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:


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.)



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!


by taarna23 (original source) (Learning Together Tutorial, Winner 3)


Purpose of this Tutorial

I’ve decided to write this tutorial out of seeing this increasing need for people to back up their projects. I can’t actually stress this one enough. Back up your projects! At least once a week I see something like “help, my PC crashed and my files are corrupted!” Did they have a backup? Nope.

So, this tutorial is to help people make sure they have a backup. Not just a copy on Dropbox or some such, but real, proper version control.

RCS – Revision Control Software

It sounds complicated, I know, but it’s really pretty simple. Revision control software, when used correctly, tracks all changes made to all files in your project, who made those changes, when and even allows you to go back to any change on any file throughout the history of your project. Pretty cool, right?

“But wait,” I hear some people saying, “isn’t that just for big companies and huge software? That’s way to big and complex for someone like me. And probably expensive, too!”

Not really. Keeping your project’s files and progress safe should be your number one concern. Not getting feature x, y, or z in. Not getting your demo out. Keeping your project safe. It’s really easy to give into enthusiasm and dive into development, but if you’re not working to keep your files safe, then disaster is quite easily right around the corner.

Bitbucket – Free, Easy and Private

Most people have heard of Github as a place to store their projects, but I tend to prefer using Bitbucket for one simple reason: Bitbucket can have private repositories for free, while Github cannot.

What does this mean to you? It means that unless you have a paid account with Github, your project will be stored in such a way that anyone can come along and pull your project files, assuming they find your project. To me, this is not ideal. I want my project files to be mine until I decide otherwise.

So, for this tutorial, using Bitbucket, and their associated tool SourceTree (covered later) is what we will be looking at. Github is probably pretty similar, but you’ll have to pick a different tool to work with revision control.

Bitbucket Registration

Registering for Bitbucket is pretty much what you would expect for registering for a website. Head on over to to register your account.

The Dashboard

Once you’re registered and logged in, Bitbucket will take you to the default main page – the Dashboard.


The Dashboard gives you an overview of your projects and gives you quick access tot e various sections of the site that you’re most likely to need to use.

Repositories – This section shows a list of repositories you have access to, showing both your own repositories and ones you can access as a team.

Pull requests – A pull request is used when someone generally not directly related to the project makes a change to the code and would like it to be taken and made part of the project. This is generally used with open, public projects.

Issues – This is the area potential issues can be logged so that developers can find and squash these bugs. Or, as sometimes happens, squash the issue report, as it was just user error.

Snippets – This is a place where commonly-used bits of code can be stowed for future use. In this case, perhaps some of the more common script calls could be saved here for reference.

Creating a Repository


To create a new repository, Click Repositories at the top of the page, and click on Create Repository. This menu also shows the recent activity for your current repositories.


The basics of creating a new repository are simple – Really, you only need to give it a name and click the Create repository button. The advanced settings can be used to set more options, but those are outside the scope of this tutorial. After you’ve clicked Create repository, you’ll be taken to your repository’s page. Next, we’re going to need to grab SourceTree, the software that will be used to manage your project.


SourceTree is a piece of software that will help you manage your project’s repository and files. It allows you to review changes to files, compare changes in files, and upload your work to your repository.

To download SourceTree, click the link on your new repository page, or head on over to

When setting up SourceTree or a repository, it may ask you for an SSH key. Just click Cancel on that window (despite the fact that it tells you that you can click No).

Setting Up Your Repository in SourceTree

The new repository page does have a Clone in SourceTree button on it, but if your luck is anything like mine, clicking that will do absolutely nothing. If it does work, I don’t really know what to tell you to do next – it never has worked for me!


After clicking the Clone/New button at the top of SourceTree, The Clone/Add/Create Repository window pops up. Click the small globe icon button to the right of the Source Path/URL field and in the window that pops up, select your new repository and click the OK button. At this point, you can change the Destination Path if you want, just remember where you move it to. When finished, click the Clone button and your repository will be added to SourceTree. After the repository is added, a window will pop up prompting you for a name to identify you in this project, as well as your email address. These are required so that team members will know who made what changes, and so that in a team setting, members can be contacted about repository changes.

