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#124 Celianna's Tileset

Posted by Celianna on 03 March 2012 - 02:11 AM

This is a VX tileset version out of my most recent stuff, completely made by me, or edits made from the default RTP.

This tileset is exclusive to rpgmakerweb.com please do not redistribute these.

My tileset lacks snow covered tiles, as well as overworld tiles. I don't plan on making these.


Without further ado, here are the tilesets:

Spoiler



Credit: These names MUST be present in a credit list.
- Celianna
- Enterbrain

Commercial:
Free for non-commercial use. For commercial use, please PM me. You must own RPG Maker VX to be able to use this commercially.

Distributing:
Not allowed, my tileset is only available to rpgmakerweb.com and cannot be cross posted anywhere else (this is, and forever will be, not allowed). Direct linking to the images is also a no-no. Please link back to this thread if you wish to share them.

Can be used:
Only in RPG Maker VX, or any other RPG Maker if you own RPG Maker VX as well.


#76831 Happy Holidays Event

Posted by Lunarea on 19 December 2012 - 08:21 PM

Posted Image


'Tis the season of sharing ...

... and our very talented staff would love to share some special things with you!

Starting Thursday, December 20th at 8am PST (11am EST, 4pm GMT+0) we will be holding a holiday event. Like the 12 days of Christmas, we will be giving 12 special gifts - one new gift every hour. We will also be giving away some free Steam VXAce keys and free resource packs.

Get into the holiday spirit, and get your wishlists ready!

Gift #1
From Lunarea:
Posted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Lunarea

Gift #2
From Scinaya:
Posted ImagePosted ImagePosted Image
Posted ImagePosted ImagePosted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Scinaya

Gift #3
From Lunarea:
Posted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Lunarea

Gift #4
From Yami and Archeia_Nessiah:
1. Fancy Death
Spoiler


Terms of use: Free for use in any RPG Maker/IGM, non-commercial and commercial use! Credits: Archeia_Nessiah, Yami

Gift #5
From Despain:
Posted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial and commercial use! Credits: Despain

From Lunarea:
Posted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Lunarea

Gift #6
From PandaMaru:
Posted Image
Posted ImagePosted ImagePosted ImagePosted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: PandaMaru

Gift #7
From Lunarea:
Posted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Lunarea

Gift #8
From Timmah:
Attached File  Animated Stocking Stuffers.rar   3.44MB   33 downloads
or Download from Download Center
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Timmah

Gift #9
From Yami and Archeia_Nessiah:
NPC Patrol
Spoiler



Terms of use: Free for use in any RPG Maker/IGM, non-commercial and commercial use! Credits: Archeia_Nessiah, Yami

Gift #10
From Scinaya:
Posted ImagePosted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Scinaya

Gift #11
From Lunarea:
Posted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Lunarea

Gift #1
From Fomar0153:
A Script
http://pastebin.com/raw.php?i=Ycaz62sE
It lets you use regions to make parts of the map jumpable (rather than having a series of touch events).

Demo link: https://dl.dropbox.c...embers+ Dec.zip

Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Fomar0153

From Moon:
Posted Image
Terms of use: Free for use in any RPG Maker/IGM, non-commercial use only! Credits: Moon

------

Prize Winners:
1- slimmmeiske2 wins a Steam RPGMaker VX Ace key!
2- Zeuzio wins a High Fantasy Resource Pack!
3- Serrure wins a Samurai VX Resource Pack!
4- Robin wins a Futuristic Pack! Exchanged for Store Credit.
5- Venka wins Arabian Nights Resource Pack!
6- mrblackdx wins a Steam RPGMaker VX Ace key!
7- Jaide wins a Futuristic Resource Pack!
8- Yvonne_Eva wins a Music Pack!
9- ChrisPL - wins a High Fantasy Resource Pack
10- mlogan - wins Arabian Nights Resource Pack
11- QiisNii wins a Steam RPGMaker VX Ace key!
12- Stranger2Night wins a Steam RPGMaker VX Ace key!
13- Tnsumi wins a Steam RPGMaker VX Ace key!
14- Indrah wins a Futuristic Resource Pack!
15- hyde9318 wins a Futuristic Resource Pack!
16- Pokeymon wins a Futuristic Resource Pack!


#179 Thalzon's Battlers and Faces

Posted by Thalzon on 04 March 2012 - 01:30 AM

Here is my collection of front-view battlers and face graphics.

TERMS OF USE: You may use these for any project, commercial or casual, so long as I am credited. You may edit these, but it would be swell if you shared your edits. You may NOT repost these elsewhere.

NEWEST BATTLERS - https://dl.dropbox.c...1316/LATEST.rar

MONSTERS BY TYPE:
ANGELS - https://dl.dropbox.c...1316/Angels.rar
BEASTS - https://dl.dropbox.c...1316/Beasts.rar
BODY - https://dl.dropbox.c...461316/Body.rar
CONTRAPTIONS - https://dl.dropbox.c...ontraptions.rar
DEMONS - https://dl.dropbox.c...1316/Demons.rar
EARTHEN - https://dl.dropbox.c...316/Earthen.rar
GHOSTS - https://dl.dropbox.c...1316/Ghosts.rar
FOOD - https://dl.dropbox.c...461316/Food.rar
FLYERS - https://dl.dropbox.c...1316/Flyers.rar
HUMANOIDS - https://dl.dropbox.c...6/Humanoids.rar
INSECTS - https://dl.dropbox.c...316/Insects.rar
NORSE - https://dl.dropbox.c...61316/Norse.rar
OBJECTS - https://dl.dropbox.c...316/Objects.rar
PEOPLE - https://dl.dropbox.c...1316/People.rar
PLANTS - https://dl.dropbox.c...1316/Plants.rar
REPTILES - https://dl.dropbox.c...16/Reptiles.rar
ROBOTS - https://dl.dropbox.c...1316/Robots.rar
SEA CREATURES - https://dl.dropbox.c...7461316/Sea.rar
SPIRITS - https://dl.dropbox.c...316/Spirits.rar
UNDEAD - https://dl.dropbox.c...1316/Undead.rar
VIDEOGAME-RELATED - https://dl.dropbox.c...6/Videogame.rar

 

RESTAFF RELEASES - https://dl.dropboxus...316/ReStaff.rar

SCRIBBLES - https://dl.dropbox.c...6/Scribbles.rar

ALL FACES: https://dl.dropbox.c...61316/Faces.rar



REQUESTS ARE CURRENTLY CLOSED.


