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Librarium Extra – Cave Dweller Creatures


5 Common Traps Indie Devs Fall Into – RPG Maker MV

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Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

Support Team Yanfly on Patreon

Figured we’d have a different kind of video today. These are some traps that even I, myself, fell into before. I figured with the increased amount of RPG Maker users out there, I ought to talk about 5 of the more common traps that a lot of indie devs fall into and what they can do to avoid them.

Librarium Extra – Special Spider Creatures

Librarium Megapack II

Librarium Animated – MechaScorpion C.A.E.L.E.S

YEP.168 – Event Copier – RPG Maker MV

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Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

You can grab the plugin here:
English Dropbox
English Mirror

Support Team Yanfly on Patreon

Have you ever made an event template to copy and paste from? Good. That’s an efficient way to go about reproducing events that are repeatedly found in your game. But have you ever decided that you suddenly want to make a change to that event… after you’ve copied and pasted it a bunch of times already? Now you’ve gotta go hunt down every single one you’ve copied and replace it.
What a pain, right?

Well, the Event Copier will allow you to streamline that process. You make a template event, and any events that will use this plugin’s notetag will copy everything from that event in the most up to date version in-game. This will include the sprite graphics, the self switches (and self variables if you are using those), the conditions, the pages, the event commands, and even the new Notetags. The only things that won’t be copied over will be the ID,
X position, and Y position for obvious reasons.

This way, you can streamline your eventing process without having the need to finalize an event before mass producing it.


Introduction


WARNING: This plugin is best used with RPG Maker MV 1.5.0 or above! This is because the MV 1.5.0 editor allows for this plugin to be made in an orderly and efficient manner. Please make sure your RPG Maker MV software is up to date before using this plugin to make the most out of it.

Have you ever made an event template to copy and paste from? Good. That’s an efficient way to go about reproducing events that are repeatedly found in your game. But have you ever decided that you suddenly want to make a change to that event… after you’ve copied and pasted it a bunch of times already? Now you’ve gotta go hunt down every single one you’ve copied and replace it.

What a pain, right? Well, the Event Copier will allow you to streamline that process. You make a template event, and any events that will use this plugin’s notetag will copy everything from that event in the most up to date version in-game. This will include the sprite graphics, the self switches (and self variables if you are using those), the conditions, the pages, the event commands, and even the new Notetags. The only things that won’t be copied over will be the ID, X position, and Y position for obvious reasons.

This way, you can streamline your eventing process without having the need to finalize an event before mass producing it.

More information will be explained in the Instructions section of this plugin’s help file.


Instructions


First, set aside a dedicated map (or maps) that will be preloaded each time the game starts. Each preloaded map should contain various events that you wish to completely copy. These can range from templates to trigger events to autorun events to parallel events. Once you’ve made the map(s) you want to preload, open up the Plugin Manager and this plugin. Insert inside this plugin’s ‘Template Maps’ parameter the ID(s) of the map(s) you wish to use.

If you are using RPG Maker MV 1.5.0+ and wish to make use of template names, add them through the ‘Template Names’ plugin parameter. The data from the Template Names parameters can be changed and all events in-game that use notetags with the respective Template Name will be updated accordingly.


Notetags


To decide if an event will copy from a template map, please follow these instructions below and insert the desired notetag into the event’s notebox.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Event Notetags:
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

<Copy Event: Map x, Event y>
– Replace ‘x’ with the ID of the map you wish to copy the event from.
– Replace ‘y’ with the ID of the event you wish to copy from that map.

– – –

<Copy Event: mapId, eventId>
– Replace ‘mapId’ with the ID of the map you wish to copy the event from.
– Replace ‘eventId’ with the ID of the event you wish to copy from that map.

– – –

<Copy Event: template>
– Replace ‘template’ with a name from the ‘Template Names’ plugin param.
* This will require you to have version 1.5.0+ of RPG Maker MV. All of the Map ID and event ID data from the stored template will be used for this event. This notetag will also have the bonus of having custom Lunatic Code unique only to this template name.