SourceTree Commands

Once you have a repository set up, there are a few commands you will need to know when using SourceTree. These are Pull, Commit and Push. We’ll go over the actual use of these commands and seeing what they do in practice later. For now, here’s a short outline of their functionality.

The Pull Command

The Pull command allows you to obtain any updates to a project that exist on the server, but not on your local copy. If you work with a team, or you work on more than one computer, it is extremely important to do this to prevent a mismatch or conflict (more on this subject later) of files.

The Commit Command

The Commit command allows changes you’ve made to be tracked by your local version control, but without being followed by a Push command, they will remain only as tracked local changes. Keep in mind that when working in a team or across multiple computers, committed changes will not be visible until they are sent to the server using the Push command.

The Push Command

The Push command takes all committed (see above) changes and sends them to the server. This is often done when completing a feature, reaching some kind of milestone, or even just at the end of the day or work period. When working in a team, it is considered polite to not push broken features, but rather, wait until they are complete, or at least semi-functional and unlikely to interfere in another’s work.

Preparing Your Project

You might wonder why a project needs a level of preparation, and the answer is quite simple – space. Every single time you push your changes to the server, the current files are backed up and the new ones are added in. If this is done with large files, such as music or large parallax maps, the size of your overall project storage will increase quite quickly. These files are best stored elsewhere and backed up by a means of your choosing – but do be sure to have a backup.

Note: This tutorial will only cover preparing a new project using RPG Maker MV.

Create A New Project

Create a new project in your Maker of choice (I will be using RPG Maker MV), and save it in a location separate from where you created the local folder for your repository. We will copy the files into the repository after preparing the project.

Remove Unnecessary Database Entries

Open up your new project, and remove everything that is not needed – tilesets, animations, actors, enemies, troops… the works. Most important, however, is to clear out the system-related sounds and music – things like the default battle music, ship music, and various menu sound effects.


Make sure you clear out those Music and Sound sections – unless you know for sure you’re going to be keeping them. Additionally, clear out the Vehicle Images, and even the images for the SV Attack Motions. Remember to set the Title Screen image to none and/or uncheck Draw Game Title.

If you do plan to use parts of the RTP, feel free to leave them in, but do remember that you will need to selectively delete files from the project folders so that you don’t remove those. Ideally, if you have a single actor with no graphics set on that actor, your project should still be capable of running without crashing. If any of the system files are removed without changing them, the game will not run and will inform you of what file is missing.


After removing everything from the system page of the database, it looks more like this. Don’t forget to check all other pages of the database, and remove default things that won’t be necessary for your project. Do remember that if you are using the RTP, you may not need to remove as much as this tutorial assumes. However, it may still be easier to remove everything and add things back in as you find you need them. If you plan to replace the icons, it may be easier to leave the Attack and Guard skills, and simply remove their icons – these two skills need to be exactly where they are within the database.

Note: Animation graphics take up a lot of space. Removing them is a good idea, and you can always add individual animations (on the Animations tab) by copying the needed graphics file into the correct folder, creating a new project and copying from the Animations tab of the new project into the Animations tab of the cleaned out project. This has been tested, and does work – you need only have the two projects open side-by-side.

Remove Unnecessary Files

After you have finished cleaning out the database, it’s time to clear out all unnecessary files, bringing the overall size of your project down to surprisingly small. There are a number of files and types that need to be removed – unneeded plugins, graphics, music, and sounds. These are all in different folders, but you also need to make sure you leave the folders in place.

Folder Listing

The following is a list of folders that will need to be examined. It is assumed you will make your way to these folders from within the new project’s main folder. To reiterate from earlier, these locations apply to RPG Maker MV.

