Ever thought of creating your own tilesets? Either for yourself or for sale? Why don’t you check out this very candid discussion of what it takes from one of our more accomplished tileset artists?

I’m Celianna, known mostly for the resources that I create for RPG Maker. To this date, I have created three full tilesets for RPG Maker. The first one was simply a collection of all the resources I’ve made over the course of three years that I spent making free resources for the community. The second one was my first real tileset, in the sense that everything was 100% made by me, and also included a TileE. The funny thing is, when I assembled my first tileset together, it took me about two weeks (since I did end up creating new resources for it, and I had to fix autotiles) to wrap it up. Not bad, I thought. I can easily do a tileset on my own in a month!

Or so I thought.

Creating your own tileset from scratch probably takes four times longer than you had originally estimated. And even then some more, just to be safe. When I started, days trickled by as if it was nothing, and before I knew it, I was only half-way done and already two months had passed. I eventually managed to finish it up after three months. That’s not to say I worked every single day (I did take breaks to prevent myself from going insane from drawing), nor did I work in a consistent schedule (some days I’d work 12 hours, other days it was 3 hours). All in all, I’d say I spent around 200 hours creating this tileset.

So I had finally managed to finish one tileset, I figured I’d be better at estimating how much work goes into creating them.

For my next tileset, which hasn’t yet been released, I wanted to create more. I wanted to create an exterior and interior tileset for the B-E tiles, not to mention different seasons for the exterior tiles. That, and I was going to create fitting icons, and bunch of character sets. All in all, it was more work than my previous tileset. I estimated I’d be done in four months.

Creating different seasons for exterior tiles is actually quite a lot of work.

Creating different seasons for exterior tiles is actually quite a lot of work.

But four months passed, and I wasn’t even half-way done. In fact, I even managed to scratch some things I had made because I wasn’t satisfied with them and restarted from the ground up. This set me back a lot. Not to mention real life bothered me quite a bit (not only did I go on vacation to another country for two months, I also spend a month and a half moving out into a new place), which made sure that my tileset’s progress dragged on forever.

To this date, at least as far as this article goes, I am only about 93% done with my newest tileset, and I’ve been working on this since March. It is now November. That’s almost 9 months. Honestly, either I’m terrible at estimating, or I’m severely underestimating the amount of effort and work that goes into creating a tileset. And that’s not just me, it’s what a lot of people do.

It’s not about skill, or finesse, or how good of an artist you are—though those things will certainly help you out—it’s all about managing your time, and realizing that completing these tiny images will eat up a huge chunk of it. More than you’d originally thought. A lot of budding artists, much like myself, think it’ll be easy to create their own tileset. After all, they can already draw, so it shouldn’t be hard making their own tileset, right?


This is why a lot of artists still end up relying on the default RTP, or resource packs already made available to the public for their tilesets, with maybe an edit here or there, but never almost 100% custom. Because it’s simply faster this way, even if they could, theoretically, make their own tileset. But no one wants to spend six months on only the graphics when they have to make the actual game as well. Because, well, creating a tileset takes a lot of effort! Way more than you’d think if you looked at the finished product. And that’s a mistake a lot of people make, and they end up underestimating the effort it took to finish it.

This is showing not even 1/4 of the entire tileset. That's how much work there is.

This is showing not even 1/4 of the entire tileset. That’s how much work there is.

I’m still looking at my own tileset from time to time and think out loud; “How did I spend several months working on this!?”. But I really did. I’ve put in more than over 350 hours for this tileset (I use a handy dandy program called ManicTime that keeps track of this for me)—probably closer to 400 hours as the creation of a tileset doesn’t only include the use of an art program—and that’s all spread across those several months I’ve been working on it.

Other artists, who underestimated the effort it takes to create a tileset, get discouraged because it’s taking so long, and then they stall their work, or never complete it. Or people who are looking to hire artists to create a tileset for them, don’t realize they’re underpaying their artists because they’re under the impression that creating a tileset is easy work. It all looks so easy when you see the RTP, and you think: that’s not a lot of art at all! But it all takes its toll, it all takes a lot of work—tileset making isn’t easy.