– – –

When an event is copied, all data will be carried over, from the name of the map, to the graphics used, to the pages, their conditions, and all of the event commands. The only things that will NOT be copied over will be the original event’s ID, x positon, and y position.


Lunatic Mode – Pre and Post Copy Codes


Lunatic Mode requires version 1.5.0+ of RPG Maker MV. For those with JavaScript experience, you can throw in your own custom code to run upon the loading of a copied event. This can be found in the plugin’s parameters ‘PreCopy Code’ and ‘PostCopy Code’. If you are using Template Names, you can add in ‘PreCopy Code’ and ‘PostCopy Code’ unique to that template.

For Lunatic Mode, there are some unique variables that you can alter. They are the following:

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
PreCopy Codes
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 *  Variables      Description
 * 
 *      mapId      ID of the map to be loaded.
 *    eventId      ID of the event to be loaded.
 *     target      The event before it's copied over.
 *     player      The player character.

Making changes to ‘mapId’ or ‘eventId’ will change the data that will be loaded for the target. However, if ‘mapId’ is changed, you must make sure that the map it’s being changed to is already preloaded or else the event will fail to be copied properly.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
PostCopy Codes
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

 *  Variables      Description
 * 
 *     target      The loaded event after copied over.
 *     player      The player character.

While the ‘mapId’ and ‘eventId’ variables are available, they cannot be changed and make an impact. You can, however, use them as a conditional check to determine what to do with the target event or player.


Happy RPG Making!


Eventing a Foraging System – RPG Maker MV

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Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

You can grab the plugins used in this video here:
Event Copier
Self Switches & Variables

Support Team Yanfly on Patreon

Eventing a foraging system might sound pretty basic at first. Just make an event where you can grab some berries from a bush, turn on a self switch, and then call it a day. But once you’ve decided to give them the ability to respawn after a number of days, it suddenly becomes a lot more complex. This tutorial video will cover how to create a foraging system complete with respawning from the ground up!

You can grab the copy/paste code here:
For those who wish to acquire the script call used, you can get it from here. Change the values in red to fit your game’s settings.

var mapId = $gameVariables.value(1); // This variable contains the Map ID.
var eventId = $gameVariables.value(2); // This variable contains the Event ID.
var varId = 41; // This is the self variable ID you're using for Respawn Days.

// Update the self variable: Respawn Day's value.
var value = this.getSelfVariableValue(mapId, eventId, varId);
if (value > 0) value -= 1;
this.setSelfVariableValue(mapId, eventId, varId, value);

For those who would like to see the structures of the events and common events used, look below:


Berry Bush – Event


Comment:// Calculate a random number to determine yield
Control Variables:#0001 Temp Variable 1 = Random 2..8
Comment:// Player acquires the random number
Change Items:Berry + {Temp Variable 1}
Comment:// Set the number of days to wait before respawning berries
Control Variables:#0041 Self Var Respawn Days = 3
Comment:// Play a sound effect and show a message.
Play SE:Item1 (90, 100, 0)
Text:None, Dim, Bottom
Text
Text\>            \<Acquired x\v[1] \i[577]\c[4]Berries\c[0]!

Remember to make a second page with the variable condition set to the Self Variable: Respawn Days.


Sleep – Common Event


Comment:// This common event is used whenever the player
Comment:approaches a bed that they can sleep in. For the
Comment:time being, it'll only work from the cave's bed.
Comment:// Ask player about going to sleep
Text:None, Dim, Bottom
Text
Text\>            \<Do you wish to go to sleep?
Show Choices:\i[90]Yes, \i[91]No (Window, Right, #2, #2)
When \i[90]Yes 
Comment:// If Yes, fade out the screen
Play ME:Inn (90, 100, 0)
Fadeout Screen
Comment:// Then run the Night Cycle common event
Common Event:Night Cycle
Comment:// Finally, teleport the player to the entrance of the cave
Transfer Player:Around the Cave (15,6) (Direction: Down)
Wait:60 frames
Comment:// Fade in the screen
Fadein Screen

