Hey GAF, let's make an RPG Maker Game Competition!

Apr 16, 2012
5,560
2
0
Hey everyone!
I just made a video going over the gameplay from my developing game which I have finally named, Grand Space Opera.

Check it out and please give some feedback!

https://www.youtube.com/watch?v=dPNu8Wh5tYU&list=UUGm1IkNiNBPiXRAmY-hFtyA
Interesting, interesting!



Looking goood!

I finished my game! I made it for the Indie Game Maker Contest, so I don't know if it can count for *this* contest, but I'd still love it if you guys checked it out. I made it in 30 days and have been recording vlogs every few days to show my progress, which I will compile into a “making of” video at some point soon.

I have a gameplay video so you can see if it's worth your time:
https://www.youtube.com/watch?feature=player_embedded&v=jSQtX1lwb70

Story Overview:





More info, download:
http://contest.rpgmakerweb.com/game/view/id/558
I think I should be checking out your game soon!
 
Apr 16, 2012
5,560
2
0
I finished my game! I made it for the Indie Game Maker Contest, so I don't know if it can count for *this* contest, but I'd still love it if you guys checked it out. I made it in 30 days and have been recording vlogs every few days to show my progress, which I will compile into a “making of” video at some point soon.
So I started playing that game of yours, and I pretty much enjoy it so far! I like the idea of collecting clues and slowly progress as I gather more.
Being able to call the professor is also really helpful!

Was the music created for this game or is it licenced?
 
So I started playing that game of yours, and I pretty much enjoy it so far! I like the idea of collecting clues and slowly progress as I gather more.
Being able to call the professor is also really helpful!

Was the music created for this game or is it licenced?
Thanks! The music credits are in the readme file -- it's from RM "DLC" and also from an RM user who released his music for free. I'm actually currently adding more music to the game, since that was the main thing I ran out of time for. :(
 
Jul 28, 2012
4,823
0
0
I'm going to cut it tight on the deadline. I didn't make anything for the indie contest last month and focused on rpgmaker. But I'm on vacation so it's going to give me 10 less days to work on this.
 

Kirye

Tragedy is a tool for the living to gain wisdom, not a guide by which to live.
Jul 1, 2013
1,028
0
0
San Diego
Time for a new music release! This is the song that plays in the rich towns in my game, enjoy! https://soundcloud.com/dan-seminara/perusing-the-prosperous-populace

In scripting, how do I make an if statement that figures out if a character has a weapon (or armor, or shield) equipped. I think scripting out unequipping is gonna be impractical.
You can use event commands for that, no need for extra scripting.

Conditional Branch
Tab 2
Actor X has weapon/armor equipped.

Unless I misread that and you meant how to check if an actor has a weapon equipped, period. At that point i'm not sure outside of having a conditional branch for every weapon possible and having the "Set handling when conditions do not apply" checked.
 
Jan 20, 2005
7,342
45
1,240
You can use event commands for that, no need for extra scripting.

Conditional Branch
Tab 2
Actor X has weapon/armor equipped.

Unless I misread that and you meant how to check if an actor has a weapon equipped, period. At that point i'm not sure outside of having a conditional branch for every weapon possible and having the "Set handling when conditions do not apply" checked.
I'm doing post-battle RGSS scripting and I need to know if they have any weapon at all equipped. As it stands, the game crashes if they don't.
 
May 30, 2013
4,852
4
390
Savannah, GA
In scripting, how do I make an if statement that figures out if a character has a weapon (or armor, or shield) equipped. I think scripting out unequipping is gonna be impractical.
An actor's currently equipped equipment is stored in $game_actor.equips[x], x being which slot (0..4, weapon, shield, head, body, accessory). It will return nil if there is no item equipped in a slot, so you can check for the existence of an equipped item in a particular slot with
Code:
if $game_actors[1].equips[x]
#-->true if slot has item equipped, false if nothing is equipped
and you can also get info about the item in the slot, like the id, name, price, description, etc. (check RPG::Armor, RPG::Weapon, RPG::EquipItem, RPG::BaseItem in the help manual or output $game_actors[x].equips to see all the properties you can access), for example
Code:
p $game_actors[1].equips[0].name
#-->"Super Sword"
You can either use $game_actors[x].equips[y] where x starts at 1 and uses the actors as defined in the database, or $game_party.members[x].equips[y] where x starts at 0 and uses the actors in the party. Also keep in mind an actor may have a 2-handed weapon which disables slot 1 (shield). It doesn't change the order of the slots, though, it will just return nil for slot 1. Game_Actor should have a handful of methods for finding out various infos about that.
 