  • audio/bgm – Contains music files in .ogg and .m4a formats
  • audio/bgs – Contains background (ambient) sounds in .ogg and .m4a formats
  • audio/me – Contains music effects (like victory fanfare) in .ogg and .m4a formats
  • audio/se – Contains sound effects in .ogg and .m4a formats
  • icon – Contains a single PNG file to act as your project’s icon
  • img/animations – Contains files for effect animations in .png format
  • img/battlebacks1 – Contains battle background floors in .png format
  • img/battlebacks2 – Contains battle background walls/etc. in .png format
  • img/characters – Contains actor, NPC, doors, etc. animations in .png format
  • img/enemies – Contains front-view enemy battlers in .png format
  • img/faces – Contains actor/NPC face sets in .png format
  • img/parallaxes – Contains parallax background images in .png format
  • img/sv_actors – Contains side-view battlers of the actors in .png format
  • img/sv_enemies – Contains side-view enemy battlers in .png format
  • img/system – Contains system-related images
    • Note: Most of these are required for your game to run. The weapons images may be removed if they have been cleared from the database. Other images should be left in place or replaces with project-specific images.
  • img/tilesets – Contains tileset images in .png format
  • img/titles1 – Contains base title screen backgrounds in .png format
  • img/titles2 – Contains title screen overlay images in .png format
  • js/plugins – Contains some plugins by default. None are configured by use for default.

With the above folders cleared out (with the noted exception of the img/system folder), your project will now be quite small, and is ready to be set up as your first commit and push to Bitbucket!

Adding Your Project to Revision Control

At this point, your entire project folder, or just the contents of that folder, can be added to your repository’s local folder, which we set up before cleaning up a new project. Either way is perfectly valid, and if you’re working in a team, should be agreed on by the team members. Find your repository folder and copy either your project folder, or all files inside that folder into your repository folder. When you do this, your changes will show up inside of SourceTree as Unstaged files. What this means this time is that the revision control software doesn’t know about these files, and is unsure if it should include them all, so it is waiting on you to choose. New files added or altered later on will also show as unstaged files, which will give you the option as to whether or not you want to check them in at that time.


Seeing as we need all of the files, click the Stage All button. The files will move up into the Staged files section.


The last step is to give this commit a description and then push it to the server’s repository. Remember that all commits should be given detailed descriptions so that you can refer to them in the future and know what was changed, and in some cases, why it was changed.

Check the Push changes checkbox below the description field, and click the commit button. After it’s done and you close the status window, SourceTree will now show that there is nothing to commit.

Note: If you forget to check the Push changes checkbox, the only difference is after you’ve clicked the Commit button, you will need to click the Push button on the ribbon at the top of the window.


That’s it! …mostly.

For the most part, that’s all there is to using SourceTree and Bitbucket. If you’re working on your project across more than one computer, or you’re working as part of a team, you’ll need to use the Pull command, which goes to the server and gets all files that have changed between the version you have and the version it has. In these cases, it is extremely important that you use Pull before starting work on the project, even if just to confirm there are no changes. If you do not, it is possible the work you do will cause a Conflict.


Sometimes when more than one person is working on a project, there will be problems called Conflicts. This occurs when two different versions of the project both show different changes to the same file. Through some kind of magic awesome technological stuff I don’t entirely understand, the system knows the difference between your changes to a file and someone else’s changes to that same file. Unfortunately, due to the nature of many, especially older, RPG Maker files, the process called merging is extremely difficult or downright impossible to do. In the case of a conflict, your only options are to use the local (your changes) or remote (someone else’s changes) version of the file. If you are working in a team and a file conflict occurs, talk it over with your team before blindly overwriting the remote files.

Updating With Your Changes

When working on your project, you can work directly with the files in your local copy of the repository. SourceTree will track any changes you make and is always ready to help you get them into revision control. Afterward, it’s the same process as the commit and push of the original project – give it a description, check the checkbox and click Commit.

Looking Back

You can look back at the history of your project at any point in time by selecting your repo on the far left side, clicking the little toggle arrow beside origin under Remotes (if it’s closed) and clicking on master. Master is the main “branch” of your project, and assuming you have not made other branches, is all that will be listed in here. In the main window to the right, a list will be shown of all commits to all branches of the project. If you have multiple branches, you can select which one to view information on.