When \i[91]No 
Comment:// If No, do nothing

End

Night Cycle – Common Event


Comment:// The purpose of the Night Cycle common event is to cycle
Comment:through all of the common events that are used to update
Comment:the various event systems in place for the game.
Common Event:Update Day Respawns

Update Day Respawns – Common Event


Comment:// This event is called by the Night Cycle. It is used
Comment:to update the number of days left on each event that
Comment:uses the Self Variable: Respawn Days
Comment:
Comment:// Update variable 1 with the Map ID to update the Respawn Days for.
Comment:Then, run the Respawn Day Cycler common event.
Comment:
Comment:// Map 14: Around the Cave
Control Variables:#0001 Temp Variable 1 = 14
Common Event:Respawn Day Cycler
Comment:
Comment:// Map 25: Another Map
Control Variables:#0001 Temp Variable 1 = 25
Common Event:Respawn Day Cycler
Comment:
Comment:// Map 36: Yet Another Map
Control Variables:#0001 Temp Variable 1 = 36
Common Event:Respawn Day Cycler
Comment:
Comment:// * Note: Don't worry if the Map ID doesn't exist.
Comment:// This will not crash your game.

Respawn Day Cycler – Common Event


Comment:// This event is used to cycle through the many events
Comment:found on each map and to see if the Self Variable named
Comment:Respawn Days needs to be updated.
Comment:
Comment:// Variable 2: The current Event ID being checked. Start at 1.
Comment:   Variable 3: The maximum Event ID that needs to be checked. Usually 999.
Control Variables:#0002 Temp Variable 2 = 1
Control Variables:#0003 Temp Variable 3 = 999
Comment:// Create the loop.
Loop
Comment:// Make a script call that gathers the value of the currently looped event ID.
Script:var mapId = $gameVariables.value(1); // This variable contains the Map ID.
Scriptvar eventId = $gameVariables.value(2); // This variable contains the Event ID.
Scriptvar varId = 41; // This is the self variable ID you're using for Respawn Days.
Script
Script// Update the self variable: Respawn Day's value.
Scriptvar value = this.getSelfVariableValue(mapId, eventId, varId);
Scriptif (value > 0) value -= 1;
Scriptthis.setSelfVariableValue(mapId, eventId, varId, value);
Comment:// Increase the current Event ID at the end of each loop.
Control Variables:#0002 Temp Variable 2 += 1
If:Temp Variable 2 > Temp Variable 3
Comment:// If the current Event ID bypasses the maximum Event ID, break the loop.
Break Loop

End

Repeat Above

And that’s all! These are the basic and common events used to event a foraging system!


Happy RPG Making!


Librarium Animated – Continental Turtle Rukkha


Librarium Animated – Giant Kitsune

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KitsuneRbanner

Today we see the release for the Giant Feral Kitsune, as suggested by AlejandroSQ over at patreon!

A giant nine-tailed fox that either strikes normally with its jaws, attacks with sweeping tail strikes, or channel energy through the tails for devastating effects. -AlejandroSQ

Download it today!

Support Ækashics for more content like this!

Ækashics on Twitter!

Ækashics on Youtube!

Ækashics on Tumblr!

Ækashics on Gumroad!

Ækashics on Instagram!

Librarium Monster suggestion box!

Map sprites, facesets and more!

Eventing a Mining System – RPG Maker MV

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Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

You can grab the plugin here:
Event Copier
Self Switches & Variables
Call Event
Gab Window

Support Team Yanfly on Patreon

Eventing a mining system can be done a number of ways, but making the mining system efficient is a different story altogether. Here is one of the many ways you can tackle a mining system for your RPG Maker project!

You can grab the copy/paste code here:

For those who would like to get the code used for the script call, copy and paste the code here. Change the values in red to fit your game’s settings.

// This is the item ID set by variable 1.
var itemId = $gameVariables.value(1);

// Get the item that uses the item ID.
var item = $dataItems[itemId]; 

// Get the total number of items mined.
var total = $gameVariables.value(2);

// Grant the party the total number of items.
$gameParty.gainItem(item, total);

For those who would like to see how the events are structured from the video, look below!