REQUESTS GUIDELINES:
- A request must have an existing, matching character sprite or face graphic.
- The existing resource must be original; no game rips allowed (this includes generated sets using the VX Ace character generator). The resource you are requesting a battler for must be presented in proper character sprite or face graphic format.
- If you are issuing a formal request, and not just a suggestion, please add "REQUEST:" to your post in some fashion, so I can be certain this is something you really want/need.


NEWEST:
 

Download the LATEST rar file to find out!




#3776 Holders Animated Battlers

Posted by Holder on 16 March 2012 - 06:28 PM

Holders Animated Battlers

 

Please click each thumbnail for the full Animated Battler XP, VX, VXAce sheet.

Terms of use
Please check the new terms of use at my blog.

 

 

 

Actors

gallery_2782_538_5510.gifgallery_2782_538_4298.gifgallery_2782_538_7423.gifgallery_2782_538_4248.gifgallery_2782_538_7369.gifgallery_2782_538_2046.gifgallery_2782_538_5143.gifgallery_2782_538_3828.gifgallery_2782_538_5487.gifgallery_2782_538_6885.gifgallery_2782_538_1304.gifgallery_2782_538_7059.gifgallery_2782_538_5374.gifgallery_2782_538_1214.gifgallery_2782_538_2456.gifgallery_2782_538_9709.gifgallery_2782_538_8363.gifgallery_2782_538_2121.gifgallery_2782_538_8484.gifgallery_2782_538_2042.gifgallery_2782_538_564.gifgallery_2782_538_4730.gifgallery_2782_538_3209.gifgallery_2782_538_1908.gifgallery_2782_538_9603.gifgallery_2782_538_9569.gifgallery_2782_538_7759.gifgallery_2782_538_3339.gifgallery_2782_538_6570.gifgallery_2782_538_6453.gifgallery_2782_538_2202.gifgallery_2782_538_460.gifgallery_2782_538_4115.gifgallery_2782_538_923.gifgallery_2782_538_4953.gifgallery_2782_538_957.gifgallery_2782_538_3715.gifgallery_2782_538_6800.gifgallery_2782_538_4678.gifgallery_2782_538_2045.gifgallery_2782_538_962.gif

Monsters

gallery_2782_538_1604.png

 

 

gallery_2782_538_2883.gifgallery_2782_538_6598.gifgallery_2782_538_4362.gifgallery_2782_538_1173.gifgallery_2782_538_4369.gifgallery_2782_538_924.gifgallery_2782_538_1957.gifgallery_2782_534_4116.gifgallery_2782_538_787.gifgallery_2782_538_6737.gifgallery_2782_538_8042.gifgallery_2782_538_2567.gifgallery_2782_538_3871.gifgallery_2782_538_2185.gifgallery_2782_538_2159.gifgallery_2782_538_4901.gifgallery_2782_538_8448.gifgallery_2782_538_4031.gifgallery_2782_538_1031.gifgallery_2782_538_3941.gifgallery_2782_538_6556.gifgallery_2782_538_4983.gifgallery_2782_538_4524.gifgallery_2782_538_2521.gifgallery_2782_538_6991.gifgallery_2782_538_2016.gif

Bosses

gallery_2782_538_871.gif


Mags


gallery_2782_538_3993.gifgallery_2782_538_387.gifgallery_2782_538_4239.gifgallery_2782_538_3483.gifgallery_2782_538_5674.gifgallery_2782_538_4543.gif
gallery_2782_538_4128.gifgallery_2782_538_7123.gifgallery_2782_538_7515.gifgallery_2782_538_4466.gifgallery_2782_538_3926.gifgallery_2782_538_7590.gifgallery_2782_538_1067.gifgallery_2782_538_2180.gifgallery_2782_538_1152.gifgallery_2782_538_3712.gifgallery_2782_538_973.gifgallery_2782_538_4852.gifgallery_2782_538_1749.gifgallery_2782_538_4097.gifgallery_2782_538_923.gifgallery_2782_538_7398.gifgallery_2782_538_4764.gifgallery_2782_538_7368.gifgallery_2782_538_1201.gifgallery_2782_538_35.gifgallery_2782_538_2594.gifgallery_2782_538_6329.gifgallery_2782_538_3623.gifgallery_2782_538_4870.gifgallery_2782_538_1531.gifgallery_2782_538_757.gifgallery_2782_538_2976.gifgallery_2782_538_4696.gifgallery_2782_538_3134.gifgallery_2782_538_4172.gifgallery_2782_538_6861.gifgallery_2782_538_7253.gifgallery_2782_538_6159.gifgallery_2782_538_1499.gifgallery_2782_538_6265.gifgallery_2782_538_6486.gifgallery_2782_538_359.gifgallery_2782_538_3470.gifgallery_2782_538_434.gifgallery_2782_538_3764.gifgallery_2782_538_2605.gifgallery_2782_538_3724.gifgallery_2782_538_7279.gifgallery_2782_538_2152.gifgallery_2782_538_3761.gifgallery_2782_538_5903.gifgallery_2782_538_7076.gifgallery_2782_538_5048.gifgallery_2782_538_4845.gif

RPG Maker VX Ace, Animated Battlers Scripts
For up to date information on what scripts are available to use with these Animated Battlers please check my blog. http://animatedbattlers.wordpress.com/
Since scripts are constantly being updated and new ones created it's easier for me to link to one location that I can easily edit.

 

 

AnimSeal-Ho.png

 

 

 

You can now Keep up to date with all the goings on by the following things:

 

gallery_2782_66_1363.pnggallery_2782_66_440.pnggallery_2782_66_83.pnggallery_2782_66_1289.png




#71318 EARNING resources idea.

Posted by Lunarea on 02 December 2012 - 10:37 PM

Normally, I wouldn't post in a closed thread, but I really need to say this...

I have given free resources to the community for years now. I continue to give free resources whenever I can.

I have given my time to moderating these forums and answering questions or helping out wherever I can. I am not paid to be staff here, nor am I expecting to be paid.

I have given people the opportunity to support me by buying my resources so that I can keep creating resources and don't have to get a 9-5 job that will eat up all of my waking hours and leave me with no time to make anything. I have offered these resources at a significant discount compared to the industry standards because I'm not looking to get rich, only get by.

I have given people my gratitude for not only being understanding and encouraging, but for respecting me as a person and putting me ahead of a selfish need to "own" a resource of mine they can't afford.

So don't you dare tell me that I have no concept of the value of giving. And don't you dare say the same for any other staff member or contributing member of these forums, who not only understand the concept of giving, but live it every moment they're on these forums.


#94253 Venere & Marte's Resources

Posted by Venere on 03 February 2013 - 09:54 AM

Introduction

 

Hello dear everyone from all over the world!

