Today, I’m going to show you how to create an Anchor Teleport Spell. What does that mean? Basically, its a spell that teleports you to a specific place, but when you leave that place it takes you directly back to where you were.

To illustrate this concept, we are going to have our Default Sage Hero Noah learn a spell allowing him to teleport to his sanctuary in a small pocket dimension. When he leaves this dimension, we want him to come right back to where he started.

Techniques we will learn in this tutorial:

  1. Storing Game Data as variables.
  2. Making a Skill call a Common Event.
  3. Transferring a Player using stored Variables.

The first thing we will do is create the skill.

Teleport1The Skill itself is relatively simple. All you need to do is create a skill that has the effect of Common Event (on the Other tab in Effects). Common Events are basically events that are not tied to a map, found in the Database. The Common Event (select an unused one, and we will fill it in in the next section) will be what memorizes the player’s location and transfers them to the Sanctuary map. Also make sure you have the Occasion set to Only from the Menu. You don’t want Noah to be creating portals in the middle of battle!

Scope should be set to None, as it doesn’t require a target. You can set the cost as you like, but I left it at zero for my demonstration.

Now, on to the Common Event Tab!

CommonEventTo have the game memorize the players location, we will need to use the Control Variables command three times, using three different variables to store the Player’s X, Player’s Y, and the Current MapID.

To do this, use the “Set” Operation to put the Game Data into the selected Variable. The Player Map Y and Player Map X is under the Character selection. The MapID is under the Other radial button. By storing this information in variables, we can call it back again at a later time, specifically in this case, to take the player back to where he started.

Once you’ve done all three Control Variables commands, its just a quick simple transfer player to send them to the Sanctuary. Do this the way you would any other transfer player command, just select the space on the sanctuary map you want the player to go.

So how are we going to get back? Let’s create a transfer player event to the entrance of the Sanctuary. It should look something like this:

DesignateWithVariablesInstead of using the Direct Designation, select Designation with variables. This will let us use the information we stored earlier to transfer the player. Select the three variables you saved in the common event, and it will send your player right back to where he started. It really is as simple as that.

From here, you can fancy it up a bit. Maybe add some sound effects. Or even a door appearing for him to walk through. You could even use another Game Data Control Variables and a conditional branch to have the spell send the player back if he casts it while in the other dimension. Can you figure out how this would work?

There are a lot of other applications for these techniques. Can you think of any? Have any questions about the tutorial? Join us in the comments section below.


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Account Mu Review

in Games

Account Mu is one of those IGMC 2014 contest games that was easy to overlook. The contest page has no media and the description simply says “It’s a puzzle game”. Pretentious? A little. I think showing some screenshots would have actually benefited the game as it has a cool minimalist style.

The first puzzle section. Puzzle room 1 and 2 are required to progress but 3 is optional.

The first puzzle section. Puzzle room 1 and 2 are required to progress but 3 is optional.

But it’s pretty clear from the start Account Mu doesn’t have big story ambitions. You play as a shadow boy (Limbo anyone?) who needs to clear puzzle rooms to progress. There is no opening text or tutorials. You simple progress up to a room that has a switch labeled (1) that switches off a box labeled [1]. The next room adds a (2) switch and a [2] box. After that, switches will bring you into puzzles rooms. It’s all very clearly labeled and intuitive. Elegant even.

In terms of mechanics, you generally have to either walk over a switch to clear an obstacle or push an object onto a switch. You have your crates [X] and your sliding circles (X). Sliding a circle into a diagonal wall will move the circle perpendicular to the wall. There are also teleport puzzles later on. Objets in the game have one behavior which means it’s the puzzle rooms themselves that become more difficult.

One of the early sliding switch puzzles. These get much more complicated.

One of the early sliding switch puzzles. These get much more complicated.

As you progress, you can also collect pills by solving the more difficult rooms in each section. These pills don’t offer any feedback other than that they disappear after you collect them. Other than the haunting piano melody that plays in the background there is no sound in the entire game. With the stark white backgrounds and vector lines there is very little to distract you from solving the puzzles.