Nov 22, 2013
2,137
0
0
I finished my game! I made it for the Indie Game Maker Contest, so I don't know if it can count for *this* contest, but I'd still love it if you guys checked it out. I made it in 30 days and have been recording vlogs every few days to show my progress, which I will compile into a “making of” video at some point soon.

I have a gameplay video so you can see if it's worth your time:
https://www.youtube.com/watch?feature=player_embedded&v=jSQtX1lwb70

Story Overview:





More info, download:
http://contest.rpgmakerweb.com/game/view/id/558
dude i love the artstyle. Where did u get those tiles from?
 
Jan 20, 2005
7,342
45
1,240
An actor's currently equipped equipment is stored in $game_actor.equips[x], x being which slot (0..4, weapon, shield, head, body, accessory). It will return nil if there is no item equipped in a slot, so you can check for the existence of an equipped item in a particular slot with
Code:
if $game_actors[1].equips[x]
#-->true if slot has item equipped, false if nothing is equipped
and you can also get info about the item in the slot, like the id, name, price, description, etc. (check RPG::Armor, RPG::Weapon, RPG::EquipItem, RPG::BaseItem in the help manual or output $game_actors[x].equips to see all the properties you can access), for example
Code:
p $game_actors[1].equips[0].name
#-->"Super Sword"
You can either use $game_actors[x].equips[y] where x starts at 1 and uses the actors as defined in the database, or $game_party.members[x].equips[y] where x starts at 0 and uses the actors in the party. Also keep in mind an actor may have a 2-handed weapon which disables slot 1 (shield). It doesn't change the order of the slots, though, it will just return nil for slot 1. Game_Actor should have a handful of methods for finding out various infos about that.
Thanks so much! Crippling bug removed! I'm getting the second town ready. Tomorrow morning gotta balance a bit then write some NPC dialogue for the (woefully empty) shops.

I hope I'm not putting too many NPCs, but I want the world to be well defined here. If I had time, I'd make them all conversations, but that'll be in my followup game.
 
dude i love the artstyle. Where did u get those tiles from?
As ZenaxPure mentioned, a lot of it is from the futuristic tileset, but with some color edits, and a few heavier edits. I also used some modern tiles. Some stuff was created from scratch, like the bar and the shelf of bottles behind him (bottles were recolored). I would have done more, but I didn't have time.
 
Jan 7, 2012
6,050
0
0
I think it's like a 50/50 chance I'll have something to submit now (which is better than my previous "maybe" I guess). I scrapped the original thing I was working on as the scope was too big. The game still would have only been 4 or so hours but it was based on having a lot of control on what was happening in the game which was taking a lot of time to make. I still want to get back to it someday (preferably with custom art/music, though) as I loved the idea, but yeah, just too big.

What I'm doing now I've been working on for a week or so and I finally have all the gameplay systems in place. At this point it's just a matter of me being able to complete all the maps, enemies, and game balance... which is a pretty big task admittedly. I didn't want to use any custom scripts so my goal has been to get as much out of the program as I could on my own and it's been surprising to me how flexible VX is in that regard. I didn't really expect to be able to do some of the stuff I am doing with just events and shit.
 
Jan 20, 2005
7,342
45
1,240
OK, after today's bunch of NPC dialogue I gotta stop writing 'em for this area. This town has 55 total and I haven't done the upper floors of the castle (which I haven't designed yet!)

I did, however cut out a town that I was gonna make. I found it'd work better as a consulate for what I need it to be. I hope I can get this game done, some of this stuff is getting outta control, I'm on area 2 out of 7. Luckily, "area" 6 and 7 don't use any new maps, just new story on existing ones, so those'll go quicker. Programming is also done so that'll speed progress way up. Sidequests before the final battle may have to wait until 2.0 however :(
 

orioto

Good Art™
Mar 10, 2005
11,933
119
1,265
37
Paris
www.facebook.com
So, i'm back.

I just wanted to post cause i saw i was in the list and i didn't want to disappear like a thief.

Long story short, that thread gave me the motivation i needed to re-learn rpg maker (i'm in the process actually.. struggling a little with the limitations and complications). I tried 10 years ago and never touched it again.

But i'm more and more sad in my heart that i cannot tell stories in any ways, and with that thread i thought, hey let' do that, but then i tried and obviously it won't work in english. I can make myself understandable but certainly not make characters speak a natural language.