Venere & Marte is a beginner artists team for RPGMaker.
I would like to share our resources which we made for practice on this topic.
I'm very happy if you like them. Thanks!
 
Latest Resources

 

Princess Margaret

Princess_Margaret1.pngPrincess_Margaret_Curtsey.png

 

The sample gif animations can be found here.

 

Her portrait is available in ReStaff Release April 2013. Yay!

 

 

Emoset of the Magician Girl

 

RMVX_Heroin2_Emotions.png

 

Sprites of Hansel and Gretel

henseln.png  gretel.png

 

 

RMVX Magician Girl

rpgvxheroin2.png

 

 

Cherry Blossom (Sakura)

RPG_VX_Ace_Map_Sakura_1.png

 

 

Other Resources

the Little Red Cap

Spoiler

 

Valkyrie Girl

Spoiler

 
Elf girl (RPGMaker Poster Character)

Spoiler
 
 
Terms of Use
 
Feel free to use them for your non-commercial / commercial game as long as you credit properly.
 

Credits
 
MACK for character sprites.
Enterbrain for portraits, faces, battler, icons.
Venere & Marte (http://venere-marte.com/)

 
Do not distribute our resources on other website without our permission.

 

For more imformation, please visit our website.
 
 
Other Notices

 

If you would like to request us, please read this page.

 

I always appreciate your helpful feedback, but it sometimes takes a few day to respond to your comment.

Sorry for the late replies in advance.

 

I will upload more resources later. Thanks.




#9326 RPG Music Pack - Free Commercial Use

Posted by Aaron Krogh on 25 March 2012 - 05:30 PM

Friends,
I'm sharing my background music resources for free use, commercial or otherwise. Songs are now hosted at soundcloud.com! Most are ready-to-use loops in OGG or MP3 format. These songs were written specifically with RPG Maker in mind. Please credit my work with my full name, Aaron Krogh.


CLICK HERE TO DOWNLOAD MY MUSIC LIBRARY IN MP3 FORMAT

Open the Spoiler to view my collection.

Spoiler




#125 Celianna's Parallax Tiles

Posted by Celianna on 03 March 2012 - 02:22 AM

These are my parallax tiles, which are meant for parallax use and are not arranged into a tileset form. If you're looking for tilesets of my work, Celianna's Tileset can be found here. If you do not know what parallaxing means, then please check out this.

Interior tiles
Spoiler



Exterior tiles
Spoiler



Credit: These names MUST be present in a credit list.
- Celianna
- Enterbrain
- Lunarea (castle/library tiles)
- Mack (interior walls/misc tiles)

Commercial:
Free for non-commercial use, for commercial use, please PM me, or check out Celianna's Tileset.

Distributing:
Please do not distribute my tiles anywhere else without my permission. Link back to this thread if you wish to share.

Can be used:
Only in RPG Maker VX, or any other RPG Maker if you own RPG Maker VX as well.


#71365 EARNING resources idea.

Posted by Celianna on 03 December 2012 - 12:03 AM

I'm not as nice as Luna, so.

Spoiler


Lunarea has a similar list of resources she has given away for free.

Anyone who wants to get our resources from the store for free, completely and utterly disregards the fact that artists don't work for free, and when they do you better kiss their goddamn feet and hope they make more.

Support our artists by buying their tilesets.


#6511 Indrah's tileset closet

Posted by Indrah on 20 March 2012 - 08:31 AM

r2ookz.png

Welcome to Indrah's awesome(ly mediocre) closet o'tiles [now with extra lame banner for your lols, yeah, don't ask XD].
Since I've racked up a few tilesets for my own use and edited a lot of stuff, figured I may as well share. Will be filled out as I make more tiles for my own games, and I may release the actual tilesets (when I finish their projects).
Credit goes to me (Indrah) and obviously enterbrain. There's also some Liberty and Mack in there, as well as guest appearances by Scinaya and Reverie Raven. The credits are in the file names if you forget! Please also credit the loveyly people who helped make these (specified in every set).

Note: Some tiles may look strange or nothing special, that's because they're aligned in the grid to take up more space or are embedded into other items. I'll make a note of each when there's something odd with the image.
 
This should go without saying, but it seems people pretend to be stupid when it suits them, so here it goes: please ASK ME FOR PERMISSION before posting these somewhere else. I have the right to decide If I want my work redistributed or not. Also always provide a link back to original site (in this case, this topic) instead of just saying "Indrah".

Towns
Interior misc stuff [The cut off benches are made to go with the table autotiles. The cut off bookcase goes sandwitched between the two rtp library tiles]
(Credit Scinaya for the lovely small box!)
townextrasindrahscinaya.png

Shop edits (Restaff January) New!
HXc7UOY.png

Library edits
library_tiles.png

Roof recolors
roofsindrah.png

Misc town set New!
b6fQXxu.png

Door rugs [They're cut off in half to place under/above transfer space]
entryrugsindrah.png

Dungeons
Wilderness and extras (credit Liberty too!)
wildernessindrahliberty.png
wildernessextrasindrah.png

Mack caves extras (Restaff February) New!
hSUDwC3.png

Dark forest set
darkforestindrah.png

Island water with shallow and sudden drop areas
beachindrah.png
What it looks like in practice:
islandwater.png

Dirt Cave. (The ceiling set has thinner stone borders)
dirtcaveindrah.png

Rock Cave
rockcaveindrah.png

Red Cave (Credit Reverie Raven for those lovely water plants!)
redcaveindrah.png

Strucutural edits for cliffs and misc (cut off cliffs and add holes for waterwalls)
dungeonextrasindrah.png

Spiders (credit Liberty too!)
spidersetindrahliberty.png

Bones (credit Liberty too!)
bonesindrahliberty.png

Dark Castle
darkcastleindrahliberty.png

Statue flips
statuesindrah.png

Prison bars (they're shorter and have moss at the bottom)
prisonbarsindrah.png

Planks (the 3 tile long/high ones are to be used as bridges)
planksindrah.png

Stairs and narrow bridges [The bridge's edges occupy only half a tile so you can see the background]
woodenstairsindrah.png

Adaptation of the mack bridges (slight recolor). Credit only Mack for this.
adaptedmackbridgesmack.png
 
 
----------------
Updates
[30/3/2012] Added lame-banner. What started out as a nifty idea turned to sad and to lollame pretty quick XD
[19/11/2012] Huge ass update. Revamped the entire thing. Just...just look around XD.
[26/11/2012] Added library edits.
[28/2/2013] Updated with restaff tiles and misc thingies.




