IGM Tutorial: Saving

Want to check out a PDF of this tutorial? Right click save as HERE.

Today we’re going to make incredibly basic save and load gadgets. These can be expanded upon with menus and graphics among other things, but this tutorial is only going to cover the basic mechanics of how to save to a file and load from it.

We’ll be making these using the Action RPG plugin. You can download the GPD with everything you need to start this tutorial already set up, or you can start from scratch with these resources. Continue reading

Ruins of Rydos: Demo Review

Ruins of Rydos by Reynard Frost

Ruins of Rydos is what I would consider an exercise in simplicity. This in no way implies bad though.

Too often I think, we attempt to create something that is more complicated than it needs to be, myself included. Frost on the other hand, seems to have cut out all the unnecessary parts to leave nothing but a fun dungeon crawling adventure.

Not Oregon Trail

The game opens with a word crawl in front of a simplistically depicted background image of your caravan approaching the location the game takes place.

We learn that the characters are from an academy and are here to investigate some ruins. It feels mostly like an excuse plot, but it works in this case. After the crawl, you get to choose your gender and name the main character. The choice doesn’t matter that much, as both characters still end up in your party anyway.

Academy Expeditions with built in Shops

We start in the base camp, which includes weapon, armor, and item shops, and an inn to heal up our party. Not a lot of pizazz here, but its everything you need out of a town. Another thing you will notice is the graphics.

All the graphics in Ruins of Rydos, with the exception of the battle animations, are custom made for the game. They have a great old school charm, looking like they stepped right out of an NES game. Frost faked a 16×16 tile grid by treating each “pixel” as a 2×2 pixel block.

Black Shadows EVERYWHERE!

From the camp we go to explore the ruins. Exploring the ruins seems to take a lot of inspiration from old school roguelike games. While it does use standard rpg battles, enemies are seen on the map as black shadows that you can sneak around.

The ruins are barebones, but fun. There is a bit of a mazelike structure heading up to the top, and dodging enemies when I don’t feel like fighting is a nice break from the otherwise old school feel of the game.

Coming to an Skating Rink near you: Slimes on Ice

The four characters are archetypical in play, but balance well. Gerald and Miles are physical hitters, Brenda is a healer, and Reynard is a mage. Most of your heavy damage will probably come from Reynard, especially if you can find the enemies’ elemental weaknesses.

The bulk of the gameplay is just going further and further into the ruins. You can return to the entrance from the beginning of every floor, but you can only start the ruins from either the bottom of the ruins…

The last one please.

… or from the convenient warp points every five floors once you activate them.

In the current demo, the game ends at the tenth floor after the second boss, which hints at a further story yet to be seen.

So what did I think of the game?

Its good. Its not epic, its not going to be the next Final Fantasy 7. But it does a lot with very little. The gameplay was simple but well thought out, and the minimalistic graphics really appealed to me aesthetically.

Overall, I’m really interested to see the game through to its end. (Note: As of this writing, Frost has informed me that an updated version of the demo would be coming within the next two weeks).

I also caught up with Reynard Frost to ask him a few questions about his background in RPG Maker, his inspirations, and his design process with Ruins of Rydos.

What is your history with RPG Maker?

I’ve been using RPG Maker for years, since the 95 and 2k days. I don’t even remember how I got into it originally, I think I searched online for a way to create RPGs and stumbled upon it. Since then, I had spent my time creating tech demos here and there. Proof of concepts mostly. I jumped into 2k3, but soon after I walked away from RPG Maker and  focused more on recreational gaming and college. I walked away mostly due to the legality behind the early makers, and once XP became available officially to the US, I jumped right back on board and got back to creating different ideas. I did the same for VX, and then eventually to Ace which I’m using for Rydos.

What are your inspirations for game design?

My major inspiration comes from playing the games I like to play. RPGs mostly. By immersing myself in what has been done, I can imagine what can be done. I’ve also had the privilege to work at a couple development studios such as Sony Santa Monica and Naughty Dog, which let me get some first hand experience at seeing how games are developed and designed.

What skills do you think you bring to the table with RPG Maker?

My skills involve Project Management, Level Design, Dialogue, Eventing (It counts!), and some novice Pixel art. I enjoy using as much of the core features that RPG Maker offers and seeing how far I can push them without resorting to scripting (although I do use scripts).

What made you decide to use simple design with Ruins of Rydos?

Well originally the idea was to create Rydos in a month for National Game Development Month. I wanted to create a simple, bare bones, RPG that was fun to play, but also reasonable enough to make on my own in thirty days. I see a lot of new guys and gals creating their “dream game” that is loaded up with a bunch of features for what seems like the sake of having features. A “More Features is Mo’ Betta” school of thought. I wanted to create a game that could set an example and let others know that you can still make a fun game with a core set of features without including every single feature you’ve ever seen in other games. When creating something, be it a story or a game, I try to remember what Antoine de Saint-Exuper said, “Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.”

However, despite how simple my game idea was, my job and the amount of art required (I’m going for a full 8-bit look, no RTP) prevented me from finishing the full game for NaGaDeMo. However, I did manage to complete the Alpha Demo and get it submitted to the contest website.

Did you have any help with the resources in your game?

I did get a bit of help. I’m using the Super Dante music from the Ace Pre-order bonus, as well as several scripts from Yanfly, Jet, peachround and NeonBlack. As for the art, I drew all of it myself (using a lot of references).

What one thing do you think is important for all RPG Maker developers to keep in mind?