There is not too much more to say about this short, puzzle game. It does have an ending that can only be accessed by completing all the puzzles rooms and collecting all the pills. The ending makes it seem like the game might be metaphorical but you’ll mostly be playing it for the satisfaction of completing the puzzles. Later levels require thinking out your actions before-hand. Otherwise, you’ll find yourself hitting the reset switch. Some puzzles can be solve through trial-and-error but they’re well designed enough that a careful player will solve it without multiple attempts.

One of the teleport room puzzles. The arrows indicate the direction and are relative to where you'll teleport to.

One of the teleport room puzzles. The arrows indicate the direction and are relative to where you’ll teleport to.

If you like logic puzzles check this game out. It’s brief (30-40 minutes) but should give you nice dopamine hits when you solve some of the later challenges.

If you rather just watch my playthrough of the game, you can find the videos below:


Note: I did hit a bug later on where a hallway took me to an unfinished room and there was no way to get back. You can see this in the youtube video so beware! Make sure to save.

You can also download the game HERE and make sure to leave some feedback for developer CashmereCat at his RMW thread

UPDATE: I wanted to note that CashmereCat has released a new version of the game since this review was written.

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Summary: Oh! Ko! is a goofy, charming game with fantastic art that ends far too soon.


2014 IGMC Winner (Best Non-RPG – 2nd Place)!

There’s a lot to be said for a game that’s truly distinctive. With a massive library of games available to us that’s far beyond anything in the history of the medium, trying to keep track of everything is an intimidating challenge. So we choose the ones that catch our attention in some way – maybe we read a review of it, maybe the art is instantly appealing, maybe it placed in a major contest.

Even without the contest, however, Oh! Ko! is a game that grabs you right away. Right from the title screen, where a little creature in a dress with a trapezoid head and antenna stands under a tree. It’s charming and gives you an immediate idea of the game’s tone. The whole game is depicted in this childlike style and the results are enchanting. It looks like a kid drew all the backgrounds in a few minutes, but it’s obvious that much more work went into it.


The robot doesn’t get hung up on details.

The story begins with Ko coming downstairs for her breakfast one morning. She meets a robot and finds that her toast is talking to her. This pushy piece of breakfast informs her that an adventure is waiting out in the back garden. There’s a lot of non-sequitur and meta humor in this adventure, like a less crude version of something you might see on “Adult Swim.” The jokey dialogue might irritate some players, but the game builds to a surprisingly moving ending.

The puzzles in Oh! Ko! revolve around using items and using logic to determine your next course of action. Adventure games can get obtuse pretty easily, but this one executes its simple but difficult mechanic very well. While there is very little hand-holding, the solutions never seem obscure and thinking carefully about Ko’s surroundings always got me through.


Watch your language!

If I have any problem with the game, it’s that it’s just too short, even by the standards of these IGMC entries. You can easily finish it in one sitting. As with all the entries, you have to take into account the short time frame for the contest, but I find myself very intrigued by what this one might look like if it were longer. Some powerful themes come into view briefly at the end – with a longer narrative to flush them out, this game could rise to great heights.

So what did you guys think? Did you like the unique art style? What do you imagine a longer version of it might be like? Tell us in the comments!



Game: Cope Island by zDS

Summary: A strangely moving experience, Cope Island is a well-executed adventure that challenges RPG Maker conventional wisdom.


2014 IGMC Winner – Best RPG (3rd Place)!

This game proves you can do a lot with a little. Of all the IGMC winners, the one that raised the most eyebrows among active members of the RPG Maker community was Cope Island. The screenshots showed very basic maps with a lot of empty space and even the default font and windowskin! In a world where all games must be judged by their visuals, how could this possibly win? Because it was a game contest, not an art contest. After playing it, it’s clear that this little gem earned its place by treating the judges to a great concept and a fantastic battle system.

