make up for Ralph’s general obliviousness? Will whatshisname do something else totally obnoxious?

Today, we have the ultimate time saver Plugin from Yanfly: Base Troop Events, to make your repetitive and time consuming default battle eventing super super simple. Also on display, a quick tutorial on how to use the Main Menu Manager plugin to put a shop right in the menu! And in response to the many, many requests we have received, a brand new, just finished Text Wrapping script is also on display!

Join us in Episode 9 of the RPGMaker Channel to see these and more by clicking below!

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Do you have any plans for some default battle events now that you have the Base Troop Events to play with to cut down on the dev time? Does the shop in the menu tutorial give you some great ideas for your own in menu systems? And how much will you love some default text wrapping? Join us in the comments section below.

So with more plugins revealed, its time to preorder RPG Maker MV, right? Do it today!

Now time for some yogurt… hey, wait, what is this in the fridge.

puddinggone2

My yogurt. *cry*.

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