#rpg maker xp is literally free
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Am I cooking? Or am I just delusional?
#I wish I can say I'm working on HollowRoom (real) but really I'm just getting the hang of things#I haven't mastered most of the important shit yet but look#I got Yuki in!!#Oh and in case you didn't know#all the rpg makers are on sale rn#rpg maker xp is literally free#but the deal is ending soon so if you've ever wanted to mess around with rpg maker now is probably your time!#not sprites#hollowroom#yuki hirose#my ocs
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I should signal boost this if for no other reason than this is the engine that literally every Pokemon fangame is made in. Pokemon Essentials is an add-on to RPG Maker XP that gives you every single tool you can imagine needing to make a Pokemon game.
If you want to make a Pokemon fangame, it is now easier than ever, and free.
oh shit rpg maker xp is completely free to own this week on steam??
#pokemon#for any other type of RPG I recommend MV or MZ#because my day job is writing plugins for those engines so I monetarily benefit from you using them
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For the RPG Maker Dev ask, 8 - 13, 17, 18 and 20 - 30!! (but also, since this is I think Most of the questions, feel free to answer all of them!!)
XZONI!!! THANK U SO MUCH FOR ASKING ME THIS, im sorry it took me so long to answer haha i had to be on my laptop instead of mobile for it
8. What is your opinion of RPG Maker? Answered here!
9. If you could change something about the RPG Maker engine, what would it be? Answered here!
10. What is your stance on RTP and custom assets? The short answer is "I don't think we'd have this discussion if more people used XP". TLDR everyone who acts like they make a game less valuable and you should never use them pisses me off, but also I think they get uglier with every installment
11. What kind of art style do you prefer for graphic assets? 2D. Love stuff in the XP style! I really enjoy blends of pixel art and painting, like Aveyond 1. I want to make a game like that eventually.
12. What kind of sound profile do you prefer for music and sound assets? haha. I don't know enough about music to answer this honestly
13. What kind of fonts do you prefer to read game text in? Something simple and easy to read, otherwise I'm not picky. Usually the default fonts suffice just fine for me.
17. Which game mechanic do you think devs could do less of? Personally I despise chase scenes and they will 9/10 prevent me from playing a game but also I get why people make them. I also don't like super complicated battle systems.
18. Which game mechanic do you think more devs should add to their own projects? Answered here!
20. What is your current project about? Answered here!
21. Why did you start this project? Answered here!
22. What or who are your inspirations for this project?
Gonna answer this one for away in the woods! Biggest inspiration is without a doubt the Hermit ending of Aveyond 1. Other inspirations include the poem "If No One Ever Marries Me'", the song "I Stand Alone" from Quest for Camelot, and what I described as "every NPC old lady tucked away in the woods in an RPG", so essentially the old, single woman who may or may not be a witch archetype.
23. How well do you do with project conceptualization?
I am absolutely horrible at coming up with ideas to begin with - it's a good thing that I take as long to make a game as I do, or else I'd be out of ideas - but once I've figured out an idea I like, I think I'm pretty good at nailing it down and conceptualizing it into something I can actually make. I like to think I'm especially good at conceptualizing maps and how the game actually comes together.
24. How well do you do with project implementation?
Er, not good. You know the idea "slow and steady wins the race"? Yeah I'm slow but not steady. I'm really trying to find a workflow where I make more consistent progress.
25. Aside from playing your game, how can other people support you and your project? If I share stuff about it, I love hearing feedback!
26. Why do you want to make a game? Literally just because I like using RPG Maker. It makes my brain go brrrr.
27. Who are you making a game for? Myself first and foremost, other than that it depends on the game. seaglass was kinda internally dedicated to all my internet friendships; Inn Need was of course for Tei & Ji as collaborators (and the IGMC judges, lol), and away in the woods was conceptualized as for me, Ishti, and Moonie, and... I'm self conscious and embarrassed saying this, but like, aromantic people in general? And of course, all of them are for anyone who would enjoy them <3
28. What do you want your players to think/feel after playing your game? All of them: I want them to have a good time! Anything more specific depends on the game.
29. What is the most memorable feedback you got for any of your projects (whether its status is conceptual, in the works, or finished)? I am so sorry I do not have an answer to this one LOL
30. What kind of feedback is most helpful for you? Answered here!
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Oh gosh do you have any tips on making a game :0c ive wanted to test the waters but it seems so overwhelming and im unsure where to begin
Buy rpg maker (2000, 2003, or XP are cheaper versions) or ren'py (which is free i think?).
