r/RPGMaker • u/RelevantPoint9662 • 4h ago
RMMZ UI for the cardbattler roguelike I'm making in MZ
The game is called Cage Witch. Set in the same universe as our previous game Dreaming Mary back in 2014 (quite a long time ago!)
r/RPGMaker • u/RelevantPoint9662 • 4h ago
The game is called Cage Witch. Set in the same universe as our previous game Dreaming Mary back in 2014 (quite a long time ago!)
r/RPGMaker • u/Zestyclose-Common628 • 4h ago
I've been messing around with MV and I've made this 250x150 map. Though, I'm not fully sure if it's good.
r/RPGMaker • u/Elster_dieklaut • 2h ago
Could probably save some time with a really good camera tho
r/RPGMaker • u/TheT85_Jr • 12h ago
r/RPGMaker • u/Low-Teacher-4909 • 10h ago
r/RPGMaker • u/Plush_Antlers • 3h ago
ive finnally finished it im so happy i will soon make the other maps for this but what do you guys think of the map? i will later add shadows
'
If you wanna follow developments on this game follow me on twitter Plush_antlers
or on itch io COLLEGE GAINS ITCH IO PAGE
r/RPGMaker • u/J_Stanor • 6h ago
I think I'm starting to get the hang of it! Any feedback or tips on how I can improve? (in general, I won't be making any more changes to this one :')
r/RPGMaker • u/hilliford • 8h ago
Party swap system is in place. I have now reached the point in my game development that the player has 5-6 party members. This means I must use a party swapping system to allow. players to swap them out.
-Use the campfire swap characters out at camp.
- Max limit is 4 at a time in the active party
If a dungeon or quest requires a certain character I will lock that chacarter for that dungeon or quest using this same system.
Plug in from Visu Stella
r/RPGMaker • u/BreezeBear6 • 5h ago
hi guys, looking for a plugin or simple scripts that cycles through a few different bits of enemy flavour text during battles similar to undertale? this area is also where the magic / skills are so, that needs to pop up over the top of this. I'm aware that you can easily display text boxes during battles at certain hp thresholds and the like, but what im looking for is less intrusive (not something the player has to confirm through) and is more incorporated into the ui? sorry if this an annoying post it was just really hard to google lol
r/RPGMaker • u/Samaela666 • 11h ago
Does it look cozy to you like this?
The next step is to find suitable flooring for the terrace and add a couple more edible plants! It’ll be great to have a small home garden.
I’ve always felt that windows were missing from video games, which is also why I wanted to build a large balcony—to watch the seasons change over time and see that there’s life out there.
r/RPGMaker • u/Gopal_eats_rocks • 6h ago
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These are the starting cutscenes for my game that is meant to be a bit goofy and non self serious but also a bit cryptic and strange, do you prefer the black mouth or the teeth? I’ll have to send the other one in the comments, and I have a screenshot of making the door, which you will walk through after seeing this cutscene.
r/RPGMaker • u/BobbyLily • 14h ago
Also gave some slight tweaks in accordance so some feedback from the last post, mainly the addition of highlights.
r/RPGMaker • u/GreedyClaw • 11h ago
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full devlog here:
https://gamejolt.com/p/some-modifications-to-ui-stuff-3fjwqwxh
https://ninjachicle.itch.io/ge-lie-boyxreader/devlog/1597367/ui-modifications
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bible verse for today:
"For unto us a Child is born, Unto us a Son is given; And the government will be upon His shoulder. And His name will be called Wonderful, Counselor, Mighty God, Everlasting Father, Prince of Peace. Of the increase of His government and peace There will be no end, Upon the throne of David and over His kingdom, To order it and establish it with judgment and justice From that time forward, even forever. The zeal of the Lord of hosts will perform this." - Isaiah 9:6-7 (NKJV)
r/RPGMaker • u/og_ramski • 1d ago
I wanted every menu to feel like it belongs to the same world, so I rebuilt the title screen, menus, save/load screen and battle HUD around a paper-and-notebook aesthetic.
It’s a small detail, but I think it makes the game whole feel much more cohesive.
The demo is almost finished, and I’d love to hear what you think about the new UI.
r/RPGMaker • u/_Bor1k_ • 4h ago

i'm using YEP_MessageCore plugin to show characters' names in dialogues, everything was fine, but recently i downloaded SomeRanDev's Undertale battle system plugin because i wanted to use Undertale battle mechanics in some fights, and because of that the name boxes are in the wrong place and they stay there until the end of the battle (it only happens during the battle, in overworld it works fine)
is there a way to fix it?
r/RPGMaker • u/DevRPG2k • 16h ago
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r/RPGMaker • u/RadioactiveRatte • 9h ago
I made a 14-frame water animation tileset and I MUST find a way to use it in game as tiles. Events won't do because they'll just cause massive lag.