Coal Vein – Basic Event


Page 1: Trigger > Parallel Process

Comment:// Determine this mineral vein's yield
Control Variables:#0043 Self Var Vein Yield = Random 20..25
Comment:// Set a self switch to indicate this even is initialized
Control Self Switch:A = ON

Page 2: Conditions > Self Variable >= 0, Self Switch A; Trigger > Parallel Process

Comment:// If this mineral vein is empty, wait a bit before
Comment:setting its location to the corner of the map and
Comment:then erasing it.
Wait:60 frames
Set Event Location:This Event, (0,0)
Erase Event

Page 3: Conditions > Self Variable >= 1, Self Switch A; Trigger > Action Button

Comment:// Variable 1: Determine item to be received.
Comment:   Insert item ID into this variable.
Control Variables:#0001 Temp Variable 1 = 51
Comment:// Run the mining common event.
Common Event:Mining Prompt

Page 4: Conditions > Self Variable >= 5, Self Switch A; Trigger > Action Button

Comment:// Call this event's page 3 event list.
Plugin Command:CallEvent 1, Map 8, Page 3

Page 5: Conditions > Self Variable >= 10, Self Switch A; Trigger > Action Button

Comment:// Call this event's page 3 event list.
Plugin Command:CallEvent 1, Map 8, Page 3

And that’s it for the Coal Vein event!


Copper Vein – Basic Event


Page 1: Trigger > Parallel Process

Comment:// Determine this mineral vein's yield
Control Variables:#0043 Self Var Vein Yield = Random 15..20
Comment:// Set a self switch to indicate this even is initialized
Control Self Switch:A = ON

Page 2: Conditions > Self Variable >= 0, Self Switch A; Trigger > Parallel Process

Comment:// If this mineral vein is empty, wait a bit before
Comment:setting its location to the corner of the map and
Comment:then erasing it.
Wait:60 frames
Set Event Location:This Event, (0,0)
Erase Event

Page 3: Conditions > Self Variable >= 1, Self Switch A; Trigger > Action Button

Comment:// Variable 1: Determine item to be received.
Comment:   Insert item ID into this variable.
Control Variables:#0001 Temp Variable 1 = 52
Comment:// Run the mining common event.
Common Event:Mining Prompt

Page 4: Conditions > Self Variable >= 5, Self Switch A; Trigger > Action Button

Comment:// Call this event's page 3 event list.
Plugin Command:CallEvent 2, Map 8, Page 3

Page 5: Conditions > Self Variable >= 10, Self Switch A; Trigger > Action Button

Comment:// Call this event's page 3 event list.
Plugin Command:CallEvent 2, Map 8, Page 3

And that’s it for the Copper Vein event!


Iron Vein – Basic Event


Page 1: Trigger > Parallel Process

Comment:// Determine this mineral vein's yield
Control Variables:#0043 Self Var Vein Yield = Random 10..15
Comment:// Set a self switch to indicate this even is initialized
Control Self Switch:A = ON

Page 2: Conditions > Self Variable >= 0, Self Switch A; Trigger > Parallel Process

Comment:// If this mineral vein is empty, wait a bit before
Comment:setting its location to the corner of the map and
Comment:then erasing it.
Wait:60 frames
Set Event Location:This Event, (0,0)
Erase Event

Page 3: Conditions > Self Variable >= 1, Self Switch A; Trigger > Action Button

Comment:// Variable 1: Determine item to be received.
Comment:   Insert item ID into this variable.
Control Variables:#0001 Temp Variable 1 = 53
Comment:// Run the mining common event.
Common Event:Mining Prompt

Page 4: Conditions > Self Variable >= 5, Self Switch A; Trigger > Action Button

Comment:// Call this event's page 3 event list.
Plugin Command:CallEvent 3, Map 8, Page 3

Page 5: Conditions > Self Variable >= 10, Self Switch A; Trigger > Action Button

Comment:// Call this event's page 3 event list.
Plugin Command:CallEvent 3, Map 8, Page 3

And that’s it for the Iron Vein event!


