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Thread: So who's ready to design their own game?

  1. #1
    Eoff + Fabio = Win Lord Chainsaw's Avatar
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    Default So who's ready to design their own game?

    Tis the season. Enterbrain has finally translated RPG Maker XP and put it out on www.download.com. Or if PC RPG Makers aren't your thing, then they also have a new PS2 RPG Maker out, RPG Maker 3. I wouldn't recommend it though, because it just seems so much cooler when you can insert PC files into your RPG instead of being restricted to what is on the PS2 disc.

    I've been fiddling around with RPG Maker XP since Thursday, and I really do appreciate the accessibility of it. I'm pretty much hooked on it. So much fun creating these sort of things.

    Really, go ahead and give it a shot. The price is a little steep at $60 for the download, but if you really enjoy video games, and want to create one, you'll find that it's more than a fair price for such an incredible program. You could also try downloading the 30 day trial at the same place. To continue using it after 30 days you'd have to register it, so it's a pretty could idea to more or less see if it is a system you'd want to be getting in to.

    If you do download the game, I recommend getting some ripped 16-32 bit graphics for it. Because it usually takes so many people for the graphical design, it's probably better that way. We all end up using them.

    This site is a very good place to find character sprites, backgrounds, battle sprites, monsters, and backdrops.

    Check out this program if you have the time, love rpgs, or both.

    To hell with Battletoads and Double Dragon.
    THIS is the ultimate team.

  2. #2
    Gamecrafter Recognized Member Azure Chrysanthemum's Avatar
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    Kazane Shiba (Adamantoise)
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    A few questions.

    What are the party size limitations it gives?

    Does it support multiple combat systems, like, say, a mecha system that allows switching between pilot and mech?

    How are the spells/abilities and their customizability?

    What about equipment and the creation thereof?

    Is the stat system customizable or set?

  3. #3
    Banned nik0tine's Avatar
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    I might be willing to compose some music for your RPG if you like. It would be an excellent opportunity for me to strengthen my skills. I dont know if I could pull it off or not, but its definetly worth a try.

  4. #4
    Markusdot Markus. D's Avatar
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    I love the Ruby Scripting (RGSS).

    im creating a game inspired by, Super Mario Bros, Maple Story, Final Fantasy X-2 and Final Fantasy VII.

    Im gonna try rescript the battle systems and all.

  5. #5

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    I like C++! Its my favorite RPG maker. Sexy!

    Now with this RPG maker, what does it do? I mean, does it write windows propritary RPG's? Any three d work or is it all 2d sprites?
    Need info


    Bipper

  6. #6
    Markusdot Markus. D's Avatar
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    well, theres the default click and drag etc etc.

    but you can enhance it through ruby scripting.

    i think someone made a 3d FFVII fan game (included materia system and summon videos), it looked cool...

  7. #7
    Frunklemaster Optium's Avatar
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    I'm down for some music making if you want to collaborate nik.

    .opt

  8. #8

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    Ah, I remember RPG making programs. I've moved on a bit since then but they were still pretty fun. I've yet to see a project that was finished with one however.
    Word/s.

  9. #9
    Markusdot Markus. D's Avatar
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    Quote Originally Posted by Optium
    I'm down for some music making if you want to collaborate nik.

    .opt
    if you mean me.

    i would apreciate if you would make something for like a calm theme.

  10. #10

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    Heh, if anyone is a graphics buff, I would like help with textures and skinning for mostly 3d work. Thought I would throw that up.

    Bip

  11. #11
    Frunklemaster Optium's Avatar
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    Quote Originally Posted by tsukasa
    Quote Originally Posted by Optium
    I'm down for some music making if you want to collaborate nik.

    .opt
    if you mean me.

    i would apreciate if you would make something for like a calm theme.
    I was talking to Nikotine but if you can give me something more to go on
    than calm theme I might be able to help out, can you try to explain where
    the song would be used, what the mood of the situation would be, and
    maybe what type of instruments you'd want in the song (solo piano,
    violins, orchestral, etc)?

    .opt

  12. #12
    Markusdot Markus. D's Avatar
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    Quote Originally Posted by Optium
    Quote Originally Posted by tsukasa
    Quote Originally Posted by Optium
    I'm down for some music making if you want to collaborate nik.

    .opt
    if you mean me.

    i would apreciate if you would make something for like a calm theme.
    I was talking to Nikotine but if you can give me something more to go on
    than calm theme I might be able to help out, can you try to explain where
    the song would be used, what the mood of the situation would be, and
    maybe what type of instruments you'd want in the song (solo piano,
    violins, orchestral, etc)?