Note: Branches are not covered in this tutorial, but they are generally used to develop large new features of a project and are either left as branches for any number of reasons, or are merged back in with the main project.

That’s it!

So, that’s really all there is to it. Once you have the basics down, it’s really easy. From there you just need to remember: Pull, do your work, commit and push. Do those steps every time and you should have no problems at all!

If you’d like to download this tutorial as a document file, here you go: Revision Control and You.docx

1 comment

For our second Learning Together Tutorial Winner, we’d like to feature one of our favorite RPG Maker Youtube Tutorial makers: Driftwood Gaming. In this tutorial, he teaches us how to make a mining system in MV, but be sure to check out the 200+ other RPG Maker tutorials Driftwood Gaming has to offer!

What other kinds of things could you do with this system? Tell us in the comments below!

1 comment

Comic by LittlePaw, using Manga Maker ComiPo! (original source)









Your chance for great deals on RPG Maker products runs out in less than 24 hours! Don’t let the Dark Lord win, pick up what you need for your game today!


Don’t have a project going right now? It’s the perfect time to start a small one to participate in our Learning Together Game Jam! The rules are pretty simple: Made in RPG Maker, Made completely between Oct 20 and Nov 3, and a few other details, make sure to check out the link!

Don’t worry if your game isn’t perfect. Game Jams are about experimenting and having fun. Just get out there, have fun, and make something!


Don’t have an Engine? All of our RPG Makers on Steam are on Sale right now, including RPG Maker MV, our latest version, 50% off, and RPG Maker VX Ace at an astounding 90% off.

Want to try out RPG Maker first, you can look at RPG Maker VX Ace LIte for free. But don’t delay too long, less than 24 hours remain on this sale!


Don’t have any inspiration? Why not pick up one of the numerous excellent games in the sale? Such as fantastic RPG Maker games like Last Word and Skyborn, both 80% off and ready to inspire you to greatness!

Need a bit of Steam cash to buy those games? Make sure to enter our MASSIVE Giveaway, featuring $1,000 in steam wallet codes, and tons of Degica Games!

We have the engines you need, the resources you need, the inspiration you need, and the event to drive you to complete your project. So what are you waiting for?



The Degica Games Steam Weekend Sale is here, and that means not only are there a lot of stellar games on sale, RPG Maker has also joined the fray!

You can check out all the new games and events on the page here, but for the RPG Maker stuff, you can keep on reading:

It’s Time To Jam…


…With New Packs…

As an extension of our previous Learning Together event, it is time for the Learning Together Game Jam! Put that knowledge you gained to the test to make a small game, starting today, and ending November 3rd!

You can use any version of RPG Maker to make your game, but with RPG Maker MV half off, it is the perfect time to pick it up if you haven’t already.

You can read the full rules and details of the contest over on the Steam forums.


Karugamo returns, with Contemporary BGM Pack 01, the first in a new series, that features 25 new BGM tracks, all with a modern flair. From cities to factories, from shops to towns, this pack will enhance and bring out the atmosphere of your modern setting game.


Another new series, Katakura Hibiki brings some of RPG Maker MV’s monsters to life in his own style with MV Monsters Vol 1. With reimaginings of 8 of the RPG Maker MV’s monsters and 2 of its characters, this pack adds some excellent style to your games repertoire.


Filled with tragedy and despair, the Emotional Music Pack makes its debut on Steam! With 15 tracks by Richard John S. this pack can evoke the true depth of sorrow you are hoping to achieve.


And our final addition to Steam for the sale, Animations Collection Quintessence brings you 27 brand-new animations for magical, physical, restorative, or even monster attacks!

…And Old Favorites!


But we don’t want to focus on just the new! With this sale going on, it is a great time to grab some old favorites. Get your horror on with Pop! Horror City. Add a whole new cast with the RPG Maker MV Cover Art Pack. Bring new types of environments to your maps with the RPG Maker MV Essentials Set. Or plan a daring theft with the Heist Music Pack.