#46045 ████ Your Features

Posted by Dagny on 22 August 2012 - 12:59 PM

Today's topic is a good one (for me—maybe not for you). It's a line that I've found myself repeating over and over again in response to many RPG Maker projects: "tone down the features". A lot of amateur game designers will crowd their games with as many "features" as they can think of—the end result is often the opposite of what they expect: too many complicated features or systems can kill an RPG.

Before we get started, let's make sure that we are on the same page. "Features" is a pretty vague word (and it isn't one that I'm not using arbitrarily—my usage of the word "features" in this article is a response to the overuse of the term among users of RPG Maker). When I'm talking about "features", I'm talking about nearly any kind of extra gameplay system that a designer can add into his game. This stuff is usually an add-on to one of the core gameplay elements: for example, your battle system by itself isn't a feature, but that limit break system sure is.

In this article, I'm going to dive deep into the idea of adding features into your RPG: what purpose they serve (if any), when they are important to keep and when they are expendable. This is gonna be a fun one.


████ YOUR FEATURES
The Downside of Complexity in RPGs


Complexity Creep

This is a problem that plagues lots of games that continue to grow over time: as new content is created for the game, those elements naturally become more powerful and more complex. When it comes to creating new content for an established game, the game developers often have no choice but to create new game elements that simply outclass the old ones. At the same time, even if the power level of the game manages to maintain stability, the overall complexity of the game can skyrocket as the developers cram the game with feature after feature. These creep issues are visible in massive multiplayer online games (of multiple genres), and can turn away both new players and old ones.




Posted Image
Nicki Minaj knows the dangers of creep.


So how does creep apply to single-player RPGs that don't receive updates or additional content? Complexity creep can (and does) occur on a genre-wide level. As more RPGs are made, the genre as a whole gets more complex: RPG developers feel the need to cram more and more features into each game just to "keep up" with the current trends in the genre, or to attempt to make their games "stand out"—even if it's the wrong choice for the game itself. As a result, games are bloated with features that add very little to the experience. This creates complexity creep.

And within a standalone single-player game like most RPGs, complexity can be even a larger problem than in online games. If your game starts out complex (and only gets even more!), you run the risk of overloading the player and he can get turned off pretty quickly.

The most common complexity problem that I see in modern RPG Maker games is a simple overload of textual information. This often occurs at the beginning of the game, when the player is overwhelmed with instruction. It's also common within the game's menus, where so much information is thrown at the player at once, often without any sort of guide. Remember that as the developer, these features might be easy for you to make sense of; but the player will feel more overwhelmed with each new number, unique word, or instruction you throw at him.

If the player begins a new game and opens the menu only to be greeted with all sorts of grids and trees and statistic values that initially have little to no meaning, he's going to feel out of his element. Especially if you've replaced common terms (like "magic" or "skills") with goofy in-world names (like "aetheria" or "orb trees"). If the player spends the first ten minutes of the game trying to understand how to make sense of the menus, there's a complexity problem. The more unique systems you have, the more the player gets confused.

At the same time, however, if you throw the player into a lengthy tutorial that explains each of your awesome unique features in detail--he's going to get overwhelmed with a lot of information at once with too much instruction. There is also the risk of simply boring him. It's tough to find a middle ground: too little explanation and the player is confused about how to play the game; too much explanation and the player is overwhelmed.

If the player is confused about how the game works, he is likely to get frustrated or bored with these systems as time goes on. Or even worse--he might stop playing the game altogether.

The solution I suggest? Your game probably doesn't need all of those features to begin with.

Let's look at ways to evaluate which features are important to your game and which are just getting in the way.

Useless and Detrimental Features

The first—and easiest—features that you can cut from your game are the ones that don't do anything. Sit back and look at all of your features objectively—for each one, ask yourself: does it really add to the gameplay? Does it make the game more fun? Does it matter to the player?

Does it serve a function? Does it make the game more fun? Is it necessary?

You'd be surprised at the kinds of features that really don't do anything in your game: even some of the ones that you think are really cool might not have a real impact on the gameplay. Most of these features are little visual extras: minimaps and HUDs fall pretty cleanly into this category. In the typical RPG, where battles don't occur on the map screen, these things don't add to the game at all. Why does the player need to see his HP/MP at times when it doesn't matter? Often, game designers will create large elaborate HUDs that draw attention away from the actual game, covering up a large portion of the game screen with useless information that the player doesn't need to see. In a genre where exploration is important, you don't want to obscure parts of the map.

Posted Image
HUDs might look nifty, but all they do is get in the way.


What other features are useless? Anything that wastes the player's time without reason. Take a look at the structure of your menu—is there lots of nesting that doesn't need to be there? How many "clicks" does it take for the player to do what he wants to do. If the player wants to equip a weapon, does your menu make him jump through hoops to get to the right screen?

Does your game really need a "stamina" system for dashing? If the player wants to speed through an area, let him. Don't waste his time by forcing his character to crawl. In fact—does your game need a "dash button" to begin with? When your player is playing your game, does he hold the dash button constantly? Does he ever feel the need to take his finger off of that button? Consider the possibility of having the high speed the default speed. Think about these things as you test-play your game.

And then there are features that are worse than useless—some features are actually detrimental to gameplay. They make the game less fun. These are the features that give unnecessary challenge to the player; the kind of challenge that seems interesting at first but ends up being a chore and causing frustration.

Think about what your player wants to do. Think about what your game—and the genre of your game (in this case, RPG)—encourages the player to do. If you have a feature that contradicts the goals that your game sets, then that feature is actively working against your gameplay.

The best example of this is a limited inventory management system. Imagine playing an RPG and finding a cool item in a chest deep in the cave—but you can't pick it up because your inventory is full; so you're forced to throw away something else. That just sucks.

Posted Image
This is what it feels like when I have too many items in an RPG and need to throw something away.


Sure, features like these aren't always misplaced. There's a strong argument for an inventory management system in survival horror games, for example—because it helps increase the idea of ever-present tension and danger. In the standard RPG, however, such a system is only working directly against the player. Most players enjoy collecting items; especially since these games are often littered with chests and treasures—managing inventory goes against this aspect of the genre.

Game design should encourage and reward the player to do what he naturally wants to do.

If your feature doesn't make the gameplay more fun—or worse, it makes it less fun—consider cutting it.

Every feature in your game must have a positive gameplay application.



for more articles check my site finalbossblues.com




#36038 Introductory Guide to Tiled

Posted by prexus on 18 July 2012 - 09:05 PM

Tiled
...and How it Applies to Pre-Rendered Mapping

Introduction

Tiled is a piece of open source software designed to function as a Map Editor for custom game engines. It is written in C++ and has some really nifty features that aren't going to be applicable to you at all for this purpose. In this tutorial, I will be going over the basic features that can be used to achieve the Pre-Rendered Mapping (more often known as Parallax Mapping) effect without the use of Graphic software such as Photoshop or Gimp.