Making sprites is even more time consuming than drawing tiles.

Making sprites is even more time consuming than drawing tiles.

First and foremost, it requires you to be able to draw, the better you are at art, the better the result. If it’ll speed things up? Not so much. A crappy artist might actually spend less time on a tileset than a very good artist, because the better you are, the more you’re able to see flaws in your work and the more time you spend on fixing them. But then you also need to factor in the time it takes to create an autotile. Obviously, you first need to know and understand how autotiles work. Fortunately I know perfectly well how they work, but it doesn’t make it any less time consuming. It’s easy to create a square bookcase in a few minutes, but animating a water autotile with corners? That’s going to take more than a couple of hours to get it right. Autotiles in general will always take longer, so be prepared to spend more than a month on finishing up those pesky TileA1-A5 tiles.

Even coverart needs to be drawn.

Even coverart needs to be drawn.

Well big deal—autotiles are only half of the actual tileset, and that is correct. But good luck planning out an entire sheet so that it fits in perfect 32×32 squares, and so that all your objects take up the appropriate amount of space, and that there are no stray pixels from one object bleeding into another object, and there’s no empty tiles left that you might have missed. Not to mention you have to set it up in such a way that people can use it without any instructions, so tiles have to look like actual objects, and not like jigsaw puzzle pieces. You’ll probably end up spending a lot of time playing tetris with your tiles to try and fit them into the tileset since it’s all so rigid. And forget about adding shadows to your objects! Those will fall out of the grid and get cut off, so you’ll probably end up with either a very wonky shadow, or no shadow at all.

And then, when your tileset is full, you realize you still have objects left—but there’s no space for them anymore! No amount of playing tetris can make these tiles fit in the image. So you have to decide; do you create an entirely new image that only takes up a few puny tiles while the rest is blank, and risk people complaining about how ‘empty’ your tileset is (or worse; they think it’s an error, or they’re missing tiles), or do you turn it into a characterset (which means doing math, and people might not ever think of looking inside that folder for tile objects)? Or do you throw your hands up in the air, and say; well I’m just not going to include this?

There are many tiles that don’t make the cut in my own tilesets. I tend to include these as extras for parallax mapping (but then I still risk getting complaints because people don’t know what parallax mapping is). But plenty of times, I simply do not add them. I’ve created a lot of autotiles that I end up editing, or fixing, or simply replacing with newer ones, and they’ll never see the light of day. Fortunately, I can always use them for something else, but it won’t end up in the tileset due to its rigid formats. I’d rather not have an entire image for only one autotile (since RPG Maker VX Ace now allows you to use multiple tilesets), so I cram everything I have in one image. There are a lot of artists out there who actually do this—keeping the space empty I mean—but they also get the backlash of the community who will complain about ‘missing parts of the tileset’ or ‘there’s an error and my tiles aren’t showing up’ or simply ‘wow what an empty tileset’, so I decide on full images. And what doesn’t fit, gets cut off.

All in all, tilesets require lots of planning, lots of correcting, lots of testing, lots of tetris, lots of idiot proofing—honestly, only about 60% is actually about drawing the tiles. The other 40% is getting it to actually work.

Drawing art? That’s easy. Finding the time to finish an entire tileset? Good luck with that.

Drawing art? That’s easy. Finding the time to finish an entire tileset? Good luck with that.

Making tilesets is a lot of hard work. So remember that artists, in case you’re thinking of creating your own tileset. Or for those commissioning artists; don’t underpay them. It takes far more effort than you could ever imagine.



Over the weekend, I managed to have a conversation with Lunarea about her new  Zombie Survival Graphic Pack! I had previously interviewed her after the release of the Modern Tileset Pack over a year ago, which she had to remind me about, so if you want to learn more about her you can check out that one.

But let’s get into talking about the new pack, and one that is really fitting for the season: The Zombie Survival Graphic Pack.