With all these new packs, and these great deals, getting involved in our Game Jam should be a cinch! And for some solid inspiration, don’t forget to check out the full list of amazing Degica Games on sale as well!

Happy game making everyone, we look forward to seeing what YOU make.


One thing about RPG Maker, that I think is interesting, and fairly unique among game engines, is that it has built a community around itself.

I myself, though I’ve used RPG Maker itself much longer, got involved with RPG Maker Forums probably around, 9 years ago. If I remember correctly, I came in and helped on figuring out what a few bits of code in a Japanese VX script did.

Then somehow. It stuck. I kept posting, made friends, became a moderator. Became a GMod. Became an Admin. Then I was hired by Degica to help with RPG Maker marketing, then we made the official forums and… That is really where I got to where I am today. Now, there are other communities around RPG Maker, such as the RMN community (which I do quite like), but I’m going to focus on the one I know best: the official forums.

The one infected by Ralphs.

The one thoroughly infected by Ralphs.

But, this article isn’t really about me.

It is about the community.

In my opinion, if you are using RPG Maker and not taking advantage of the community, you are making a mistake. And here is why:

Excellent Support

Here is the thing. If you send in questions about how to do something to me in message on Facebook or Twitter. I’ll try to help you. I really will. But I’m just one man.

The forums contain TONS of people who are very knowledgeable in using RPG Maker, and they are almost always prepared to give you an answer. So while you might have to wait for me to wake up (I do have to sleep), there is probably someone on the forums, right now, who could give you the answer to your question.

There are even things I don’t even know how to do, like check out this huge thread on help with the Damage Formula box! I know the basics, but the specifics covered here are things I would have to look up myself.

This little box can do SO much more than you ever imagined.

This little box can do SO much more than you ever imagined.

Excellent Resources

And speaking of something I CAN’T do, there is plenty of neat art and music resources just waiting for you to be found. I’ve highlighted a few before, but the amount of resources available to users on our forums is just. Staggeringly high.

Need a random animal sprite. They’ve got you covered.

That's right. whtdragon has got your goat. (follow link to see terms of use)

That’s right. whtdragon has got your goat. (follow link to see terms of use)

Need some different hair gradients fro the generator… that is covered too.

You can also find amazing free resource packs that are made by the community Restaff team and guests!

Excellent Plugins

I’m going to keep this one short, because it is basically would just be repeating things from the last entry: Basically, in most cases, if you want something, it exists. Just get out there and dig it up.

Discussing Your Game

At a crossroads on what to do next in your game? Why not ask the community what they think?

Have a screenshot you want to get some feedback on? Just jump over to the forums.

Want to know what people think of a specific mechanic? The community will probably have an opinion.

Feedback is a valuable tool, and the community is a great way to get it.


Look, making a game is a long process. It is a lot of work. And sometimes… it is just useful having a bunch of people who talk to who are in the same spot.

You can always take a load off and discuss some other things. Make friends! Help them with their games. Answer a few questions in support.

This is what makes the community a community. And there are a lot of great people in it. Some of my best friends, I only met because of the RM community. Don’t pass up your chance to be part of it.

How do you use the community? What have been your experiences with it. Tell us in the comments below!


So you don’t just want to make a game. You want to make a game that people play.

To be fair, this isn’t necessarily everyone’s goal, some of you out there may want to just make a game and finish, for your own satisfaction. But, a lot of RPG Maker users, at least from my experience, want people to play their games, get feedback, and hear back from people who enjoyed it.

Now, this time, I’m going to talk about how to get your game NOTICED. It may not make it good, but it will probably get people paying attention.

The solution: Something Unique. Or, well, at least out of the ordinary. Now, to stress: Uniqueness will not make your game better. Execution makes your game better. You could make a game that was a lot like other games, and execute it perfectly and have a fantastic game.