The game is moodier than you would expect from a game made entirely from default assets. You’re forced to name your character, which personalizes the story immediately. As you wander around the strange island and talk with unusually nice NPCs who are eerily determined to make you comfortable, the mysterious mood of the whole place is tangible. Probably the most important contributor to this atmosphere is the beautiful ambient music, composed by the game’s creator. Honestly, most of the game is ambiance. The story is intentionally simple – the protagonist finds himself on Cope Island and wanders around, training for a battle against his inner demon.

cope2 Okay, but if anyone offers me Kool-Aid, I’m not taking it.

By the time you get to the surreal scene before the final boss fight, the game becomes oddly moving. With that in mind, the very end is something of a disappointment. If I had one complaint about this game, it’s that some NPCs lead you to believe that little choices you make (such as breaking down doors or walking around them) could have an impact down the road but that didn’t seem to be the case. Given that the game is clearly trying to be a personal experience for the player, not having more detailed consequences for your actions feels like a missed opportunity. As with all these IGMC entries, however, we’ve got to take the month-long time period of the contest into consideration.

The battle system appears simple at first glance but once you get past the first few fights, it becomes increasingly clear how much thought and effort went into it. You can either attack with your fists or with a weapon. To restore your HP, you can either go with the weaker bare-handed attack or “standby” for a turn. Seems basic, but before long your character will be able to perform two, and later three, actions each turn. This leads to increasingly sophisticated strategy during the fights and it’s a great deal of fun.


I do NOT remember this being one of the 12 steps.

The player must collect three trinkets to proceed to the final boss. While you can do this any order you like, one NPC warns you that there is “no easy path.” This is because the enemies level up with you. You’ll be grateful for the three actions per turn once you get near the end, although I should say that the game is pretty well balanced and using sound strategy will also get you a victory. Your reward is not money but “score,” which is tallied throughout  and can unlock a few goodies during the game. All in all, Cope Island is a good example of a developer being aware of time restraints and focusing exclusively on what he could do well. I especially recommend this one to users new to RPG Maker. You can learn a great deal.

So who played this game? How was your final score? How did you feel about the strange experience your avatar had on Cope Island? Tell us in the comments!

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We have a ton of new resource packs come out recently, and several of them have a single unifying theme: Science Fiction.

For a chance to win all our new Sci fi Goodies in one go, let’s pitch a game.

Game pitches are useful for trying to sell your game to a potential publisher, but they are also useful for another reason: they can help you remember to focus on what is important about your game. You can’t go on and on, you have to distill your game down to its essence and what makes it special and worth paying attention to.

So here is the idea: Come up with a Sci Fi/Sci Fantasy game idea. It doesn’t have to be one you are actually working on, or will ever work on. It could be theoretical to the point of taking advantage of huge AAA type budgets. Now write a 800 or less word pitch for that game. What is the game about? What makes it special? How will the player interact with it?

Make it interesting, Make our judges WANT your game to exist.

Here are the rules:

  1. Your entry must be emailed to by 1PM on December 1st GMT.
  2. Your entry should be written only. This is a contest to get you to focus on the core ideas of a game, not to make awesome looking images.
  3. Your entry can be submitted as a Adobe PDF file, Microsoft Word file, or any open word document format. If you have questions, ask in the comments below.
  4. Your entry must be less than 800 words. If it goes over slightly, it is OK, but anything egregious will be disqualified. You need to focus on just what is important and interesting.
  5. Your entry must be Sci-Fi or Science Fantasy in theme.

We will select 3 winners. The prizes will be as follows:


  • Don’t spend the entire 800 words talking about one thing. Make sure to diversify your talking points.
  • Make sure to tell us the basics of how the game will play.
  • Focus on why the player should care. What are the strengths of your game, and why will those be strengths.
  • Remember you are pitching to someone who knows nothing about your concept. Make sure to lay the groundwork.
  • For this exercise, don’t worry about pitching a game you could actually make. Just stay within the bounds of current technology and we are fine.

Have any questions about the contest? Ask us in the comments below.


Review: A Bird Story

in Games

Game: A Bird Story by Kan Gao (“Reives”)

Summary: This ambitious interactive story is worth the journey.

bird1  The last “bird story” I told was when someone cut me off on the highway.