Thanks for taking the time to talk about your new resource pack. With all the zombie media out there, where did you head to get your inspiration for this set?


I started by doing a lot of research at what existing games, movies and art were doing when it came to zombies and the apocalypse. Zombies are very popular right now, so there was a ton of material to look through and feel inspired by. A lot of the environments I looked at were pretty similar – rather desaturated and drab monochromatic settings, which can really help sell the idea of despair that the characters surviving in that world are feeling.

I decided early on that I wanted the Zombie Survival pack to be very versatile. I wanted developers to be able to use it in more than just a zombie setting, and I wanted them to be able to add bits and pieces from other resource packs. So, I also spent time looking at unconventional zombie media – things that were colorful and cute.

In the end, I settled on a more colorful overall look. The developers who want a monochromatic look can still achieve it with screen tints and clever use of fog.

Makes a lot of sense. Its a whole lot easier to desaturate than to saturate and keep it looking good. What types of areas can I build with the tileset you created for the pack? What kind of process did you use to decide which to include?

The tileset has 4 main areas: Outside/town, Inside/Shelter, Military base and Science Lab. The outside area has a lot of decorations for setting up barriers (sand bags, tall wire gates), as well as a cemetery. The shelter area also includes hospital and church tiles.

When deciding on what to include in the tiles, my first goal was to create areas that could share objects. The hospital and the science lab, for example, have a lot of pieces that fit in either setting. My secondary goal was to create areas that flow well together in a basic zombie plot.

I came up with a really basic plot to help me sketch out some of the tile details. It took the characters from the streets to temporary shelters, then to the hospital and military base to stock up on weapons and healing supplies. Finally, they go to the science lab from which the zombie plague originated and defeat the big boss.

This plot also helped me decide what kind of characters and battlers to include in the pack. I tried to make something that would fit each of the zones, but at the same time wouldn’t be out of place elsewhere.

I noticed that this is your first pack to include battlers, something you aren’t really normally known for. Did you find this challenging? What decisions did you work through in making them?


It was actually a process that took a lot of time, and quite a bit of frustration.

I knew from the beginning that I really wanted to make battlers to go with the pack. There aren’t many zombie battlers in the RTP, and certainly not many modern-themed battlers. But I was stumped as to what kind of style I wanted to use.

I’m definitely not on the same level of battler awesomeness that Thalzon’s at with his unique style or that Archeia and Scinaya are at with custom RTP-style pieces. I can make some pretty clever RTP edits, but I really wanted to push myself to do more.

So, I tried a few different techniques. I started with a painted style that’s very similar to the painted tiles. It was fun to create, but it took ages to create anything with it. Sticking with the painted style would have extended the pack release by a month or 3. After that, I switched to a more cartoon-like battler version. It was quick and easy to create, but it didn’t fit the serious vibe the rest of the pack was shaping up to be in. It was also a bit too messy for a commercial set, and it’s important for our resources to be of a high quality.  I had another try at the painted battlers. You can see two battlers in that style in the Extra folder. They were more serious/dynamic, but still took a very long time to create. I was looking at 20+ battlers, and the painted style would have still pushed the release forward by a few weeks.

Finally, I sprited a pixel battler. I started with the doomsday preacher and just loved how it turned out. The battlers still took quite a while to create, but it was a matter of days rather than weeks. And I think they turned out pretty great. They’ve got a degree of cuteness to them (like many pixel battlers do), but they’re not looking too young or out of place with the rest of the set.

The sprites show a lot of personality, I’m personally a fan of the style. Which character do you finding yourself most drawn to?


My personal favorite is the survivalist. He’s the guy with the goggles and jeans. I just love how his faceset turned out (especially the expression) and his character was a lot of fun to sprite.

Speaking of the sprites, and the new template, are you going to release the character template? I know that a lot of fans are going to want more sprites in that style.

The template wasn’t included in the pack this time around, as I wanted to make sure I had a few more characters created on it first. Creating more characters allows me to spot any possible changes that the template needs to go through, and I want to make sure that the released template is the final version.