But if it looks and feels like everything else… It will probably get ignored, and no one will ever play it. Uniqueness can enhance a game. But it will not make it on its own.

There are plenty of things you can change to make a unique game, such as:

A Unique Setting

Huuuge amounts of RPG Maker games are set in generic fantasy Medieval environments. Just a ton of RPG Maker games in general are.

I know it isn’t fair, but every single RPG Maker game I look at that is that generic Fantasy Medieval, I tend to dismiss immediately. And I’m sure I’m not alone.

There are plenty of materials available for other settings. Both on the forums, and in our store.

Such as our new Aztec Character Pack.

Such as our new Aztec Character Pack.

You may think: But if the materials are already out there, a bunch of other people are already using them! You would think that, but actually, I’ve very rarely seen a completed game using most of the stuff that is out there. Grab on to a different setting and go.

A Unique Artstyle

If you are an artist yourself, you can do something even more eye-catching. Just use a unique art style.

There have been several IGMC entries that I remember that did this, but the one that really sticks with me is Little Briar Rose.


You see that and you are intrigued. That DEFINITELY looks like something other than just another RPG Maker game. Art is one of the easiest ways to draw attention to a game. That may not seem like it is very fair for the non-artists out there but it is true.

There are hundreds of RPG Maker projects, so most people make quick decisions on which ones to play, and something that is obvious at a glance is going to be the easiest.

A Unique Focus

Most RPG Maker games are well, standard RPGs. The main focus of the game is fights where you take a sword/spear/mace/magic and bash monsters in the face with them. And once again, this doesn’t make a game bad. But, if you want to pull people in with the focus of y our game, this one isn’t going to cut it.

But what if you focused on something else entirely?

A good example of this is the RPG Maker game Last Word.

Instead of being about bashing things, it is about… talking. The entire “combat” system is built around it. This change in focus makes it a lot different than a lot of other games, and gives people a reason to be interested.

…and other Uniqueness

There are plenty of other ways to have uniqueness in your game. What ways do you use? What ways COULD you use? Join us in the comments section below!

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So you’ve downloaded the program, opened it up, and are seeing the Engine for the first time. RPG Creator is not hard to use, but at first glance, there is so much to do that it can be a bit overwhelming. That is why we’ve prepared this quick start guide, to get you on your way to making your game, your way.

This won’t be a tutorial. It won’t explain how to do everything, but it will give you the basics of where to get started and how things work together. You can download the PDF version here.

The Title Screen


New/Open Project


  1. Slots – The amount of games you can create. You can have 3 at a time.
  2. Build / Open – Create a project in that slot or Open an existing Project.
  3. Delete – Delete a Project on its assigned slot.
  4. Download Sample Project – Allows you to download a tutorial project to a slot.

Download a Sample Project

  1. Click the Download Sample Icon.
  2. You will see the window below. Click on the install slot area and select one of the three. Be careful! This will overwrite any project in that slot. 3
  3. If successful, the sequence of events looks like this. 4
  4. Simply press Build/Open and the sample project is in!

The Map Editor


  1. Drawing Tools – 
    Tile Preview: Shows you the currently selected tile.
    Pen: Draws a tile. To start drawing a continuous line, you have to wait few tenths of a second while tapping (without moving the finger), then the editor will start drawing the selected tile while you swipe around.
    Fill Tool – Fills an area with the selected tile.
  2. Zoom Options – Changes the map zoom level. The zoom display level can be chosen from [1/1 Times], [1/2 Times] and [1/4 Times].
  3. Database – Opens the database options.
  4. Layers
    M – Toggles the ground layer.
    O – Toggles the upper layer.
    E – Toggles the event layer.
  5. Tileset Selection – Toggles the tileset selection window. You can press the up arrow or control how much tiles you want displayed by swiping.

Adding an Event

Toggle the event layer and click on a tile.


Add Event – Adds an event.
Starting Position – Set the start position of the player.
Vehicle Position – Set the start position of one of the vehicles.