Both are literally the most noob friendly programs to get started in trying to make games. I don't consider myself a game dev and i use rpg maker a lot lol
Rpg maker is (obviously) better for making rpgs, top down games, walking simulators, turn based battle games, etc. Ren'py is mostly for making visual novel type games
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Hello friends!
I’m currently working on a game on RPG Maker XP and I’m wondering if anybody would wanna demo it out once I’m done with the first arc of it.
All that’s really done right now is the introduction, so it might be a while until I even make content to make it a functional demo. But I’ve literally been wanting to make this game for at least 6 years now so I’ve already got A LOT of stuff planned for it.
Story under the cut!
“In a realm far away from us is Utopia, a world where all the creatures we know from myth live together. The capital of the realm was in the empire of Avia, ruled by its Empress. She ruled the realm with a gentle heart and treated all fairly, but one day disaster struck as somebody she knew a long time ago attacked her in hopes of taking the throne. But with her last breath, she sent her successor, in the form of a magical egg, into our world to keep her safe from her attacker.
Melody, a human woman, found the egg while she was outside of her home. She had always believed in myths and legends, and was amazed to see the egg hatch into a baby siren. She lived far away from other humans due to being antagonized for her beliefs, so taking care of a magical creature in secret didn’t seem to be such a bad idea. As a start, Melody named her Violet because of her fascinating purple eyes.
Violet grew up, never having minded how different she was to her mother. She even developed an interesting magical ability to cast spells with her singing. But as her ability became stronger, Melody was concerned about how much longer she could keep Violet in a human home without anything bad happening. She had to have come from a different world. It was then that she told her that it’d be in her best interests to go find her true home.
As Violet ventures into Utopia, she finds herself in strange places and meeting mysterious creatures. As much as she’s anxious of such a unfamiliar world, her lack of magical control leaves her relying on everyone she meets to help her to Avia.”
I probably didn’t write it very well here but it is 6 am afterall owo;;;... I just hope I got the point across... Anyways, I’ll be working on this game for a while! Title is still under works, but I think I’ll find a perfect one. No suggestions pls.
(I don’t know anything about making music though so if anybody wants to show me an easy way to make chiptune music or something that’d be fantastic. If not, I’ll just stick with default music in the program or song midis. Because I have no money to ask people to make music and I don’t wanna seem like I’m asking for handouts... ;____; )
Thanks, ny’all!
(Yes, you are free to ask for concept art of some of the characters.)
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The way I post this and now RPG Maker XP is literally free on Steam
It is that time of the year again 😔
When I desperately want to make a PS1 Final Fantasy-style RPG
#Moon posting#Now I wouldn't be able to make that lowpoly PS1 experience I crave#But it's still something#God dammit do not let me download RPG Maker XP for Free I have too many comics to work on I do not have the time to learn to code#(...But what if I learned to code...)
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Experimenting with the cast
I’m still not done talking about Sakura Village. I have a lot to say about the game still given how it gave a lot of results for my experiments.
I’m going to change things up and talk about my classes and how they panned out in game.
Druid: The Druid was designed around being tanky mage that’s mostly designed around early game. Him and a few others were supposed to be safe choices for the player. He could buy strong armor for a really cheap price and could both heal and deal damage in early game. He has a few class tokens so he could learn more abilities in late game and there are a couple of situations where his ability to translate from elvish comes in handy but he really falls out of use late and you have to like the character to really want to use him.
He had a bigger role in planning stage but when the combatant became the main character he melted right into the background.
Farmer: I mentioned this before but the Farmer was designed around the player having her in their team was a way to save on money. By just walking around in certain areas you pick up items and it can save you money in early game although you’ll find items throughout the game. She’s a very mild support class with weak damage potential. She does have one of the earliest defensive spells but in mid game she under performs. Late game she gets better with a revive and an AOE.
Thief: Thief ended up being kind of a disaster. Thieves in my home brew games are designed around out of combat skills. Stealing, skulking, climbing, and of course defusing traps. Standard stuff you’d expect but I removed a lot of combat elements that are often tacked onto Thief class and made it pure utility designed around the player wanting to work around fights then cheese through them.
You can’t really do that in RPG Fes. In fact there isn't even a mechanic for stealing enemy items. So he ended up with very few skills. In late game he would get powerful damage spells and for early game he at least has the ability to steal health and deal AOE damage with a debuff but it’s all really weak damage. You would have him on your team to break into places and defuse traps. Problem being that I didn’t want to overwhelm the player with loot. There was already the Farmer finding items on the ground in the majority of towns and gardens so breaking into every house to steal more loot would make the player too rich in free junk.