Mining Prompt – Common Event


Insert this into a common event.

Comment:// Display a message based on variable 1's Item ID
Text:None, Dim, Bottom
Text
Text\>            \<Looks like I can mine some \c[4]\ii[\v[1]]\c[0] here.
Show Choices:\i[90]Mine \c[4]\ii[\v[1]]\c[0], \i[91]Don't Mine (Window, Right, #1, #2)
When \i[90]Mine \c[4]\ii[\v[1]]\c[0] 
Comment:// If Mine, run the Start Mining common event
Common Event:Start Mining

When \i[91]Don't Mine 
Comment:// Do nothing

End

And that’s it for the Mining Prompt common event!


Start Mining – Common Event


Insert this into a common event.

Comment:\\ Variable 2: This is how much of Var1's item has been mined.
Comment:   Set this value to 0 to start with.
Control Variables:#0002 Temp Variable 2 = 0
Comment:\\ Variable 2: This is how much of Var1's item has been mined.
Comment:   Set this value to 0 to start with.
Comment:\\ Create the loop.
Loop
Comment:\\ Increase Variable 2 by +1.
Comment:   Decrease Self Variable: Vein Yield by -1.
Control Variables:#0002 Temp Variable 2 += 1
Control Variables:#0043 Self Var Vein Yield -= 1
Comment:\\ Display a Gab message indicating the amount currently mined.
Comment:   Also include a message on how to cancel the mining.
Plugin Command:GabText Mined x\v[2] \c[4]\ii[\v[1]]\c[0] total. \}(Hold \c[6]X\c[0] to stop mining)\{
Plugin Command:ForceGab
Comment:// Play an animation on the mineral being mined.
Show Animation:This Event, Pierce Effect (Wait)
Comment:\\ Conditional branch to check if the Cancel Button is being pressed.
If:Button [Cancel] is pressed down
Comment:\\ If it is, break the loop.
Break Loop

End
Comment:\\ Conditional branch to check if the mineral vein is empty.
If:Self Var Vein Yield ≤ 0
Comment:\\ If it is, break the loop.
Break Loop

End

Repeat Above
Comment:\\ Run a script call to add the total mined minerals to the player's inventory.
Script:// This is the item ID set by variable 1.
Scriptvar itemId = $gameVariables.value(1);
Script
Script// Get the item that uses the item ID.
Scriptvar item = $dataItems[itemId]; 
Script
Script// Get the total number of items mined.
Scriptvar total = $gameVariables.value(2);
Script
Script// Grant the party the total number of items.
Script$gameParty.gainItem(item, total);
Comment:\\ Show a gab message indicating how much the player has acquired.
Plugin Command:GabText You've acquired x\v[2] \c[4]\ii[\v[1]]\c[0] from mining.
Plugin Command:ForceGab
Comment:\\ Play a sound effect, too.
Play SE:Item1 (90, 100, 0)

And that’s it for the Start Mining common event!


Happy RPG Making!


Librarium Animated – Living Hoard Midas

YEP.169 – Event Morpher – RPG Maker MV

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Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

You can grab the plugin here:
English Dropbox
English Mirror

Support Team Yanfly on Patreon

Those familiar with RPG Maker will know that you can change the way events operate through different pages. However, what if you wanted one event to completely change into another, aka morph? By morphing an event into another event, the morphed event will completely replace all of its properties from pages, conditions, event commands, etc. with the event it morphed into.

This can allow for more progressive systems as the player goes through your game. From things like plants to mineral veins to new NPC’s hired to keep a store running afloat, by morphing an event, you give it a new purpose and ongoing functionality.

Furthermore, this plugin allows you to preserve any morphs you want, so that the next time the player loads your game, revisits the map with the morphed event, or simply comes back from battle, the morph changes remain.