r/RPGMaker • u/WinthorpDarkrites • 3h ago
r/RPGMaker • u/xHagemarux • 1d ago
r/RPGMaker • u/Synrec • 5h ago
Showcase use of the Master Editor Software and the Casino Roller Plugin
r/RPGMaker • u/Electrical-Top3963 • 1d ago
I'm not talking about visuals, i mean technically. Hylics doesn't look like its using tile sets, and looks like it imports handmade models into the game. How could i achieve maps like this? I'm new to RPG Maker, so anything helps.
r/RPGMaker • u/PEPPERMAN343 • 10h ago
Is it possible? cause if you know the "can it run Doom" trend, people are putting Doom in anything, and some of those are other game engines, so I'm asking ll: is it possible? I know some poeple tried and did it, but what if we can improve it, like the Doom 2.5D can be form into Quake's native 3D, i know this is high ceilling but i have a theorethical answer on this, cause someone made a plugin that use rpgmaker to run a wad (A wad is a data file where doom maps and data is stored) this plugin https://mario135790.itch.io/can-it-run-doom made by mario135790, and uses the dwasm doom source port as it main component, what if we made 3d maps in a doom map maker like Doombuilder put it in rpgmaker, and apply everything from there, i still don't know if it's possible. still theorethical
and for the half-life/quake native 3d, all i can talk about is half-life cause i don't know if quake still uses the wad format i think it uses the .PAK format, but half-life still uses the .wad for its maps. we just need to put a half-life(like Xash3D) source port in a rpgmaker MV plugin,
so yeah kind of a schizo post and i think the idea if done will bring more oppurtunity in game making from rpgmaker
r/RPGMaker • u/indiexpo • 13h ago
Hi guys! We created this Collection with amazing games with unconventional games crafted with RPG Maker, where traditional RPG rules are left behind. Unique mechanics and experimental worlds that push the boundaries of what this engine can do.
Did you know them? Qb!k is a legend in France and the same of Testament in Italy.
Any other games to add on the list?
r/RPGMaker • u/WhalesDev • 1d ago
Hello,
I've been working on my game for a little while now as my fist project and I've learned some stuff that hopefully others can use. Without going into a super long ramble about my game I'll just jump into it but the itch io demo is here if anyone wants to try it out (It has supreme levels of jank be warned)
1. HUDmaker + Moghunter's Battle HUD compatability
These two play quite nice with each other. So I'll explain each and how they work independently.
HUDmaker
This is your graphics and conditional input. It is extremely easy to use and is very much a case of setting up conditions.
Eg: Only show Portraits in Slot 2 if I Party Member #2 even exists in the party. You can get very creative with this. I have a candle system for my Stamina that exists for no other reason than I think it looks cool.
I have 10 different Candle images that are stacked on top of each other with display conditions.
It also works for your Menu as well as it has a different canvas for your main menu.
Simply assign a switch to your main menu and you're good to go.
Eg: If Switch #400 Menu = On
From there you can build your controllers and such but that's a lot more detail and quite frankly mine still has some minor flickering and display bugs from button mashing so I'm not totally qualified to speak on that one.
Moghunter's BattleHud
I do not know if another plugin exists that can edit menus the same way this one does.
This is the one that edits the size and placement of your input menus.
You can also attach layout images for each such as Actor_Skill etc to get a more cohesive theme with your HUDmaker menu.
I am very much of the mindset of it isn't broken don't fix it so I haven't touched too much of this one in a while.
Isometric Mapping
I'm 90% my old old old test files exist in my current project but I didn't wait long before trying isometric mapping. I've never been a fan of drawing top down assets so I chose this perspective.
This is just glorified 8 directional movements and I'm sure a lot of people are are familiar with this but this is how I approached it.
Movement
There are a ton of 8 directional movement plug ins out there such as Galv's or Visustella's but they work great. You'll need to amend the sprite sheets to make sure they walk equally.
Unfortunately for the people who are more visual I didn't include a sprite sheet but a common size I use for mine is 4 x 6 tiles (48 x 48 tiles).
Collision
I screwed up on the image but I'm using an MV plugin despite being on MZ. I had some issues with the collisions not working with the version iterations at the time.
So this one is a little more complex. Isometric sprites, by their nature will have janky detection for collision unless you are using some sort of custom plugin for that (I think I saw one? Maybe?)
How I create my maps is is I first create a base.
This is the entire map with all assets, props and everything.
This is then used as a Parallax map for me to place my colour coded tiles that RegionRestrict allows the player to pass through.
Once this collision work is done, I use Galv's Layers.
I have 3 simple layers for sorting but basically
The base (Same as the Parallax file usually)
What displays over the player
The fog
From here, I delete the parallax image from the map because it creates scrolling issues.
The events are effectively duplicated or even quadrupled in order to make it easier for the player to contact things and have their inputs be recognized on things like loot.
Art Stuff
I mostly included this stuff for the artists who are struggling with background stuff. It currently has the old UI overlaid in my example file (I've actually removed the directional inputs due to the clunkiness of it) but I think the two big take aways for me were.
This sounds obvious but its something I had to learn (Praise Thomas Romain)
Anyway, I can't animate for shit so I won't make a tutorial on that but if anyone wants any advice on colours or something let me know.