The one piece of advice I’d share with everyone is to “Work with what you have”. A lot of folks kind of sit on their laurels waiting for everything to be perfect or to have this ideal amount of people helping them or ideal amount of resources. You’ll never finish your game with a mindset like that. You need to use what you have, and make the best you can with it. If you get some extra help, fine. But work on what you can and make the best of it. It’s better to have a finished product that’s rough than an unfinished mess that’s only partially perfect.

IGM Tutorial: Lives Left

Want to check out a PDF of this tutorial? Right click save as HERE.

Thus far in our shooting game we’ve made enemies, we have hit points, and we can die endlessly. Let’s go over how to put a cap on dying, show the number of lives left on the screen, and rock a game over screen.

So the first thing we need to do is figure out how many lives we want. I say two (just to keep it a different number from our max health). Open up our shooting game and head to the “Materials” tab and the “Memories” sub-tab. Here you’ll find a bunch of preset memories in red. One of them is “Player Lives Left”. There is also one for “Player Max Lives” but you don’t need to worry about it for now. On “Player Lives Left” just increase the number to two and you’re done here.

Continue reading

The Nothing Battles

With the new modern day tiles, ever think maybe you needed some modern day music?

Look no further than The Nothing Battles, a rock based, guitar thrashing album created by our IGM Tutorial writer and forum staff member Kain Vinosec.

For the next two weeks you can pick up this album, giving you access tracks ready made to work in our programs with looping included, for the discounted price of only 4.99 USD! This gives you an amazing album to listen to, with the added benefits of licensing for use with our programs.

Head on over to our sales page to listen to sample tracks, and buy your copy of the Nothing Battles today!

Features: How do I choose?

One of the great things about the RPG Maker line is how customizable it is. Almost any feature you can think of can be implemented with events or scripts. And even if you don’t know how to script, you can find plenty of ready to use scripts written by some amazing coders over on our forums.

This can lead to brilliant things… and horrible things. One of the problems that newbies (and some veterans) have is trying to decide: What scripts/features should I include in my game? A lot of times this ends up with what is known as Script Bloat. They include everything they can think of, without thinking of how it works in the game. I’m going to propose 4 easy questions you can ask yourself to determine whether you really need that feature you are considering throwing in. I’ll also include a couple of examples from big name RPGs to illustrate my point. Continue reading

In Search For Dragons: Demo Review

In Search for Dragons is a game currently in development using RPG Maker VX Ace by Indrah, a member of the RPGMakerWeb forums.

Even before gracing this blog (obviously a huge honor), In Search for Dragons had already been the runner up in RMN’s Nugget Crash Course contest, as well as having won RPGMakerWeb’s own Set the Setting Contest.

But enough about the accolades let’s get to my actual impressions from playing the demo! Continue reading

Summer Fun Contest!

Ah, summer! The beach, the water, the heat that demands icy cold treats … It is a time of fun and a time of celebration. With all that spare time you are spending lounging on the beach, why don’t you join in on our community contest!

~Deadline~

Sunday, July 29that midnight EST (GMT -4).

~Prizes~

First place: Any one item from our official store.
That’s right, folks! This is your chance to get your hands on a copy of VXAce, or perhaps that shiny new resource pack you’ve been eying.
Second place: Any one item from our official store except VXAce.
Third place: Any resource pack from our official store.

All participants will also receive a nifty little badge that you can proudly display in your signature.

~Rules~

1) Your entry must be a mini-game that’s thematically related to summer.
Not sure what to do? Well, there’s beach volleyball, ice-cream dash, sandcastle building, crab mini-maze or crazy surfing bonanza.
2) Your entry must be made in a legal RPG Maker engine or IGM.
3) You must provide credits for any non-RPG Maker material. No rips are allowed! Please make sure you have permission to use any external resources in your projects.
4) Your entry should be posted here.
5) Judges must have an unencrypted version of your entry. If you don’t want your unencrypted entry to be made public, please pm it to me (Lunarea) before Sunday, July 29th at midnight EST (GMT -4).
5) You may create an entry thread at any point and update it accordingly. The project version that’s in your thread at the deadline will be counted as the final entry.

~Judging~

The entries will be judged by the following criteria:
Fun factor – /40
Originality – /20
Playability – /20
Adherence to theme – /10
Effort – /10

Let the summer fun begin~!

IGM Tutorial: Health Bar

Want to check out a PDF of this tutorial? Right click save as HERE.

We’ve already went over how to show enemy and player health with numbers.
Let’s take that knowledge and use it to apply a health bar instead. We’ll be
using the shooting game we were working on. Here is the GPD if you need it.
Health bar resource!

So import your health bar under the “Materials” tab, and then head to the
“Memories” sub-tab. You already have your “Player Health” memory set at 3, but
in order for a health bar to work properly you need to set your Max Health as
well. So go ahead and change that memory to 3 for now. Then head to the
“Menus” tab and the “Menu Parts” sub-tab. Continue reading

VX Ace: Make Your Own Game Tutorial VII: Creating Encounters Part 2

In this tutorial we will finish up creating our encounters, and create the sample games final boss: Morris the Fanatic cultist!

If you would like to read the full version, right click save as the pdf version HERE. But now, let’s get on to the preview! Continue reading

Modern Tileset Pack Interview!

Today, we put up the first in a line of Modern Tileset packs created by one of our very wonderful and friendly forum Admins: Lunarea.

This pack includes everything you need to build a city street, and a home interior!

You can head over to the store and pick it up right now!

I took the time to catch up with her and ask her some fun questions about her experience with RPG Maker, Video Games, Art, and creating tiles. So let’s get started! Continue reading