So i've drop the idea of the contest, but i'm doing something in french on my side now. So.. nobody here will never play it probably lol.

But yeah it's a game without any fight nor action. Just a village and interactions with villagers, and lots of things to discover about them. Think The Killing the game, really moody to of course!
I'm using modified rtp graphics for now, but if it turns out worthy of sharing i'll eventually motivate myself to actually find a nice and unique artstyle (which is hard with tiles..)

Anyway thx for the motivation and good luck to you guys.
 
Jul 28, 2012
4,823
0
0
So, i'm back.

I just wanted to post cause i saw i was in the list and i didn't want to disappear like a thief.

Long story short, that thread gave me the motivation i needed to re-learn rpg maker (i'm in the process actually.. struggling a little with the limitations and complications). I tried 10 years ago and never touched it again.

But i'm more and more sad in my heart that i cannot tell stories in any ways, and with that thread i thought, hey let' do that, but then i tried and obviously it won't work in english. I can make myself understandable but certainly not make characters speak a natural language.

So i've drop the idea of the contest, but i'm doing something in french on my side now. So.. nobody here will never play it probably lol.

But yeah it's a game without any fight nor action. Just a village and interactions with villagers, and lots of things to discover about them. Think The Killing the game, really moody to of course!
I'm using modified rtp graphics for now, but if it turns out worthy of sharing i'll eventually motivate myself to actually find a nice and unique artstyle (which is hard with tiles..)

Anyway thx for the motivation and good luck to you guys.
My game isn't about fights either. There are some but it's more for special events. I'm trying to make a more open ended game where you can go around and try to overcome the problem.
 

orioto

Good Art™
Mar 10, 2005
11,933
119
1,265
37
Paris
www.facebook.com
My game isn't about fights either. There are some but it's more for special events. I'm trying to make a more open ended game where you can go around and try to overcome the problem.
Yeah mine is radically out of action. It's actually 100% about the story. My idea about that is that if you want to make a game with a lot of character developments, you shouldn't add it as a decoration to a more classical game, cause it will always be in the way of what the game is about to begin with. So the story should not be a nice ornamentation but it should BE the game.
 
Oct 4, 2011
8,620
0
595
Spent the last few hours working on the basics of my game, it's nice to go back to RPG Maker VX again.

Decided to use the Old School Modern pack, going for a story based game without combat. I'll post screenshots when there's more to it. :)
 
I just made a huge update to my game Recurrence and added TONS of music (multiple songs in the intro, and a 15min megamix while you walk around, as well as background sounds). I wish I had had time to do that for the IGMC contest, but at least it's there now for anyone who hasn't played it. Anyone who wants to play it can get it from my site (includes an RTP-less version):

http://crackedrabbitgaming.com/recurrence-igmc/
 
Jan 20, 2005
7,342
45
1,240
Worked a bit more today. Have to balance the third dungeon and maybe add another random encounter enemy but other than that the first hour and a half or so is done!

Once you get to the second town, so many options open up and it feels like a real rpg with all the systems I have going.
 
Jan 7, 2012
6,050
0
0
Bah, seems like I spoke too soon. Had a family emergency over the weekend and now for at least the next week (maybe more) I'll probably be spending more time at a hospital then at home (only spending about 4 hours per day at home). Not sure if I will actually have the hours to finish my game now. I took my brain storming notebook with me and mapped out the rest of the areas in my game and the major events that will happen, so there is that at least.
 
Oct 4, 2011
8,620
0
595
So I've been focused on building my game's world right now, have a little of the intro mapped out, but I'm mainly focusing on building the main town hub right now.

I'm however looking for GAF's opinion, for a story based adventure game, would you guys prefer combat or no combat?
 
Oct 19, 2004
32,841
0
0
Los Angeles, CA
So I've been focused on building my game's world right now, have a little of the intro mapped out, but I'm mainly focusing on building the main town hub right now.

I'm however looking for GAF's opinion, for a story based adventure game, would you guys prefer combat or no combat?
No combat unless it's relevant to the story.

That said, combat absolutely can be relevant, so don't pass it off out of hand. If there's no challenge or interesting choices in your game that's just as bad as unnecessary combat.
 