Tiled can be downloaded for free at mapeditor.org

Starting Off

The Tiled GUI is incredibly simple. However there is a lot of stuff you won't need to use. Don't be afraid to explore, but to learn to use it as a basic map drawing program you can follow this tutorial.

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Above is the GUI. Like most software, File -> New is a great place to start.





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The first prompt you will encounter will define the settings for your map. This is similar to the New Map prompt in RPG Maker. The Orientation should be kept as Orthagonal. You can use this software to make Isometric maps (Final Fantasy Tactics, Ogre Battle, etc.) but for this tutorial we won't be doing that.

The Map Size category defines the width and height of the map in Tiles. This is mostly the same as you would do it in RPG Maker; if Tiled only supported 32x32 tiles, it would function exactly the same.

However, Tiled will allow you to define the size of the individual tiles on the map. For now, we will leave it as 32x32. This is XP, VX, and vxAce standard and is a good place to start.





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This is what a fresh map looks like, but there isn't much to go on here.





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By clicking this option, we can import a new tileset. This is a fair bit different from RPG Maker but still should have some similarities.





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This prompt is how we are going to define our tilesets. First, you should Browse to the tileset file you want to add. Outside_A1.png from the vxAce RTP is what I am adding for this tutorial. Since the XP, VX, and vxAce RTPs all use an alpha channel, we don't need to use a transparent color. However, if we were using RM2K or RM2k3 we would need to pick that ugly pink color.

Tiles, much like when creating a new map, lets you set the tile width and height. Why would we do this? Well, the VX and vxAce Autotiles are not easily placable as 32x32 tiles, since RPG Maker automatically cuts them up into 16x16 bits to make corners and edges.





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This is how the tiles would be divided up if we left it with 32x32 Tile Dimensions.


Instead, we will set the Tile Width and Height to 16x16. This will let us select the corners and edges of the autotiles individually.


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See how the divisions here allow us to pick corners, and edges? It also lets us pick divisions of the 32x32 water tile which can be used with some tiles (not this water tile) to create diversity.

Once you are back on the Map editor screen, with the Tileset window up, try and place a few tiles... Because we divided the tiles in the tileset into smaller sections than the tiles on the map, you won't be able to place the tiles properly. We have to change the Map settings... Well, Tiled doesn't let you change the map settings once a map is made. There may be a plug-in available, but for now we need to make a new map.

However, before we do, on the Tileset window there are four buttons along the bottom. Import, Export, Properties, and Remove. When you create a new Map, it doesn't care what tilesets you have used with other maps. To avoid having to import this tileset again (fully) we can Export it. You will get a standard Windows save prompt, so find/create a folder where you can store the tilesets and save it. It will be saved as a .tsx file which can be imported later so we don't have to adjust the tile settings again.


Starting Off... Again.

So close your current map, and go to the New Map prompt again. You will be greeted with the same settings window as before, but we will be making some changes.

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We have changed the Tile Size to 16x16, so we can place individual pieces of the autotiles. However, when doing so you may notice that the full map size (the * x * pixels below the Map Size Width/Height boxes) won't read 544x416 if you kept the Map Size Width/Height at 17x13. These need to be adjusted by the inverse factor of the Tile Size change... Or in easier to understand terms, when you half the size of the tiles, you need to double the amount of tiles on the map. So a 17x13 tile map becomes 34x26.

You can now go ahead and click OK and Import the tileset we have already made. You do this by hitting "Add External Tileset" below the "Add New Tileset" menu item we used before. Just locate the .tsx file and load it up.

You should now take a minute and start adding a few more tilesets (and exporting them as .tsx files for later use.) In this Tutorial, I add the following from the vxAce RTP:

  • Outside_A1.png
  • Outside_A2.png
  • Outside_A4.png

and

  • Outside_B.png *


* When adding Outside_B.png, I use 32x32 as the tile size. Since these are not autotiles, we don't need to divide them up any more than 32x32. Don't worry, we'll still be able to place them on the 16x16 grid. This has advantages of its own!





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Once you have added those tilesets, you can go ahead and mess with the Layers on the right. To add a layer, just right click and select Add Tile Layer. I usually use these layers to start, and they function exactly the way that Layers would in any Graphic editor. The lower on the list, the lower in priority. The check box can be ticked or unticked to show or hide a layer, and you can click and drag them to move them up or down the list.


I use the layer name Object Layer and Object Layer 2, but don't confuse these with Tiled's ability to add an Object Layer (instead of a Tile Layer.)

These Object Layers are an advanced function that could be used to emulate the Event Editor of RPG Maker with some very advanced scripting.

It isn't something we will explore in this tutorial.





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Here I have taken the tiles from Outside_A2 and placed some grass and a path. Nothing in this image couldn't be done with vxAce. So why are we using Tiled anyways? Well, Pre-Rendered Mapping came about as a way of working outside the limitation of tiles, so that everything isn't all neatly packed into 32x32 spots. Yes, we are still limiting ourself to tiles with Tiled, but we are reducing their size so that we can create more intricate maps.





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I started by taking the 16x16 corners and placing them along the top of the path, offset a bit. I took the interior corners, placed them appropriately, and then adjusted the tops and sides. This creates a more even flow, so that the landscapes look more natural. I left the bottom unaltered so that you could see the contast in effect.


After finishing the bottom and adding some water, I then move on to Ground Detail Layer. This is where I will be placing any ground objects that have transparency around them.


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Tip! Press pressing H, you can have Tiled show the active layer at normal brightness and others slightly darker.


I applied the same edging to the Grass tile, trying to make it look as natural as possible. This is also a good layer to start adding some low-ground foliage. The tufts of grass, moss, etc. I try to keep anything that would obstruct character movement on a different layer as a personal preference.


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So, pretty drastic change. I'm here to teach you how to use the software and some tips and tricks on how to use it in a way that makes it work nicely in RPG Maker, not to teach you how to map.


New things; I added some more to the Ground layer. The cliffs in the top left (which look awesome thanks to 16x16 tiles) and the cliffs at the bottom.


Tip! The two lighter coloured pieces are on a layer higher than the active layer.

They are on the Overhead layer because the player can walk behind them in RPG Maker.

I'll explain more on this later.


I've also added a temporary layer where I placed a grid of a random mostly see-through tile. This is so that while placing impassable objects, I have the 32x32 movement grid of vxAce in mind. This can feel sort of limiting, since you aren't going to want to place certain objects half way across (Like I did with the sign... Doh!) but its really important to keep pass-ability in mind!