    .opt
    hahaha, sorry, my names nik... couldnt help it :P

    ummm well, more emphasis on piano, and a soft ahhhh vox sorta effect would be awesome

  13. #13
    Eoff + Fabio = Win Lord Chainsaw's Avatar
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    Default

    What are the party size limitations it gives?
    If you use the default script, there is a limit of four characters per battle. You can change this if you know how, or learn how to edit the Ruby Script.

    Does it support multiple combat systems, like, say, a mecha system that allows switching between pilot and mech?
    Yes, it does. You'd have to be pretty good with Ruby to figure out how to create the really in depth systems, but they aren't impossible. The default battle system is the Dragon Warrior style system, but people have already created their own custom systems. A very popular one is the "side view" FF style system. You can find the patch for that at phylomortis

    I could go out on a limb and guess the Xenogear style battle sytem could be possible if you create a switch activated by a spell that changes your battle actor when used.


    How are the spells/abilities and their customizability?
    From what I gather so far, spell effects are very customizable. As far as the effect of the ability goes, you can pretty much specify how it will calculate damage, resistances, elements, and so forth. Graphically I haven't gotten into ability creation, but there should be some pretty neat things you could do with the graphics.

    What about equipment and the creation thereof?
    Equipment works as a regular item, but with stats. You create the name of the item, the stats it gives, and who can equip it. They start you off with some pre made equipment, but it is very easy to create your own. For instance, I can create the Sword of Cosines and give it +500 ATP, make it fire elemental, make it cause sleep, and give it a spear attack graphic if I wanted to.

    Is the stat system customizable or set?
    You can alter the stat growth curve of your characters, and unless you know Ruby, it's probably the only thing you should do with the stats. Specify the starting value of a stat, then the level 99 value. After that you can generate a curve.

    Pretty much anything goes. The better you are at Ruby, the more concepts you will have available to use. I've already taken some character portraits from various games and places and have gotten into the habit of displaying them next to the text box Lunar style when a character speaks. Fun.

    Here's a little story I programmed last night:


    It's end game, and the Germanic hero Siegfried decides to tackle the Persian King Xerxes at the Gates to the Afterlife. Who will win?


    Yeah, I haven't gotten the text window down yet...


    Icewires casts an Ice Spell and does mad damage to evil.


    After doing nothing but sitting there and being my punching bag for a few rounds, the boss decides to finally hit me with something. And it looks like it's gonna hurt...


    OH MAH LAWD! Siegfried, you're all talk. Maybe you should gain a few levels before taking on the Persians. Maybe 500 or so.


    Yeah.
    Last edited by Lord Chainsaw; 09-18-2005 at 08:14 PM.

    To hell with Battletoads and Double Dragon.
    THIS is the ultimate team.

  14. #14
    Lumberjack Recognized Member RSL's Avatar
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    Oh man, I had so much fun with RPG Maker back in the day. I downloaded this and am messing around with the free trial. I doubt that I'm going to drop 60 bucks on it however. I just don't see myself sticking with it.

    Still, this is bringing back some fond memories.

  15. #15
    Markusdot Markus. D's Avatar
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    Lord Chainsaw, do you want a script to use the current map shot as your locations.

    it makes the backgrounds less lookfully...full...

    i have nothing to do with the ownership of the script.

    insert a new script space and call it, Spriteset_Battle.update

    #--------------------------------------------------------------------------
    # ● フレーム更新
    #--------------------------------------------------------------------------
    def update
    # アクタースプライトの内容を更新 (アクターの入れ替えに対応)
    @actor_sprites[0].battler = $game_party.actors[0]
    @actor_sprites[1].battler = $game_party.actors[1]
    @actor_sprites[2].battler = $game_party.actors[2]
    @actor_sprites[3].battler = $game_party.actors[3]
    # バトルバックのファイル名が現在のものと違う場合
    if @battleback_name != $game_temp.battleback_name
    @battleback_name = $game_temp.battleback_name
    if @battleback_sprite.bitmap != nil
    @battleback_sprite.bitmap.dispose
    end
    #@battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
    #@battleback_sprite.src_rect.set(0, 0, 640, 320)
    end
    # バトラースプライトを更新
    for sprite in @enemy_sprites + @actor_sprites
    sprite.update
    end
    # 天候グラフィックを更新
    @weather.type = $game_screen.weather_type
    @weather.max = $game_screen.weather_max
    @weather.update
    # ピクチャスプライトを更新
    for sprite in @picture_sprites
    sprite.update
    end
    # タイマースプライトを更新
    @timer_sprite.update
    # 画面の色調とシェイク位置を設定
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    # 画面のフラッシュ色を設定
    @viewport4.color = $game_screen.flash_color
    # ビューポートを更新
    @viewport1.update
    @viewport2.update
    @viewport4.update
    end