Introduction


WARNING: This plugin is best used with RPG Maker MV 1.5.0 or above! This is because the MV 1.5.0 editor allows for this plugin to be made in an orderly and efficient manner. Please make sure your RPG Maker MV software is up to date before using this plugin to make the most out of it.

Those familiar with RPG Maker will know that you can change the way events operate through different pages. However, what if you wanted one event to completely change into another, aka morph? By morphing an event into another event, the morphed event will completely replace all of its properties from pages, conditions, event commands, etc. with the event it morphed into.

This can allow for more progressive systems as the player goes through your game. From things like plants to mineral veins to new NPC’s hired to keep a store running afloat, by morphing an event, you give it a new purpose and ongoing functionality.

Furthermore, this plugin allows you to preserve any morphs you want, so that the next time the player loads your game, revisits the map with the morphed event, or simply comes back from battle, the morph changes remain.

More information will be explained in the Instructions section of this plugin’s help file.


Instructions


Use the plugin parameter ‘Template Maps’ to select which maps your game will preload maps from. These maps will contain the events that you want other events to morph into. Any kind of event can be used as a morph template, from trigger events to auto run events to parallel events.

If you are using RPG Maker MV 1.5.0+ and wish to make use of template names, add them through the ‘Template Names’ plugin parameter. The data from the Template Names parameters can be changed and all events in-game that use script calls with the respective Template Name will be updated accordingly.


Script Calls


To make events morph and change into something else, use the following script call code:

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Morph Event – Script Calls
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Yanfly.MorphEvent(targetId, mapId, eventId, preserved)
– This will cause the target event to morph into the designated event.
– Replace ‘targetId’ with the ID of the target event you wish to morph.
– Replace ‘mapId’ with the ID of the map with the event to morph into.
– Replace ‘eventId’ with the ID of the event to morph the target into.
– Replace ‘preserved’ with ‘true’ or ‘false’ to preserve the morph.*

Example: Yanfly.MorphEvent(15, 1, 5, true);
– Event 15 on the current Map will change into Map 1, Event 5’s event.
– This event will be preserved.

Example: Yanfly.MorphEvent(20, 2, 10, false);
– Event 20 on the current Map will change into Map 2, Event 10’s event.
– This event will NOT be preserved.

– – –

Yanfly.MorphEventTemplate(targetId, template, preserved)
– This will cause the target event to morph based on the template name.
– Replace ‘targetId’ with the ID of the target event you wish to morph.
– Replace ‘template’ with a name from the ‘Template Names’ plugin param. This must be in ‘string’ form (surround the name with quotes).
– Replace ‘preserved’ with ‘true’ or ‘false’ to preserve the morph.*

Example: Yanfly.MorphEvent(15, ‘StrawberryPlant’, true);
– Event 15 on the current Map will change into event marked by the ‘StrawberryPlant’ template from the plugin parameters.
– This event will be preserved.

Example: Yanfly.MorphEvent(20, ‘MineralVein’, false);
– Event 20 on the current Map will change into event marked by the ‘MineralVein’ template from the plugin parameters.
– This event will NOT be preserved.

– – –

* Note: If a morph is preserved, it will remain morphed the next time the player reenters the map.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Morph Removal – Script Calls
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Yanfly.RemoveMorph(targetId)
– This will remove any morphed (and preserved) effects from the target on the current map.
– Replace ‘targetId’ with the ID of the target event to remove morphing.

Example: Yanfly.RemoveMorph(15)
– The current map’s event 15 will have its morphed effects removed.
– All preserved morphing effects for this event will be removed.

– – –

Yanfly.RemovePreserveMorph(targetMapId, targetEventId)
– This will remove any preserved morphed effect from a target event located on different map.
– Replace ‘targetMapId’ with the ID of the map the target event is on.
– Replace ‘targetEventId’ with the ID of the target event.

Example: Yanfly.RemovePreserveMorph(10, 20)
– Map 10’s event 20 will have its morphed effects removed.
– All preserved morphing effects for this event will be removed.


Happy RPG Making!