Now, the objects I have placed on the first Object layer are all over the place. Tree bottoms! Tree bottoms are far as the eye can see! I have placed the tree bottoms this way for two reasons: First, it lets me place the trees tighter together. By placing the tops on the same layer, similar to in RPG Maker, you couldn't bring the trees as close together or in as varied of patterns; and Second, it's for organization regarding pass-ability again. I don't care where the tops of the trees are because I can just walk right under them.


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I've now moved on to the Object Layer 2. This is where I can go ahead and place most of my tree tops. Why only most? Looking closely, you can see that I have only placed the tree tops where it would be impossible for the player to pass underneath them. I could also place the rest of the tops on this layer, but for sake of organization I am not doing that. I also put a bit of growth on a rock... Because bitches love growth on rocks.


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Ahh. The Overhead Layer. I finished up my treetops, and you can see the overhead cliffs along the bottom.

Why do I even have an Overhead Layer? Why don't I just put it all on Object Layer 2? I'll show you why.


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Being able to separate the priority layers is key in Pre-Rendered Mapping. If you shove everything into one image, you'll be walking all over your map.


Making the Images Usable in RPG Maker


Tiled has a feature for exporting images, so you won't even need to open a graphics editor to finish this off. Activate every layer except the Overhead Layer (and the grid layer if you used it) and go to the File drop-down menu, and click Save as Image... The prompt you will receive should look something like this:


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Browse to the directory you want to save the image (the GameFolder\Graphics\Parallaxes folder is suitable for the image we are saving now.) Be sure "Only include visible layers" is checked. Use current zoom level only needs to be unchecked if you were zooming in and out while making your map. I don't do this, but having it checked off is best so you don't have to save the file twice. Of course, leave the grid unchecked. Now save the file.


Go back to your map. Un-check all the layers except Overhead Layer and do the same thing for saving as an image. However, save the image in the GameFolder\Graphics\Pictures folder instead.


Using the Images in RPG Maker


You definitely should have saved your map through Tiled so you can come back and edit it again later, but if you haven't, make sure you save now. Go ahead and close the program, and open the RPG Maker you are using (vxAce in my case.)


This section shouldn't need any images to explain. Create a new map, set the map Parallax BG to the first image you saved. Check the "Show Parallax in Editor" option and click OK. Go into the Database, and create a new Tileset. Load a blank 512w x 256h .png file in as the A5 tileset. Make the first tile passable, and the second tile impassable. Make this the tileset for your Pre-Rendered Map and draw impassable tiles over all the areas you shouldn't be able to walk.


Tip! You can create a dummy tileset with an easily identifiable "Impassable" tile.

Draw this on the map where you don't want the player to be able to move and then go back and change the tileset to a blank image.

By doing it this way you'll be able to see what is passable and what isn't.


Pro Tip! Alternatively, you can use Yanfly's Region-Based Passability script.

You can then just draw a region wherever you don't want the player to walk and not have to worry about tilesets at all!


To use the Overhead Layer image, just add a Show Picture to the teleport event that moves you to the map. Have it show the Overhead Layer image and viola. You should be good to go!

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#2756 Twice Upon a Hero

Posted by Lunarea on 15 March 2012 - 06:13 PM

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Once upon a time, the world fell prey to a cruel demon. Azazel The Fallen ravaged the lands, leaving misery and death in its wake. A group of young people banded together and traveled the world in search of a way to defeat him. They forged friendships, found true love and struggled with the possibility of betrayal in their midst. In six short months, they developed extraordinary strength and skills they did not know they possessed. When they finally met Azazel on the battlefield, they fought with glory and pride. As the hero delivered the mortal blow, the world went quiet, barely daring to breathe. Without their leader, the demon armies retreated back into the night. At last, the world rejoiced.

It has been fifteen years since Azazel fell. The world has changed and its people moved on. Alistair is now trying to live a normal life, tucked away in a small, sleepy village. But a casual visit from an old acquaintance threatens to propel him back into a world of adventure - whether he likes it or not!

Embark on a journey to explore the world and the unique perspective of what happens to said world once the fairytale of might and magic is over.



About the world of Caeta:
The world of Caeta (pronounced SEH- tta) is comprised of five major continents: Andras, Ahden, Geldion, Vega and the Maia islands. With the exception of Maia, which is a democratic independent republic, the continents are ruled by a monarchy (diarchy in the case of Andras). Since the appearance and consequent death of Azazel, the world has been living in a time of world peace, and free from political intrigue.

While both modern and futuristic technology can be found in various areas of the world, the majority of the population prefers to live a simpler existence that is in harmony with nature. In the past five years, it's become trendy for licensed mages (or those with magical predilections) to rely heavily on technology. This is largely due to theories that the mana pool of a person is limited and should only be used in the "worst case" scenario. This is a stark difference with the mages from pre-Azazel era, who used magic at all times - even while asleep.

Religion plays a major level in the personal life of some people, but Caeta is primarily henotheistic in nature. Most towns and villages will have one patron deity, but their worship won't be enforced. Patron deities are chosen by the perceived natural blessings of the area where the towns are located. For example, the patron deity of Par Tillian is Damia, goddess of plenty. Even though Par Tillian is located in the hot desert, its citizens are blessed to have a constant source of pure drinking water via the mountains located just north of the town.