Another problem is that the treasure chest also doesn't work like it’s supposed to. It can’t handle additional logic that is separate to it opening the chest and giving you an item. Anytime I had it hidden or booby trapped the item mechanic would bug and it would give the player the same item indefinitely.
The thief didn't get tokens either so he didn't gain any new abilities. The only real use for the thief is that he can open a few doors and locks and he can give you the ability to skip and entire dungeon if you realize the conversation where his input would be relevant.
Bard: This class is redesigned around having more focus on music on the musical gimmick and as mentioned before it’s based off the Megapon class in Patapon. So she deals debuffs, damage, buffs, and even AOE spells with music. She’s really squishy and physically weak so she’s hard to keep alive in early game but she has a lot of opportunities to grow given that she has some good class coins and can a nearly impossible encounter into an easy win with lavish prizes and unlocks.
By late game she’s actually very worth having on your team as a form of control given that she removes buffs from opponents and applies buffs to allies.
Alchemist: Alchemist is supposed to be a crafting class but crafting wasn't a mechanic that could work in RPG FES (it does work in the RPG maker XP as far as I can tell though) so I had to get creative. So the Alchemy in question just pertained to blowing stuff up which is part of the design idea for Alchemists as a primary character class. You play the character to literally be a dangerous asshole that blows stuff up. The game doesn’t have friendly fire so it wasn’t a detriment to have him on your team and he’s actually really good early game with a couple AOEs that are cheap and a good sustain ability. He gets fair love from coins and throughout the game he gets to destroy terrain and unlock some nice treasure and areas for the player.
I think he’s fairly fun but he could have been better.
Priest: Priest is very bland. Just a straight cleric. A lot of healing and support spells with a good revive spell as well. She doesn't interact with other characters or unlock stuff and she doesn't gain abilities outside of leveling either. You have her on your team because you want a dedicated healer and it’s not always the best choice to do that.
Monk: Monk starts out really strong early, tapers off in mid and gets really strong late game. He was supposed to solve puzzles by destroying terrain with his fists. Those situations were all converted into Alchemist explosions so now the Monk is the fighting equivalent of the mage. A really safe choice for game progression but very few rewards outside of team balance. At the very least the monk unlocks a late game area and can learn some bonus moves, one of which is one of the most powerful spells you can learn in the game.
Ninja: If Thief was supposed to be high utility the Ninja is just high mobility but that doesn't play out much in RPG Fes so instead I gave him attack priority and the ability to jump certain terrain which gives you access to special areas. He learns almost nothing throughout the game because the Ninja was originally designed around being able to counter elements and dimensional attacks. That doesn't work in RPG Fes so being able to jump good and having a nice selection of weapons and coins validates using the Ninja.
Wizard: Is a class grossly devoted to hoarding spells. The wizard has a lot of coins and ways to earn abilities and just has a great range of offense spells with an AOE defense and a mana sustain spell.
She doesn’t have an AOE early so the Alchemist is better for a slight moment but in mid and late she’s a much better pick than him for crowd control.
Combatant: It’s the warrior class but is mostly designed around having access to a lot of weapons and abilities that make it a better bruiser. The game is designed around this character being in the party the whole time and the game would be nearly unplayable without him. Having said that, a password is in the game that lets you remove him from the party.
Artisan: Artisan is essentially another crafting class but again, crafting isn’t in the game so she’s given a gun and a fixed gear set and her skill is in technical buffing and debuffing. She refills other people’s mana and lowers attack and defense while buffing allies attack and defense. She’s capable of opening doors by dismantling them but beyond that she’s really underwhelming to play.
Anthro: Anthro isn’t a real class but I wanted to show off the racial skills that Anthros are supposed to have so I shoved them into one character. It’s kind of a weaker tech based monk that shows up mid game. She can climb trees and has a few coins to obtain. She also unlocks an area where special items and a boss fight can be found. She’s mostly designed to not be useless when you have to use her to find things or unlock stuff.
Guardian: Is a pure tank class designed around giving out defensive spells and removing debuffs. Her damage is low but self sustain and tankiness makes her a great substitute for the Combatant in a party run devoid of his involvement. She’s the only character who is completely optional but you’ll have to add her to get the secret ending.
Torpedo: Is what I call my projectile class, because it’s all projectiles and not just archery or gun play. The character doesn’t have a lot of great combat skills given that Torpedo needs guns (which RPG Fes doesn’t have) and it’s partly a ranger class and there’s nothing to substantiate that in the engine so it’s a couple damage spells and a debuff remover. You’ll need him in order to access certain places so he is marginally useful in exploration but beyond that he’s not well realized.
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