I am planning on creating more character packs with the template, as well as releasing various characters over time. I’ve already released one re-mastered RTP character on the template in October’s Member+ release.

I noticed one thing that seems to be missing in the pack! Where are the zombie character sprites?

I haven’t forgotten about the zombie sprites! I have a pretty exciting event planned for zombie sprites, and you’ll get to read about it mid-November.

Any hints about things you might have in the works for us in the future?

Gosh, I don’t know where to start! I have a million and one ideas and I want to make them all. I’m leaning toward a character pack of some sort, or get started on some long overdue packs (fairy village, I’m looking at you~). But I guess time will tell!

Thanks for taking the time to talk with us! I keep getting impressed further by everyone who works on our packs, and yours are no exceptions.

Have some questions for Lunarea? Just want to talk about the Zombie Survival Graphic Pack? Or throw out a few ideas for some future works? Join us in the comments section below!


It’s been a little over a week since we announced our Extra Life Charity Team, and I have to say, I’m a little disappointed by the turnout so far. I’ve decided to take today to talk a bit about my own experiences with the Children’s Miracle Network Hospitals, and specifically, the hospital group that I’m choosing to support with my personal page.

A little over seven years ago, my son was born. I didn’t become a father then, I already had a daughter who had been born 5 years before that, but even having done it once doesn’t prepare you for having a newborn in the house again.

Alec was born a wrinkly, but healthy appearing boy. I’m not going to say he was beautiful, cause newborn babies are generally red splotchy things with funny shaped heads, by any objective measurement he was kind of an ugly lump, but all parents are a little delusional about that when one of their own was just born. We took him home the next day, nothing appeared to be wrong, but something was.

He was ravenous all the time. He would eat and eat, but nothing stayed down. While my wife would calm him down, I would clean things up. The smell of sour baby formula permeated about everything. He didn’t gain weight. He looked like an old man, thin and feeble.

I can’t explain to you how frightening this was. Something being wrong with me I can deal with. Something being wrong with my son just filled me with dread. We took him to the local hospital, and they found out what was wrong. He had a small deformity in the connection between his stomach and intestines. He literally could not pass more than a small percentage of his food through his digestive tract, not nearly enough to survive.

Even knowing what was wrong, I was terrified. Just, how small he was. How would he deal with surgery? He was transferred up to Children’s at Scottish Rite. I remember following the ambulance up there. A two hour drive alone. My wife was in the ambulance with Alec, my parents were with my daughter back at their house. I didn’t know what would happen.

I remember filing into his very brightly colored room at Scottish Rite. And the nurses and doctors there, they were so poxitive, so confident. They just radiated this feeling that everything was going to be alright. His surgery went well. He was healthy. He ate. Man he ate so much. He went from frail to chunky. I think we could have rolled him everywhere. He was so happy, too. I’ve never seen a baby smile so much.

We went home. He grew. All that is left of the ordeal is a small scar from the surgery, and the memories. I know that what we went through, though it would still have been deadly without modern medicine, is nothing compared to what other children and parents who went there do. Not every child comes home. Not every child’s condition just requires a single surgery to cure.

But we should do everything we can to make sure they do come home, or at the very least, that they have the care they need for the time they have.

Please, to all our fans, and all the readers of our blog: Join us in trying to help make this year’s Extra Life charity even greater. Even if all you can contribute is a few dollars, that few dollars adds up. Don’t let this opportunity for us to do something really special pass us by.

Thank you for taking the time to listen to me talk about my memories. Hopefully a few of you have been inspired to contribute some to the cause.



Were you excited about the possibility of  new languages for RPG Maker VX Ace? Well wait no more, because RPG Maker VX Ace has just been updated to 1.02a! On top of adding 4 new localizations this update fixes several bugs, makes a few portions of the maker larger and easier to use. The changes in 1.02a are as follows:

  • Bigger Script Box, Icon Selection, Play BGM/SE/ME in Event Commands
  • Event Jitter fix, Screen Shake fix, Star Passability Fix
  • Missing Unicode Characters fix
  • Fixes in the Hint Tool Tip and Database Translation
  • Multilingual! RPG Maker VX Ace 1.02a now supports English, French, German, Italian, and Spanish!

