- Joined
- Sep 16, 2012
- Messages
- 161
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- English
- Primarily Uses
I have started an "EarthBound Style Engine" which replicates core features found in "EarthBound - Mother 2" using RPG Maker VX Ace.
Edit : This Engine has been updated to 0.6 as of 1/9/2015
- Enemies will now halt when a battle is initiating
- Turned the hue down on all swirl animations
- Added more maps to explore and more enemies to fight
- Added more skills/spells for each class
- Changed some BGM, ME, and SE
Current Features :
1.) Surprise attacks and preemptive strikes are determined based on how the Player Character meet on the map. If the Player character touches an enemy event from behind or the side while undetected, they will gain a preemptive strike advantage during battle with that enemy and the screen will display a green swirl animation before the fight starts to indicate they have the first strike.
If an enemy event detects the Player and touches the Player character from the backside or sides, the enemy will gain a surprise attack advantage and a red swirl animation will be displayed before the battle initiates.
If an enemy event detects the Player and both the Player character and enemy event are facing each other when they meet, then neither a surprise attack or preemptive strike will trigger (although it can still occur naturally) and a blue swirl animation will display on screen before the battle starts to indicate a normal or standard battle.
This feature has been implemented using event commands, a alias in "game party", and a script called "Proximity Detection Script v1.5a".
2.) "Yami Engine Symphony - Dash Stamina" : This script offers another feature where dashing is limited to stamina points which recover while stationary or walking.
3.) "Khas Pixel Movement" : This script allows the Player character and events to move off of the grid.
Here you can see screenshots of surprise attacks, preemptive strikes, and standard battle initiations.
(A standard battle starts where neither the Player or enemy battler get a first strike because they are both facing each other when they first meet.)




(The Player character has managed to touch the enemy event without being detected, scoring the Player a preemptive strike against the enemy.)



(The Player has been detected and the enemy event has managed to touch the Player character's backside or side giving the enemy a preemptive strike against the Player.)




Q&A :
Question 1.) Why am I creating this engine? Isn't there already a "EarthBound Starter Kit"? Instead of creating a fan game, I am more interested in creating original content inspired by "EarthBound - Mother 2" so that user's of the engine can make both commercial and non-commercial games with that "EarthBound Mother 2" feel.
Question 2.) Are there any requirements to join? No major requirements, just communication on this thread. I can use anyone's help. Testing the engine is the most efficient way to detect and filter out bugs.
Question 3.) Will this engine always use the default resources? Mostly yes, this engine is meant to be customized by the user so using the default RTP is absolutely necessary, although I have developed some custom resources for users such as the different color swirl animations that trigger when a battle initiates. I developed a mail box sprite, some raindrop animation, sound effects, and custom aliasing in scripts.
Question 4.) Are their any advantages to becoming a part of the "EarthBound Style Engine" team? Once you become a member and contribute to the project, you will have my permission to use this engine in your commercial and non-commercial projects as long as you follow the individual script's rules that make this engine possible, and of coarse give credit wherever possible as well.
Question 5.) What do I hope to accomplish within the team? I am looking forward to implementing new features with the support of the team as well as filtering bugs/errors and creating resources.
Credits due to GWGlassMusic for brilliant original music composition, "The Nothing Battles" and " Blackheart Power" Music Pack by Kain Vinosec, "Old School Modern Tileset" Pack 1 & 2 by Jason Perry (of final boss blues), Nio Kasgami for her "Blade Rush Title Screen", "Quest Journal [VXA]" by Modern Algebra, "[ACE] Khas Pixel Movement" by Khas, "Yami Engine Symphony - Dash Stamina" by Yami, "Proximity Detection" by V.M of D.T, "Yanfly Engine Ace - Ace Core Engine v1.09", "Yanfly Engine Ace - Ace Battle Engine v1.22", "Yanfly Engine Ace - Visual Battlers v1.01", "Yanfly Engine Ace - Cast Animations v1.00", "Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.10", "Yanfly Engine Ace - Command Equip v1.01", "Title Large Choices
Author: Hime", "Xypher - Scrolling Description Text (Original VX script by BigEd781 Converted for VX Ace by Xypher), Project Developer, other animations, other music, other sound effects by Encryped Knight.
(This Engine has been updated from 0.41 to 0.5 as of 12/17/2014)
(This Engine has been updated from 0.5 to 0.6 as of 1/11/2015)
Encrypted Project Data with RTP can be found here :
http://www.4shared.com/file/x-_JF9cice/EarthBound_Sytle_Engine_061_RT.html
Encrypted Project Data without RTP can be found here :
http://www.4shared.com/file/AA6GhmcYce/EarthBound_Sytle_Engine_061_No.html
(Note that full access to the unencrypted project data will be granted upon my approval once you have joined the team and introduced yourself as well as your goals and what you hope to achieve or accomplish.)
Edit : This Engine has been updated to 0.6 as of 1/9/2015
- Enemies will now halt when a battle is initiating
- Turned the hue down on all swirl animations
- Added more maps to explore and more enemies to fight
- Added more skills/spells for each class
- Changed some BGM, ME, and SE
Current Features :
1.) Surprise attacks and preemptive strikes are determined based on how the Player Character meet on the map. If the Player character touches an enemy event from behind or the side while undetected, they will gain a preemptive strike advantage during battle with that enemy and the screen will display a green swirl animation before the fight starts to indicate they have the first strike.
If an enemy event detects the Player and touches the Player character from the backside or sides, the enemy will gain a surprise attack advantage and a red swirl animation will be displayed before the battle initiates.
If an enemy event detects the Player and both the Player character and enemy event are facing each other when they meet, then neither a surprise attack or preemptive strike will trigger (although it can still occur naturally) and a blue swirl animation will display on screen before the battle starts to indicate a normal or standard battle.
This feature has been implemented using event commands, a alias in "game party", and a script called "Proximity Detection Script v1.5a".
2.) "Yami Engine Symphony - Dash Stamina" : This script offers another feature where dashing is limited to stamina points which recover while stationary or walking.
3.) "Khas Pixel Movement" : This script allows the Player character and events to move off of the grid.
Here you can see screenshots of surprise attacks, preemptive strikes, and standard battle initiations.
(A standard battle starts where neither the Player or enemy battler get a first strike because they are both facing each other when they first meet.)