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Alistair.png Alistair Leblanc ~ Age: 32 ~ Occupation: Bartender of a tavern in a small town
It was Alistair's sword that dealt the mortal blow to Azazel. He never truly enjoyed the praise and attention given to the great heroes, thus he spent a few years wandering Caeta before finally settling in a small village on the fringes of civilization.
His idealist and impulsive nature led him into many adventures and sticky situations in the past, but the years have turned him into a more prudent and thoughtful man. Though he never received a formal education, he is intelligent and well-read.
He takes life in moderation, so he is a man without vices.
Cordelia.png Cordelia Carter ~ Age: 16 ~ Occupation: Student at the Patriot Academy
Cordelia grew up hearing the stories about Azazel's fall and the bravery of Alistair and his companions. Like many of the younger Caeta inhabitants, she hasn't been exposed to harshness or violence in life.
Idealistic and naive, she has a knack of getting herself in trouble. She quickly developed an infatuation with Alistair, after he saved her from a monster. In her eyes, Alistair is a knight in shining armor. Much to her disappointment, Cordelia's sweetness and generosity remind Alistair of Lillian, which has led him to be short-tempered and grouchy around her.
Penelope.png Penelope Jackson ~ Age: 19 ~ Occupation: Priestess in training of the Church of Aceso
As one of the countless orphaned children, Penelope grew up sheltered by the church. Unlike other children, she developed a fascination with the priest life and requested to join the clergy. She took up her studies with zeal and unorthodox organized discipline. She has a natural predilection for healing magic, though she is most interested in plant-based salves and naturalistic healing.
Penelope values her logic and intellect, often dismissing or ignoring her emotions. She can be counted on as a voice of reason, and follows a strict moral code.
She is originally forced to join Alistair by her matron, Diana. She quickly grows to like and respect him as a leader.
Claudia.png Claudia Nero ~ Age: 26 ~ Occupation: Senior at Sparrowight Academy of Magic
Azazel era was particularly difficult for mages, as they were often easily sensed by the demon armies. As a result, anyone with the potential to tame and use magic was quickly recruited by the academy. During those times of uncertainty and fear, the academy frequently traveled from place to place. This life gave Claudia both the formal education of the academic setting and the multicultural know-how of everyday life. It also gave her a thirst for adventure, leading to her penchant for chaos and disregard of rules and laws.
Beneath her wild and rebellious exterior, Claudia is a thoughtful and intelligent woman. Her magical potential is very high, but she lacks the discipline needed to excel in her studies. She initially joins Alistair as a way to get good grades effortlessly, but she sticks around for her love of adventure.

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Spoiler

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- Party Relationship System, affecting the availability of certain cutscenes, items and endings.
- Personality System, affecting available side quests and opening special item/skill vendors.
- Character Field Skills, allowing access to new areas or new approaches to completing quest objectives.

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Chapters 1 and 2 * **

* Note that there is a Font folder with 3 files included. Please make sure you install them prior to playing.
** You will need to download and install VX RTP.

Developer Blog

Updates.png
~ 03/15/12 Released Revamped chapters 1&2
~ 10/26/12 Project is being ported over to Ace (yay!)

~ 02/10/13 Updated download link

Support bar:
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[url="http://forums.rpgmakerweb.com/index.php?/topic/332-twice-upon-a-hero/"][/url]



#388 Luna's Tiles

Posted by Lunarea on 10 March 2012 - 09:15 PM

Welcome to my inner tiles workshop!

Terms of Service:
Free for use in non-commercial VX/VXAce projects with credit. Contact me for use in commercial projects.

Please do not re-distribute or post in other forums!

I do not take commissions or requests - whether they're paid or not.


Common/Middle Class Setting:
~Living room~

Spoiler

~Kitchen~
Spoiler

~Bedroom~
Spoiler

~Various~
Spoiler

~Walls And Windows~
Spoiler

Or download them from here.


Rich/Castle Setting:

Spoiler

Or you could download them here.

Poor/Dilapidated Setting:

Spoiler

Or you could download them here.

Specialty Tiles:
~Clothing shop~

Spoiler

~Tavern~
Spoiler

Or you could download them here.


Re-Staff releases:

Spoiler


Credits:
Lunarea
Enterbrain
Tekepon (First Seed Materials)




#30613 Zero Tolerance on Plagiarism

Posted by Touchfuzzy on 26 June 2012 - 02:40 AM

Today, we had it pointed out that a user was plagiarizing scripts, hosting them on an off forum site with the credit lines stripped out and claiming he wrote them. He had this site linked in his signature.

We do not tolerate this. Any proven plagiarism is an instant ban on this site.

He has been banned. Further actions are being taken if he does not remove them from his site.

Anyone else who could be accused of plagiarizing, take the time now to realize that this is NOT ok, and will never BE ok.

Give the respect due to people who create amazing resources for us. Do not claim their work.


#11211 Restaff March - August 2012

Posted by Timmah on 31 March 2012 - 10:17 PM


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Files available in the Download Center

Compiled Version (April - August)
We're taking September off, so the next Release will be coming October 31st!


Hello forumers! Welcome to the Resource Staff thread, which houses delicious resources from all of the members of the Resource Staff! Here you can pick up sweet new Portraits, Charactersets, Iconsets and Facesets. And the best part is, this thread is updated at the end of each month, adding heaps of new resources for your use! And most, if not all of these resources are made as a team, leading to packs of resources that go hand in hand.

Remember to give credits based on what resources you choose to use, and all of the resources are sorted in folders by who made them, so you know exactly who to give credit too. Also, the compilation is updated each month and contains the contents of ReRelease before it, so our new members don't have to sift through multiple downloads to get all of these great resources.

The Release is in a ZIP file and every person has their own folder for their contributions, plus a collaborative folder. Here is an index of what each person makes though, for quick reference:

- Iconset from Timmah
- Battlers from Thalzon
- Sprites from Shiro
- Scripts from Fomar0153
- Faces/Portraits from Jalen
- BGMs and Assorted Graphics from Archeia
- Portraits and Characters from PentagonBuddy
- Character Generator Parts, Portraits and Facesets from Scinaya

These resources are made exclusively for these forums are not to be redistributed by anyone. These resources are meant to stay on these forums, so do not repost them anywhere else unless it links back to here. Doing so shows respect for the wishes of the artists of these resources and helps ensure future contributions to this compilation. Enjoy. :)

Change Log
  • Most Recent: The August release was a nice Pirate Themed release for the most part, featuring lovely collaborative efforts from Scinaya, Archeia, Thalzon, and Shiro. I put forward a few new animations to add to my massive reserve, Jalen brought us the lovely Demolitions Girl Portrait and Faceset for the VX Ace Heroes set, and Fomar brought forward a few lovely new scripts! Feel free to plunder this ship for goods. :P
  • July was a slower month thanks to the wonderful holiday that is refered to as the summer. We have a slew of four new sprites from Shiro to accompany the portraits and facesets for the ReStaff Ace Heroes set. Thalzon and Scinaya decided to have some fun and return to themed releases with some new animal heroes and actors. Who knows whether or not we'll see more of these in the future. And I made some animations for the first time in a while, which go great with Fomar's new scripts (But doesn't everything go well with those).
  • June's Release has added several new Portraits and Battlers, primarily those for the remaining characters for the ReStaff Ace Heroes set. This chain should reach its conclusion in the July release with the addition of Sprites for these actors. In addition, several new Icons were added to my Iconset and Fomar added a few new Scripts.
  • May's Release brought forth a whole suite of new Sprites, Battlers, and Portraits for the ReStaff Ace Heroes set. One of the larger new additions was the Defender Actor's complete set. In addition, Fomar added some scripts and I tossed in more Icons. Archeia and Scinaya also wenting on an Art-ing Spree and made tons of Portraits and Facesets this month.



#2113 Ace Generator Add-on Parts(Now with Face Parts!)