Dec 16, 2011
6,719
0
0
Indianapolis, IN
Yeah, so I obviously decided to not do this after awhile. I really couldn't concentrate on something like this at the moment while looking for a job and stuff. And I didn't want to try to do anything under a time limit since I'm a super noob at RPG maker. I'd like to mess with some games though and mess around with the thing at my own pace over time. Would be nice to eventually make an amazing horror game or something.

Definitely can't wait to play what you guys make though. Gonna have to go back through the thread to check out some of the progress that has been going on.
 
Sep 17, 2009
431
0
0
PA, US
I'm amazed at how some of you guys are managing to make your own graphics and tilesets and still work on the actual game. Good job!

I know if we didn't use stock or pre-made graphics and tilesets there would be no way we could hit the end date. Even using the pre-made and stock stuff we'll cut it close.

Still I like the idea of having a cutoff, I think it helps keep things focused. I'm looking forward to playing some games!
 
Jul 28, 2011
1,976
0
0
Gonna be tough to finish on time. Rather than scale back on the game, I'm thinking about releasing the first chapter as a sort of Episode I. This should help keep the game from being too long beyond the recommended length as well.
I had the same idea. In fact, here we go!

RivalQuest v0.1

I've never made a game using RPGMaker, so I decided to do something relatively straightforward. Mechanically, it's an RPGMaker game. The twist is betrayed by the title: you play as the rival character in a rote RPG scenario. Enjoy playing second fiddle to some silent jerk. Key features include:

  • Made entirely with stock assets (only the best!)
  • Sub-SD towns
  • Appropriate dungeon names
  • Gripping dialogue
  • Some tricky script action
  • Probably no game-breaking bugs

This version contains the first chapter of a planned six. It's pretty doubtful I'll get it all done before the deadline, but I should at least get through the second chapter by then. Please check it out and let me know if you have any brilliant ideas I can steal.

Download it here.

Screenshots said:
 
Jan 20, 2005
7,342
45
1,240
I hope I can finish... Some anxiety issues about work are making it hard to work on the game, but I'll do my best. The story is already planned out, it's just getting my ass in a good enough mood to actually work on the thing.

I'm throwing a little of my DQ3 fan theory that Baramos never hurt anyone who wasn't actively trying to kill him into the game now. I have an event planned for later, and I didn't know what to do with it until I started writing this into the game, now I'm doing a moral dilemma here too.
 
Feb 16, 2011
2,272
0
0
Update on our status. We have a very large portion of our little rpg done and are making good progress...almost ready to get to the tweaking stage. We'll make the deadline for with something, probably a 90 minute game. It could be better but, given that this is our first go with RPGMaker it's not terrible.


I do believe we are going to go back and do a full game using RPGMaker at some point, just for the fun of it.
 

orioto

Good Art™
Mar 10, 2005
11,933
119
1,265
37
Paris
www.facebook.com
So hum, still not in course for the contest cause of the french, but i may as well show some of what the thread inspired me haha. Maybe i will never finish anyway.

But here is some really quick target render (should just be a matter of importing that and some animation/parallax script) of the style i'm looking for. With default characters for now.

Also this would be an intro so i can cheat with animations as characters won't be controlled by the player.



Still going for an investigation / dialog oriented game.
Now i've narrowed my setting influences to 18th century painting (saw that canvas texture ?) and realistic/dark western tone, kinda like the last Tomy Lee Jones movie, Homesman for those who saw it.
 
May 1, 2014
1,318
0
0
Looks like I'm gonna have to gracefully bow out for now. I was working on it like crazy last month but since then some personal stuff has prevented me from working as diligently as I should be. I always intended for anything I make to be entirely of my own graphics and anything else I can do, so it was definitely a tall order to think I could make an almost-entirely original game as my first RM project within a span of a couple months. Nevertheless I look forward to playing people's projects and will continue working on my own whenever I can get back to it.
 
Jan 20, 2005
7,342
45
1,240
Looks like I'm gonna have to gracefully bow out for now. I was working on it like crazy last month but since then some personal stuff has prevented me from working as diligently as I should be. I always intended for anything I make to be entirely of my own graphics and anything else I can do, so it was definitely a tall order to think I could make an almost-entirely original game as my first RM project within a span of a couple months. Nevertheless I look forward to playing people's projects and will continue working on my own whenever I can get back to it.
I'm probably gonna have to go the "Chapter 1" route several people here seem to be doing. I want to add some more music than I'll be able to compose by the due date now, too.

I'm composing the final dungeon song now. I dreamed it, sung by the Monty Python and the Holy Grail monks actually.