    then
    change Scene_Battle1 script to this

    #================================================= =============================
    # ■ Scene_Battle (分割定義 1)
    #------------------------------------------------------------------------------
    #  バトル画面の処理を行うクラスです。
    #================================================= =============================

    class Scene_Battle
    #--------------------------------------------------------------------------
    # ● メイン処理
    #--------------------------------------------------------------------------
    def main
    # 戦闘用の各種一時データを初期化
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # バトルイベント用インタプリタを初期化
    $game_system.battle_interpreter.setup(nil, 0)
    # トループを準備
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # アクターコマンドウィンドウを作成
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    # タイルマップを作成
    @tilemap = Tilemap.new()
    @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
    for i in 0..6
    autotile_name = $game_map.autotile_names[i]
    @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
    end
    @tilemap.map_data = $game_map.data
    @tilemap.priorities = $game_map.priorities
    @tilemap.ox = $game_map.display_x / 4
    @tilemap.oy = $game_map.display_y / 4
    # その他のウィンドウを作成
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    @message_window = Window_Message.new
    # スプライトセットを作成
    @spriteset = Spriteset_Battle.new
    # ウェイトカウントを初期化
    @wait_count = 0
    # トランジション実行
    if $data_system.battle_transition == ""
    Graphics.transition(20)
    else
    Graphics.transition(40, "Graphics/Transitions/" +
    $data_system.battle_transition)
    end
    # プレバトルフェーズ開始
    start_phase1
    # メインループ
    loop do
    # ゲーム画面を更新
    Graphics.update
    # 入力情報を更新
    Input.update
    # フレーム更新
    update
    # 画面が切り替わったらループを中断
    if $scene != self
    break
    end
    end
    # マップをリフレッシュ
    $game_map.refresh
    # トランジション準備
    Graphics.freeze
    # タイルマップを解放
    @tilemap.tileset.dispose
    for i in 0..6
    @tilemap.autotiles[i].dispose
    end
    @tilemap.dispose
    # ウィンドウを解放
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose
    @message_window.dispose
    if @skill_window != nil
    @skill_window.dispose
    end
    if @item_window != nil
    @item_window.dispose
    end
    if @result_window != nil
    @result_window.dispose
    end
    # スプライトセットを解放
    @spriteset.dispose
    # タイトル画面に切り替え中の場合
    if $scene.is_a?(Scene_Title)
    # 画面をフェードアウト
    Graphics.transition
    Graphics.freeze
    end
    # 戦闘テストからゲームオーバー画面以外に切り替え中の場合
    if $BTEST and not $scene.is_a?(Scene_Gameover)
    $scene = nil
    end
    end
    #--------------------------------------------------------------------------
    # ● 勝敗判定
    #--------------------------------------------------------------------------
    def judge
    # 全滅判定が真、またはパーティ人数が 0 人の場合
    if $game_party.all_dead? or $game_party.actors.size == 0
    # 敗北可能の場合
    if $game_temp.battle_can_lose
    # バトル開始前の BGM に戻す
    $game_system.bgm_play($game_temp.map_bgm)
    # バトル終了
    battle_end(2)
    # true を返す
    return true
    end
    # ゲームオーバーフラグをセット
    $game_temp.gameover = true
    # true を返す
    return true
    end
    # エネミーが 1 体でも存在すれば false を返す
    for enemy in $game_troop.enemies
    if enemy.exist?
    return false
    end
    end
    # アフターバトルフェーズ開始 (勝利)
    start_phase5
    # true を返す
    return true
    end
    #--------------------------------------------------------------------------
    # ● バトル終了
    # result : 結果 (0:勝利 1:敗北 2:逃走)
    #--------------------------------------------------------------------------
    def battle_end(result)
    # 戦闘中フラグをクリア
    $game_temp.in_battle = false
    # パーティ全員のアクションをクリア
    $game_party.clear_actions
    # バトル用ステートを解除
    for actor in $game_party.actors
    actor.remove_states_battle
    end
    # エネミーをクリア
    $game_troop.enemies.clear
    # バトル コールバックを呼ぶ
    if $game_temp.battle_proc != nil
    $game_temp.battle_proc.call(result)
    $game_temp.battle_proc = nil
    end
    # マップ画面に切り替え
    $scene = Scene_Map.new
    end
    #--------------------------------------------------------------------------