Posted by Lunara on 14 March 2012 - 12:13 PM

My name is Lunara, not Lunarea. I am tired of being credited inappropriately because of people’s minds automatically adding an ‘e’ in my username.

 

Please credit me as Lunara, without an e.

 

 

And now that I've gotten that out of the way, on to the rest of the post.

 

Having a built-in generator is a great feature in VX Ace, but despite the amount of graphics it lets you play with, it still feels like it's lacking. I decided to make my own parts to add, to give it a bit more variety.

I'm not very good with faces, so I don't have any face parts to match these sprites. However, I do hope these pieces will be useful to some people.

I've placed the parts in .rar files for convenience.

If you find any problems with these parts, please let me know, so that I may fix them!

If you don't know how to add files to the generator, I made a tutorial here.



Sprite Parts

Default Hair Recolours

Spoiler


Misc Add-ons
Spoiler


RTP Clothing Bits
Spoiler




Face Parts [New!]

Replacements and an Add-on [New!]
Spoiler



Enjoy! ~




#7883 Random encounters considered harmful

Posted by Touchfuzzy on 22 March 2012 - 05:37 PM

What's the point of having a board to debate game design if every topic is going to devolve into "everyone has their own opinion"? There's nothing to discuss.


Sail, you don't discuss, you tell people "How it is". You don't express your "opinion" you tell people that the way they do things are UNEQUIVOCALLY WRONG AND HARMFUL. You aren't discussing, you are ranting. You set yourself as the total authority on what is and isn't "good game design".

And actually, I think I made a post earlier about how I wish this forum would be used to talk about the kinds of things you should be aware of when making certain design decisions, and how to incorporate them into the surrounding game. For instance, in the save system thread, I pointed out things that you should be aware of and how it affects your game and how it informs how you should design other things.

I managed to discuss save systems without one time telling anyone that everything about what they are doing is wrong. You seem incapable of having any discussion unless it involves "HEY I'M RIGHT ABOUT THIS AND EVERYONE SHOULD DO THINGS EXACTLY HOW I LIKE THEM"


#114226 ReStaff March 2013 Release

Posted by Archeia on 31 March 2013 - 01:17 PM

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Welcome everyone to the March 2013 ReStaff Release!

This month is pretty good as well with all the music!

 

Thanks to our lovely Guest Contributors and ReStaffers,

for making this month a success!

 

Information about Commercial usage can be found here.

If you want to be a Guest Contributor, go here!

 

We also don't allow the resources to be redistributed anywhere else.

If you want to share it, please direct them here instead!

Thank you for your patronage.

 

Download it over here!

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Blodeuyn contributes for the first time!

Have a preview of 3/16 tracks she made for everyone's use!
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McTricky is back! This time he gives us 7 awesome tracks!

 

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Holder contributes for the first time!

Enjoy the sideview battlers he made complete with different variations!
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Profdemetri contributes for the first time!

She provides us with a pretty awesome battler that's a spider queen!

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Indrah is back again this month!

Her contribution this month involves more multicolored rocks!

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Archeia makes 18 icons based on the RTP!

Some are based on the costumes of the default actors.

They'd help if you like to show unique equipment for your characters!
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EvilEagles celebrates the release of Fate/Extra CCC~

He created an iconset based on Nero Saber!

It comes in 2 sizes, 40x40 and 24x24 icons

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The lovely PandaMaru contributes a nice set this month!
A character set and battler of a very cute bee! 

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The ever amazing Thalzon gives us 4 battlers!

Time to enjoy the March Madness (Google it!) and as well

as Easter's arrival with these badass bunnies!

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Fomar updates one of his scripts, Animation Battler Effects to Version 1.1!

He also made a new script! One that allows you to add enemies to the party.

The downside is that, they do not gain levels and cannot change equipment.

Not like they need it. Great for Mind Change type of skills!

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credit: Metterschlingel
 
Lemony's back with a new script!

Lemony's Smooth Map Scrolling makes the camera move smoothly, but not

just while following the player but also when using scroll map and in loop maps.

 

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Timmah gives us 14 animations!

This month's set is focused on explosions!




#94541 ReStaff January 2013 Release

Posted by Archeia on 03 February 2013 - 11:51 PM

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Welcome everyone to Restaff's 2013's First Release!
This month of January has been delayed for quite a while, but we deliver quite an ample amount of goodies!

Here we go!

 

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For any information about the commercial usage of the ReStaff work, go to this thread.

 

We also don't allow the resources to be redistributed anywhere else.

If you want to share it, please direct them here instead!

Thank you for your patronage.

 

DOWNLOAD IT OVER HERE!

 

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First up is the debut of our Guest Contributor, Indrah!

She's been awesome to create a huge pile of tile edits to create something new for your maps!

It can be anything, from a general store, to an adult store and even a dye shop. Check them out!

 

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Second is from one of our newest ReStaff, the charming, Pandamaru!

Looking for pool materials to decorate your modern-esque setting? Have no fear! PandaMaru graciously

provides us with a nice set of materials to help you with that!

 

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Next up is from one of our newest ReStaff, the energetic, Lemony!
For this month, he releases a script that gives you the option to have pretty pop ups!
This script allows you to show stackable messages on screen and even set background images for them!

 

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The fourth one is from our hulking art machine, Thalzon!

Ever wanted some robotic battlers for your sci-fi game? Thalzon graciously

provides us five battlers to help you just with that!

 

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The next one goes to our awesome scripter, Fomar0153!

He created a script that anyone would sought after, A Persistent Data Script!

It allows you to preserve the values of selected variables and switches across all games.

So you don't need to have a save file to know what CGs the player has unlocked! Persistent Data helps you with that!

 

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If you're a fan of the previous pixel icon releases, the amazing EvilEagles created more to add to that collection!

He created 11 pixel icons this time from gems to the famous Fate/Stay Night Saber's Gear.

 

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The seventh one is from our hard working pixel artist, Shiro!
Ever wanted some pixel battlers? Shiro created 8 with earthly tone for your games!
 

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What kind of JRPG doesn't have a crossdressing minigame?

We know we loved FF7 and it's been Archeia and Scinaya's goal to always make men feel pretty and wanted.

And so, they have finally taken the first step by giving Ralph ribbons and a nice sexy dress.

 

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The ninth one goes to our fantastic artist, Liberty, with her nice tileset edits!

it will surely help provide some atmosphere to your games~

 

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And finally, our last contribution for this month goes to Timmah with 9 animations!

From Anti-Magic spells to Power-related skills, they will surely help you add more spice to your battle system!

 

 

We hope that you will enjoy this release~

We look forward to your games that will use them!