(The Player character has managed to touch the enemy event without being detected, scoring the Player a preemptive strike against the enemy.)



(The Player has been detected and the enemy event has managed to touch the Player character's backside or side giving the enemy a preemptive strike against the Player.)




Q&A :
Question 1.) Why am I creating this engine? Isn't there already a "EarthBound Starter Kit"? Instead of creating a fan game, I am more interested in creating original content inspired by "EarthBound - Mother 2" so that user's of the engine can make both commercial and non-commercial games with that "EarthBound Mother 2" feel.
Question 2.) Are there any requirements to join? No major requirements, just communication on this thread. I can use anyone's help. Testing the engine is the most efficient way to detect and filter out bugs.
Question 3.) Will this engine always use the default resources? Mostly yes, this engine is meant to be customized by the user so using the default RTP is absolutely necessary, although I have developed some custom resources for users such as the different color swirl animations that trigger when a battle initiates. I developed a mail box sprite, some raindrop animation, sound effects, and custom aliasing in scripts.
Question 4.) Are their any advantages to becoming a part of the "EarthBound Style Engine" team? Once you become a member and contribute to the project, you will have my permission to use this engine in your commercial and non-commercial projects as long as you follow the individual script's rules that make this engine possible, and of coarse give credit wherever possible as well.
Question 5.) What do I hope to accomplish within the team? I am looking forward to implementing new features with the support of the team as well as filtering bugs/errors and creating resources.
Credits due to GWGlassMusic for brilliant original music composition, "The Nothing Battles" and " Blackheart Power" Music Pack by Kain Vinosec, "Old School Modern Tileset" Pack 1 & 2 by Jason Perry (of final boss blues), Nio Kasgami for her "Blade Rush Title Screen", "Quest Journal [VXA]" by Modern Algebra, "[ACE] Khas Pixel Movement" by Khas, "Yami Engine Symphony - Dash Stamina" by Yami, "Proximity Detection" by V.M of D.T, "Yanfly Engine Ace - Ace Core Engine v1.09", "Yanfly Engine Ace - Ace Battle Engine v1.22", "Yanfly Engine Ace - Visual Battlers v1.01", "Yanfly Engine Ace - Cast Animations v1.00", "Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.10", "Yanfly Engine Ace - Command Equip v1.01", "Title Large Choices
Author: Hime", "Xypher - Scrolling Description Text (Original VX script by BigEd781 Converted for VX Ace by Xypher), Project Developer, other animations, other music, other sound effects by Encryped Knight.
(This Engine has been updated from 0.41 to 0.5 as of 12/17/2014)
(This Engine has been updated from 0.5 to 0.6 as of 1/11/2015)
Encrypted Project Data with RTP can be found here :
http://www.4shared.com/file/x-_JF9cice/EarthBound_Sytle_Engine_061_RT.html
Encrypted Project Data without RTP can be found here :
http://www.4shared.com/file/AA6GhmcYce/EarthBound_Sytle_Engine_061_No.html
(Note that full access to the unencrypted project data will be granted upon my approval once you have joined the team and introduced yourself as well as your goals and what you hope to achieve or accomplish.)
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