I would like to request a feature for either the site, Twitter, Facebook, email or whatever else would be convenient - a separate notice posted every time a DLC on RPG Maker Web's store is updated.
Steam users have it the easy way - auto update, nothing to think about, but the rest of us that...
Sorry about my ignorance, but I need to disable the feature of auto-pause / auto-freeze on RPG Maker MZ.
You know when the game is running on MZ and you click outside the window, the game stops running, right?
There are two reasons for that, after some trials, It seems that this is the main...
What is this about?
Someone comissioned a customable "Time Hit" system (if that's what it's called) from me using eventing and pictures. So I made him one.
Adept knowledge of how script call works in event.
Basic knowledge of mathematic formula.
Understanding how to create...
What is this about?
One of my experiment that allow smooth drawing of temporary bar via eventing. Modified to be user friendly and easy to study. Including interaction mode as the extra.
* Please pardon the video... I'm suck at video editing and gave up half way.
I have a big issue! I need to use the SRD-Dynamic Actor EX plugin, but I can't without letting the player change the pg graphics itself, with the SRD-Character Creator EX plugin. I so decided to let the player change only the clothing and other stuff without changing the actual physical...
I want to create an event that will make a car rush past every time the protagonist tries to step on the street (see attached picture).
The issue here is not making an event that will activate once, but having it repeat over and over as necessary.
Ideally this is what would happen:
Still not doing it! o.o
- Author's Notes:
This script is made for a request on this forum. I upgraded it a little, added more features, and now it's here, yay!
On a different note, don't forget to wash the grapes before you eat them!
I was inspired by this thread, but I didn't wanted to derail it.
So I make a new one here, to suggest a feature for Luna Engine.
Automatic resize of the menus to fit the current needs.
For example, if you got...
Thank you very much to Avery and hiddenone for the icons!
Some icons by me
I am also using those icons in my game, so yes credits goes to them!
Hey glad to see you here! I am looking for some feedback on the game I am making, it's all about weapons brainstorming, attachments, and other...
Is it possible for the Player character or enemy battler to have a 100 Percent chance for first strike during battle? I'm using the default battle system and want to incorporate first strikes in my project depending on how the Player and enemy event meet on the map (direction of the Player...
This has been a common debate in pretty much EVERY video game that offers these two choices of weaponry. So let's make a thread about it over here!
What are good ways to balance the act of Dual-Wielding and TwoHand?
What advantages/disadvantages should they have over the...
Starting States Script v1.0
Created by Neon Black
What is it?
This script allows battlers to start battle with any number of states active. This allows battlers to get a boost at the start of battle that they otherwise would not have. Starting states can be applied to anything that would give...
Feature: Gender Requirement
This script allows you to assign genders to your actors and set gender requirements for weapons/armors.
Required: Feature Manager
Tag database objects with
<ft: gender_req m><ft: gender_req f>
Zombie status is now complete. I didn't have to do much in the way of changing how healing is applied to undead targets, was just a simple 3 line code. I thought I had to overhaul Game_Action lol. Everything else was doable by events. So.. Zombie: You turn undead. Your element changes to darkness. You're weak to light, you're strong to physical attacks and healing hurts you and revival items will kill you.
My Overworld might be a mix of inspiration from 2D Final Fantasy games, Breath of Fire, Battlechasers: Nightwar, Super Mario World, and Pillars of Eternity. If I can make it more in-depth than just walking from point A to point B, that might do a lot for the gameplay experience. Hmm...