Newcomers to RPG Maker may not know this, but Kan Gao (aka Reives) of Freebird Games is one of the community’s biggest success stories. Members of previous RM forums likely remember his early projects like Quintessence, which demonstrated his skill for projects with a heavily cinematic atmosphere. In 2011, To The Moon became one of the earliest, and still one of the most successful, RPG Maker games to go commercial. His long-awaited follow up, A Bird Story, is much shorter but possibly even more ambitious. It tells a (sometimes) interactive story totally without dialogue. Speaking from experience, doing that in RPG Maker can be very challenging.

However, this approach plays to Gao’s strengths as a developer. The lighting, screen tone and spriting are all executed with exacting precision, and the participation of Jordan “Euphony” Baer means the sprite movements are top notch, which is essential for a wordless story. Just about every sprite movement is accompanied by a little whooshing sound effect, a good example of how much care has been put into the details. The lack of text doesn’t prove to be any sort of handicap to A Bird Story and most of the emotion is driven home by the phenomenal music, which Gao composed himself.


Honey badger don’t care. “Whoa, watch out!” says that bird!

This is not the direct sequel that To The Moon’s most avid fans have been waiting for (although I’d advise those people to watch the scene after the credits). It starts out like an RPG Maker version of The 400 Blows, depicting a lonely child who spends his days being either ignored or pushed around by other people. One day, he rescues a bird and takes it home, leading to increasingly surreal adventures. However, neither he nor the bird can escape the realities of life forever.

There are brief moments of interaction here, mostly walking from one place to another or performing actions with certain buttons in a way that reminded me of the work of Quantic Dream (Heavy Rain). These sections aren’t always great for the pacing, however. With the slow movement of the character and the often lingering pauses, the game can feel a bit languid, particularly in the early scenes where a gloomy sepia filter covers everything. But it’s worth sticking with the story for the high points, including a breathtaking sequence where the boy and the bird fly over a variety of landscapes on a giant paper plane. The ending scene is also exceptionally well done – moving without being too corny or grandiose.


Okay, which National Park is this and how do I get there?

I may wind up in the minority, but I actually think this is my favorite Freebird Games release. It feels more personal than To The Moon and more consistent in tone (except for the “Benny Hill” bit, that was totally out of the blue). I’d recommend this to all RPG Maker users as an example of the engine’s potential for non-game storytelling and visual power. Our hometown boy done good.

Has anyone played this game? What did you think of its dialogue-less execution? Are you excited for the To The Moon sequel? Tell us in the comments!


Battler Art Step by Step: Greed

in Resources

greed – skeletal demon bedecked in jewelry and wealth, cracked crown, large bracelets






Tones with oils – bit of red, yellow, and burnt umber; thinned with mineral spirits


Colors on Overlay and Hard light layers in Photoshop


Final overpaint on a new layer and effects layer added

Get the files here:

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Game: Daemon Detective: Gaiden by Yal

Summary: Daemon Detective is a great platformer crying out for controller support.


2014 IGMC Winner – Best Non-RPG (1st Place!)

Anyone with fond memories of classic NES platformers will feel some intense déjà vu with Daemon Detective, a highly polished and fun retro experience that justifiably impressed the IGMC judges. The debt the game owes to those old gems (particularly Super Mario Bros.) is obvious and it’s amazing just how well the game’s art captures that 8-bit aesthetic. The fact that it was made in a month is even more surprising.

Like Mario without a mushroom, your character is quite vulnerable when you begin a level in this game. You can jump on a few enemies, but move through the areas too hastily and you’ll be in trouble after one hit. There are two power-ups you can find, one that gives you fireballs and another that gives a Simon Belmont-esque whip. Even with these powers and with infinite lives (phew!) you’ll still need to tread carefully. With all this in mind, the boss battles are shockingly different from the rest of the game. Your character assumes a “Henshin form” and flies through the air, blasting energy at the demonic enemy you’re up against. It’s a big surprise, but a welcome one – these boss fights are absolutely outstanding.


It never fails. You’re trying to walk home from the museum and there’s a minotaur in the way.

