IGM Tutorial: Tips And Tricks – Part 3

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

Today we’re going to take a quick look at some of the switches and memories built-in to IGM. You can load up any game file really, then head to “Materials”, and we’ll start with the “Memories” sub-tab. A lot of the things in here are pretty self-explanatory, but some can work in really interesting ways. The purpose of this tutorial is to open your mind to the possibilities presented by some of these presets. Continue reading

IGM Tutorial: Tips And Tricks – Part 2

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

Last time we uncovered some of the more unusual secrets of IG Maker. Today we’re going to cover a couple more of those and one rather obvious secret – Auto Tiling! Load up your Action RPG or grab this GPD and we’ll get started! Head to the “Action RPG” tab and the “Tiles” sub-tab. Continue reading

IGM Tutorial: Tips And Tricks – Part 1

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

So by now you’ve noticed a lot of things in IG Maker that we haven’t went over or that you’ve discovered and played around with on your own. Today we’ll go over a few of the lesser-known aspects of the program that can be a great help or shortcut to doing certain things in your game. Go ahead and grab this GPD or load up your Action RPG thus far and we’ll get started!

So head to the “Action RPG” tab, and the “Canvases” sub-tab. Check out the mini-image of your canvas and you’ll see that it’s really plain. All you have is grass on there. For now go ahead and use the tiles we’ve got set up to create a small brick building, or a fence. Add a little style to your canvas and keep checking out that mini-image up there.

When you’re done and you have a nifty mini-image, I want you to hit the button right above that image labeled “Adding A Reduced Image As A Material”. Continue reading

Features: How do I choose?

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

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