The Event Editor – Page 1


  1. Event Pages – Allows you to add pages to an event. Press the Add Page button to do so.
  2. Conditions  – Adds conditions for events to be displayed, triggered and disposed. For more information, make sure to read the Help file provided in the program!
  3. Add Page – Add an event page.
  4. Delete This Page – Deletes the current page.
  5. Event Name – The event’s name. By default, its ID is displayed.
  6. Create – Creates an event page.
  7. Next Page – move to next event page.

The Event Editor – Page 2


  1. Graphics – The event’s graphic to be displayed.
  2. Movement Type – This checks how the event will move.
    Movement Speed/ Frequency – Determines fast the event’s movement.
  3. Condition for Event Execution – Determines how the event will be triggered.
  4. Display Options –
    Semi Transparent: Makes the event semi-transparent. Useful for ghost-types.
    Fix Facing Direction: Regardless whichever direction the event is triggered, they won’t change their direction.
    Chest/ Door Animation: The event animates like a chest/door. Use this if you plan to make chests or door events.
  5. Next Page – move to next event page.

The Event Editor – Page 3


Event Execution Detail is the window where you will enter Event Commands. Because there is so much of them, please refer to System -> Help -> Event Command Help


Database – Page 1


  • Map Settings – Opens the Map Settings Menu. This allows you to adjust the map’s width, height and so forth.
  • Maps Manager – Toggles the map tree and lets you change the current map.
  • Database – Access the game’s database which contains characters, items, etc.
  • Tileset Settings – Allows you to adjust tile collisions and their terrain. This also allows you to set the current map’s tileset. Just press OK and it will change.
  • Terrain Settings – Toggles the Terrain window and set special properties to them.
  • System – allows you to close the project, deploy your project, test play and access the helpfile.

Database – Page 2


  • Characters – Add, remove and modify your playable characters.
  • Skills – Add, remove and modify skills for your characters to use.
  • Items – Add, remove and modify items for your characters to use.
  • Enemies – Add, remove and modify all the mooks and enemies your characters will face!
  • Enemy Units – Set, remove and modify enemy groups and battle events.
  • Attributes – Also known as Elements, allows you to set, remove and modify attributes that your skills and equipment. This also allows you to change their damage modifiers.
  • States – Add, remove and modify states to be inflicted to your characters and enemies.
  • Terms – Add, remove and modify text displayed in the game’s menu, battle log, shops, etc.
  • System – allows you to modify elements of your game such as the Title Screen, Window graphic, etc.

Everything Else

You can make a simple game with just a little bit of knowledge, but the more you learn, the more your game can grow. Here are some tips that should help you out.

So get out there, and be the game dev you’ve always wanted to be!


Hi there,
We’ve just launched a new iOS app called “RPG Creator”. Like RPG Maker, it’s a tool designed to help you easily create RPG’s. Check out the launch trailer below.

RPG Creator is a completely separate product from the RPG Maker series for PC, with a different development team (and company).

We believe that in the future, RPG Making should be a fluid experience. In the experience we dream of, you would be able to start a project on your PC, draw maps and event on your tablet, record sound effects or voice acting lines on your phone and then bring it all together on your PC again to finish up and send out to every platform. This is the first step towards that goal.

If RPG Creator proves to be popular, we will invest more heavily into it’s development, such as looking at ways of integrating it with RPG Maker as well as creating an Android version.

To help spread the word about RPG Creator, we’ve got a few events going on.

RPG Creator Rebate
RPG Creator is Free to Play (ad supported) but you can also pick up the “Premium” version which has some extra features. As a special thank you to the RPG Maker community, we’ve set up a Rebate. If you purchase the Premium version of RPG Creator, simply forward a copy (or screenshot) of your receipt to and we’ll set you up with a $5 credit for the RPG Maker Web store.

RPG Creator Giveaway
We’re also running a giveaway for the next 2 weeks. There’s iTunes gift cards, RPG Maker Web Store Credit, and Degica Games up for grabs! You can enter below:

RPG Creator Giveaway