The story is complete nonsense – something about paranormal investigators pursuing demonic art thieves through various dimensions – but you can get away with that in a game like this. The more compelling story is going to be the player’s fight against the increasingly difficult levels. The first few stages are no problem, but this baby starts to get tough around the second world. I’ll take this opportunity to point out the only major problem I have with Daemonit desperately needs controller support.

There are several options in the main menu for keyboard configurations, but it’s hard to imagine any of them helping much in the really tough spots. The games that inspired this used a controller and this one needs it too. It makes sense that the creators couldn’t make this happen within the time limit, and of course there are programs out there like JoyToKey that can take care of this for you, but I hope official controller support is added at some point.


Thanks, NSA, now everyone thinks they can do it!

Given the enduring popularity of games that conjure up that retro experience, Daemon could have a big future if the creators stick with it. For now, anyone who wants to take a trip down memory lane owes it to themselves to check it out. What did you all think? How was your experience with the keyboard controls? Which character do you think has the best abilities? Tell us in the comments!


This time I took a slightly different approach, meshing a bit of comic influence with my usual textured rendering style.

First the description of Wrath from our internal documents gave me what I was looking for in my concepts: ” red, bulked out, classic demon, angry axe!”  Pretty easy for me!


So I just scribbled out a bunch of things in my sketchbook until I found something I liked and bounced it off of a few people.  After that I headed into the drawing.


So I took a few bits from each of my concepts and kind of amalgamated them together.  I ended up having to darken/thicken that outer edge line as I didn’t end up making it as emphasized as I wanted it to be.  For this I used 2B lead on smooth bristol.


I have a nice scan of some canvas brushed with burnt umber that I like to use as a ground.  On the computer, changing it to grayscale lets it work better with photoshop’s layer styles; at least in my experience.


I’ve added an overlay of a color I liked for a background and then highlighted a few spots on it with white.  This is kind of my roadmap of where I want colors and values to go.


Here I’ve blocked in my colors semi-transparently, I can still see some of the texture and value shifts on the layers beneath.


Getting a bit more opaque I start layering in some lights and darks on top of my blocked in colors on a new layer.  All of these still exist beneath the line-art in photoshop.


On top of my line art I make a new layer and paint opaquely onto that, fleshing out all of the little details I had hinted at in previous layers and solidifying the value structure of the character.  After I put a bunch of paint down, I make a new hard-light layer and do some light effects on it.  Then I’m done!

Download the final battler here


Mythos: The Beginning

It’s October which as we all know is the best time of the year for spooky, scary video games to come out! That is why we’re happy to announce the Steam release of Mythos: The Beginning, the newest title from Dark Gaia Studios, developers of Legionwood 2: Rise of the Eternal’s Realm!

Mythos The Beginning

Mythos: The Beginning is a survival horror role playing game inspired by Gothic Horror monster movies of the 1930s like Frankenstein and The Corpse Vanishes. Set in London in 1934, Mythos allows you to create your own paranormal investigator from scratch and guide them through a frightening exploration of the infamous Harborough Asylum. Three young university students have vanished while attempting to conduct a scientific survey of this dreaded place, and it’s up to you to find them! Throughout the night you’ll discover that Harborough Asylum’s reputation is more than an urban legend, and you’ll have to fight for your life against demons, zombies and otherworldly Lovecraftian foes.

Mythos The Beginning

Mythos features include: 

  • Blends traditional survival horror and RPG gameplay.
  • Old-school pen and paper style role playing, complete with dialogue trees.
  • Create your character from scratch and then role play them!
  • Use non-combat skills like Persuade and Occult Lore to discover new clues!
  • A Terrifying Gothic Horror storyline that pays homage to the classics of the 1930s.
  • Fully voice acted dialogue and an atmospheric soundtrack.

Make sure to turn off the lights, put on your headphones and check out the official Mythos game trailer below:

Click here to go straight to the Steam store page. The game is 15% off up to Halloween! Make sure to check out the “Getting Started” guide too for additional info on how to play the game.

Only the most dedicated players will be able to complete the game on Purist mode and see all 4 endings! Good luck!