    # ● バトルイベントのセットアップ
    #--------------------------------------------------------------------------
    def setup_battle_event
    # バトルイベント実行中の場合
    if $game_system.battle_interpreter.running?
    return
    end
    # バトルイベントの全ページを検索
    for index in 0...$data_troops[@troop_id].pages.size
    # イベントページを取得
    page = $data_troops[@troop_id].pages[index]
    # イベント条件を c で参照可能に
    c = page.condition
    # 何も条件が指定されていない場合は次のページへ
    unless c.turn_valid or c.enemy_valid or
    c.actor_valid or c.switch_valid
    next
    end
    # 実行済みの場合は次のページへ
    if $game_temp.battle_event_flags[index]
    next
    end
    # ターン 条件確認
    if c.turn_valid
    n = $game_temp.battle_turn
    a = c.turn_a
    b = c.turn_b
    if (b == 0 and n != a) or
    (b > 0 and (n < 1 or n < a or n % b != a % b))
    next
    end
    end
    # エネミー 条件確認
    if c.enemy_valid
    enemy = $game_troop.enemies[c.enemy_index]
    if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
    next
    end
    end
    # アクター 条件確認
    if c.actor_valid
    actor = $game_actors[c.actor_id]
    if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
    next
    end
    end
    # スイッチ 条件確認
    if c.switch_valid
    if $game_switches[c.switch_id] == false
    next
    end
    end
    # イベントをセットアップ
    $game_system.battle_interpreter.setup(page.list, 0)
    # このページのスパンが [バトル] か [ターン] の場合
    if page.span <= 1
    # 実行済みフラグをセット
    $game_temp.battle_event_flags[index] = true
    end
    return
    end
    end
    #--------------------------------------------------------------------------
    # ● フレーム更新
    #--------------------------------------------------------------------------
    def update
    # バトルイベント実行中の場合
    if $game_system.battle_interpreter.running?
    # インタプリタを更新
    $game_system.battle_interpreter.update
    # アクションを強制されているバトラーが存在しない場合
    if $game_temp.forcing_battler == nil
    # バトルイベントの実行が終わった場合
    unless $game_system.battle_interpreter.running?
    # 戦闘継続の場合、バトルイベントのセットアップを再実行
    unless judge
    setup_battle_event
    end
    end
    # アフターバトルフェーズでなければ
    if @phase != 5
    # ステータスウィンドウをリフレッシュ
    @status_window.refresh
    end
    end
    end
    # システム (タイマー)、画面を更新
    $game_system.update
    $game_screen.update
    # タイルマップを更新
    @tilemap.update
    # タイマーが 0 になった場合
    if $game_system.timer_working and $game_system.timer == 0
    # バトル中断
    $game_temp.battle_abort = true
    end
    # ウィンドウを更新
    @help_window.update
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    @message_window.update
    # スプライトセットを更新
    @spriteset.update
    # トランジション処理中の場合
    if $game_temp.transition_processing
    # トランジション処理中フラグをクリア
    $game_temp.transition_processing = false
    # トランジション実行
    if $game_temp.transition_name == ""
    Graphics.transition(20)
    else
    Graphics.transition(40, "Graphics/Transitions/" +
    $game_temp.transition_name)
    end
    end
    # メッセージウィンドウ表示中の場合
    if $game_temp.message_window_showing
    return
    end
    # エフェクト表示中の場合
    if @spriteset.effect?
    return
    end
    # ゲームオーバーの場合
    if $game_temp.gameover
    # ゲームオーバー画面に切り替え
    $scene = Scene_Gameover.new
    return
    end
    # タイトル画面に戻す場合
    if $game_temp.to_title
    # タイトル画面に切り替え
    $scene = Scene_Title.new
    return
    end
    # バトル中断の場合
    if $game_temp.battle_abort
    # バトル開始前の BGM に戻す
    $game_system.bgm_play($game_temp.map_bgm)
    # バトル終了
    battle_end(1)
    return
    end
    # ウェイト中の場合
    if @wait_count > 0
    # ウェイトカウントを減らす
    @wait_count -= 1
    return
    end
    # アクションを強制されているバトラーが存在せず、
    # かつバトルイベントが実行中の場合
    if $game_temp.forcing_battler == nil and
    $game_system.battle_interpreter.running?
    return
    end
    # フェーズによって分岐
    case @phase
    when 1 # プレバトルフェーズ
    update_phase1
    when 2 # パーティコマンドフェーズ
    update_phase2
    when 3 # アクターコマンドフェーズ
    update_phase3
    when 4 # メインフェーズ
    update_phase4
    when 5 # アフターバトルフェーズ
    update_phase5
    end
    end
    end




    done, the only glitch is that trees will show up past the blue menu.

    the long process of making these is why i dont wanna master ruby scripting

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