Ask Yanfly a Question

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As something special to do for reaching 20k subscribers on this channel, let’s do something different: A Question and Answer session with Yanfly!

Simply post your question in the video comments and press Like the ones you also want to see answered, too!

I’ll be posting responses in a follow-up video with the questions that have a lot of likes and personally interest me.

Anti-Adventure – by Hands-On Rpg Dev

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fes_title_10

One of our friends, Hands-On Rpg Dev, has just finished his game Anti-Adventure! You can actually download it here for free! But the interesting thing about this is, he made it all from start to finish in less than 20 hours and even uploaded a timelapse video of the whole project being made! Give it a watch, too!

Join Daniel, Amber, Nicole, and Kyle, a group of rookies looking to become adventurers, as they start a strange new tale of misfortune, meeting strange people in strange lands, and encountering strange situations. How will their “Anti-Adventure” unfold? Go find out!

itch.io page

The game’s now released!

It was originally meant to serve as a challenge to see if I can create a game from scratch in less than 24-hours of development time. I’ve finished it with 19 hours, 47 minutes, and 39 seconds so it looks like I’ve passed the test. But because of the short amount of time, I cannot guarantee much about the quality of the work. There’s probably a lot of glaring balance issues, grammatical errors, graphical bugs, and more.

The whole thing was a blast to make. I’ve utilized a lot of fresh concepts that I’ve previously never used before for past games and I’m happy to say that these new concepts have made things a lot better for me and helped enhance the development process.

I will admit a lot of the resources I’ve used aren’t originally created. They are DLC for the game engine I’m using, and I’ve used a lot of supporting plugins to make the game a lot more tolerable than it should be.

I’m not sure if I’ll be expanding upon this game some more. It was meant to serve as a stepping stone for me as a way to prove to myself I can make something from start to finish in a short period of time.

That’s it. Thanks for hearing me ramble.

~Hands-On RPG Dev

5 Places to Self-Publish Your Game That Aren’t Steam – RPG Maker MV

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Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

Support Team Yanfly on Patreon

Publishing games on your own can be overwhelming. Especially with how Steam is getting more and more complex by the day. Here’s a list of 5 places you can self-publish your game that aren’t Steam! Each place has pros and cons, so it’s best to figure out which one suits you the best!

itch.io
Publish

GoG
Publish

RoastMyGame
Publish

Humble Bundle
Publish

Game Jolt
Publish


KemonoSD Character Pack!

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promoshot

Today Aekashics releases the KemonoSD Character Pack!

A collection on anthropomorphic characters inspired by JRPG and dungeon crawling tropes, which includes frontview battlers, 4-direction map sprites and facesets!

You can purchase it over at their itch.io store today!

Support Ækashics for more content like this!

Ækashics on Twitter!

Ækashics on Youtube!

Ækashics on Tumblr!

Ækashics on Gumroad!

Ækashics on Instagram!

Librarium Monster suggestion box!

Map sprites, facesets and more!

Librarium Megapack III

Lots of Plugin Updates

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DevToolsError

I’m sure many of you who have updated to MV version 1.6.0 or higher have encountered that error message. Why does it occur? It’s because ever since MV has updated to version 1.6.0 or above, it uses a newer version of NodeJS, the client that runs your game. For whatever reason, this version of NodeJS removed the isDevToolsOpen() function, making some of the code used in many of my plugins (64 to be exact) to leave behind this error message whenever custom but flawed code is entered in a script call or a Lunatic Mode segment. This issue is now “remedied” by just simply bypassing the check. You will still need to open up the Dev Tools window on your own using the F8 key to see the error stack that’s produced.

In any case, here’s the following plugins that have been affected and are now updated to have this issue fixed:

For main plugins:

For the extension plugins:

Whew! Be sure to take the time to update your plugins, everyone!

Happy RPG Making!

Librarium Extra – Dryads I

Yanfly Answers Questions

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It’s almost been a month since the QnA video.

So now, let’s answer them! 😀

Also, let me know in the comments below if you all would like to have more QnA sessions like this in the future!

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