Want to update your copy? If you have the Steam version, it will update automatically through Steam’s Client. For everyone else follow the process below:

  1. Uninstall your current version of RPG Maker VX Ace
  2. Download the newest version from our site.
  3. Install from the new version you just downloaded
  4. Activate using your existing key!

Having any problems updating? Comments on the new version? Join the conversation in the comments section below.



Though it may come as a surprise to some of you, I grew up in a rural southern town with not a lot to going on. As a teenager I once described it as “you see a cow, a horse, a fence, and a barn, and you’ve seen the whole county.” To be fair, there were also chicken houses. Those things really smell by the way.

But one time of year I will always remember was the fall festival! Yes, it pretty much is how you imagine it… though probably a bit smaller, because honestly we really were that tiny. There was a parade that started near where I lived. They lined the horses up in a field next to my house. Unfortunately, this meant I was stepping in things for months afterwords when I went through that field, but hey, horses are cool. The parade ended at the chamber of commerce, where tons of little stands were set up to get your face painted, or buy those little popper things you throw at the ground (or really each other, we were kids, of course we threw them at each other). There was even live music. That I generally hated, because even with my background, I’ve never been too folksy.

So with this time of year coming around again, I don’t really have a Fall Festival to go to. I’ve moved into a small city, and this time of year is more for going to wacky halloween parties than Festivals. So let’s bring the Fall Festivals to the internet!

Contest Rules:

You have a little over 3 weeks. The contest deadline for submissions is the end of November 7th at Midnight GMT. There are only six rules:

  1. You must make a game (I.E. there must be some kind of gameplay)
  2. It must be between 15 minutes and 1 hour long.
  3. It must have a Fall Festival theme.
  4. It must be made in RPG Maker XP, VX, VX Ace, or Lite
  5. It CANNOT be a turn based RPG. It can be action, minigame, or even a visual novel, it just cannot be a turn based RPG.
  6. You must properly credit any materials you use and have the rights to use them.

You will submit your compressed game (do not encrypt the copy you send to me, trust me, I won’t steal anything, I just want to see how you do certain things.) to community@rpgmakerweb.com with the title of “Fall Festival Contest Entry”. Partners/Teams are allowed, but remember: THE PRIZES ARE INDIVIDUAL, WHO GETS WHAT IS SOMETHING YOU WILL HAVE TO WORK OUT YOURSELVES.

Tell them about the prizes!

We have some great prizes, and really, one of them is what really brought me back to my childhood days in rural Georgia (the US state, not the Country. Russians have never invaded my homeland). I know some people have seen some of it, but I believe this is the first real public reveal of Celianna’s upcoming resource pack:

so7mThis resource pack will include:

  • Full TileA-E for exterior and interior tiles
  • 4 seasons for the exterior tiles
  • 208 large and small icons
  • 33 crops to grow with 3 growth stages
  • 8 ores to mine
  • 6 tools made in 4 different materials
  • Evented time system
  • Time + health + equipment slot HUD
  • Character sprites
  • Action sprites (using tools) for the main characters
  • Animal sprites
  • 12 different Windowskins to use as pictures
  • Extras for parallax mapping

But let’s get a couple of shot of thems in use (click to enlarge):


Awesome right? I got the pleasure of watching her stream the creation of some of these tiles, and in all honesty, even watching, I still have no idea how she does it.

Prize Packages:

1st Place: 1 Copy of the Rural Farm Tiles as soon as they are finished (Possibly before actual Release!) + 1 Copy of any 1 digital item in our store

2nd Place: 1 Copy of the Rural Farm Tiles as soon as they are finished (Possibly before actual Release!) + 1 Resource Pack of your choice

3rd Place: 1 Copy of the Rural Farm Tiles as soon as they are finished (Possibly before actual Release!)

OK, everyone, GET TO MAKING! I want to play some fun games!

Any questions on the rules? Excited about the Rural Farm Tiles? Just want to be general excited? Join us in the conversation below!




Hi, everyone. I’m here to talk about something a little different today. No new announcements about our engine. No game/story design advice. No tutorials on how to make cool things in RPG Maker.

Instead, I want to talk about how to make a cool thing in real life. Children every day are afflicted by conditions and illnesses that threaten to cut their life, or just their comfort, unreasonably short. Cancer, birth defects, cystic fibrosis, or just injuries that occur in the normal course of being a kid are just a few of the things that the Children’s Miracle Network Hospitals treat, and they do this whether the families can pay or not.

And WE have the opportunity to help. This is a personal project of mine, that I have asked to be let to promote on our official blog. The rest of the RPG Maker Web team felt they couldn’t turn down the offer to provide help. The way we can help is through Extra Life. Extra Life is a charity that combines a love for games, with a love for the children we see everyday, whether they be our own or not. It’s kind of like a Walkathon. If a Walkathon involved playing tons of video games instead of walking. Basically, we get blister’s on our thumbs instead of our feet.

So how can YOU help? Well, the first option is to donate directly to one of our team members. As I’m writing this, I’m the only team member, but I hope to have many more. You can find the team page here:

The Charitable Order of RPG Maker Team Page

and my personal page here:

My Page

The second way you can help is by joining the team and reaching out to your friends, family, and acquaintances to donate to your page. Or you can just join another team, its all for fun and charity, not for competition! I’ll make sure to update this page with links to all the pages of our team members as they come in.

Also, I will be live streaming my 24 hours on November 9th starting at noon EST and ending at noon the next day. You can come watch me as I play RPG Maker games, create things in RPG Maker, or maybe occasionally dip into some other games on my computer! I hope to see plenty of you there, its going to be lonely if no one shows.

Thank you for reading, and please, do what you can to help. All children deserve to get good medical care.

Anyone joining in? What are you going to be playing? Already on another team? Tell us about it in the comments below.


One of the really cool things about the RPG Maker communities to me has always been the diversity of the members. People from around the world grasp onto our product to achieve their dreams. Through the community I’ve had the pleasure of becoming friends with people from Europe, Asia, South and Central America, Africa, Australia… well pretty much everywhere.

But RPG Maker until now has only been in English and Japanese. True, English is a widespread language, and it is spoken as a second, third, or even fourth language by a very large population of the world, but I think we can do better. That is why I’m happy to announce that soon, RPG Maker will be available in three new languages: French, German, and Spanish. Not only that, but right around the corner are two more translations: Italian and Portuguese.

Five more localizations! These languages are official languages in 63 nations around the world!

Countries where French, Spanish, German, Italian, or Portuguese are an official language. (Note: Some of these countries have multiple official languages)

Note: A portion of these countries have multiple official languages

Let’s talk a little bit about how big that is. Right now, RPG Maker is available in the native language of 457 million people around the world. These five new localizations will allow an additional 819.3 million people to potentially use RPG Maker in their native language, for a total of over one and a quarter BILLION people, nearly 18% of the total population.

Do you speak English as a second language? Is RPG Maker coming out now in your native tongue? Have an idea on what languages we should work on next? Join the conversation below in the comments section.



Game: Homework Salesman by Diedrupo and Ronove

Summary: Homework Salesman is an extremely well-designed “life simulator” that can entertain players for hours upon hours.

What is your name? What is your quest?

What is your name? What is your quest?


This is the second installment of a two-part review for Homework Salesman. In the first part, we got into the basic scenario of the game and the masterful day-to-day system that anchors it. However, there are plenty of other little details to explore. The game’s “life simulator” design gives players a lot of responsibilities to manage. Describing them here risks making the game sound like a lot of work, but one thing the recent history of games in general has shown is that plenty of players don’t mind taking on the commitments of a simulated existence.

As she adventures around the land, heroine Reniat Leminghouse and whichever companions she has with her at the moment have to be careful about how many trinkets and goodies they acquire. At the start, you’re limited to what Reniat can carry on her person and in one storage container. It sounds like a lot, but after a few days of gathering herbs and monster drops, that fills up quickly. There are ways to increase your storage capacity, but they don’t come cheap. Your weapons and armor also take up space and these have to be watched closely. Each of them has a meter representing its durability and each time it’s used to strike an enemy or protect a character, it suffers some slight damage. If it gets too beat up, you need to repair it back in town.

One day out in the plains and I'm a walking arboretum!

One day out in the plains and I’m a walking arboretum!

You can also create new weapons and plenty of other items. Homework Salesman using a simple crafting system that will feel familiar to those who have played a lot of RPG Maker games. It’s easy to learn and dedicated crafters can produce not just weapons or armor, but food, clothes, potions, even miscellaneous items like furniture. There are also enchantments that can be placed on items to make them extra useful.

As you can see, there are a lot of different systems and mechanics in this game, and I haven’t even gone into the detailed friendship systems, the different professions Reniat can master, the effect each day’s weather has on overworld adventuring, the way the battle skills can level up, etc. RPG Maker conventional wisdom says not to overload your game with mechanics or it will become unwieldy and hard for the player to keep track of. This game is a pretty effective argument against that, with a long list of different mechanics that all tie into the goal of evoking someone’s daily life.

How do I know you're not creating a secret registry of adventurers?!

How do I know you’re not creating a secret registry of adventurers?!

Most of the game’s visuals were provided by Ronove of Star Stealing Prince fame. Aside from a few familiar sunflowers, not much of that game’s moody storybook atmosphere has migrated over. Instead, everything looks bright, colorful and lighthearted to match the breezy tone of the game. All the important characters have faces that are full of personality and different emotions (particularly Reniat). The interface also has a few cute little surprises as you navigate it.

I’ve gone on about this game for two articles and over 1,000 words now, and there’s still more I could talk about. If this sort of open-ended adventure is your cup of tea, this game delivers the goods. In particular, I’d recommend users newer to the program check it out. It gives you an impressive demonstration of what RPG Maker is capable of.

So what’s everyone think? What’s your favorite part of the daily routine in Homework Salesman? Any suggestions for balancing a lot of systems? What should we review next? Sound off in the comments.


Greetings all, and welcome to the completely re-designed RPG Maker Web!

It’s been a week or two since we launched the new site and now that you’ve had some time to check it out we hope you are all enjoying the new look. We’ve been working at this for quite a while and it has taken an amazing team of very talented people in three different countries across the world to present this completely new version of RPG Maker Web. Let’s check out some of the cool new features we’ve implemented!


The first thing you’ll probably notice is that we have a brand new menu along the top of the site. This menu allows for much easier navigation to any page you might be looking for. Simply hover over one of the headings to get a drop-down menu with a list of sub-pages. This not only saves you time, but also looks really spiffy. On the home page you can find the latest news and featured tutorials as always, along with information and links to each of our main programs. About half way down the page you can also find a more visual version of our navigation menu to help you get where you’re going. [click to continue…]

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With today’s release of Joel Steudler’s Survival Horror Music Mega-Pack, we wanted to give you a brief glimpse of the newest graphic pack we’ll be releasing in the near future: the zombie survival graphic pack.


Created by Lunarea, this new pack will contain matching tiles, characters, faces and battlers – along with a few surprise bonus pieces. The tiles span over several areas, including a hospital, shelter, science lab and military base. The characters contain some of the modern personas you might find in a zombie game (scientist, policeman, military, etc).

Done in a painted style, the pack should fit well with Modern Day tiles. The characters, battlers and faces are created in a unique style, with plans to expand with more content.


Estimated release time is in 2-3 weeks – just in time for Halloween!


Thoughts on the pack? Let us know in comments!