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!
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.
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.
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!
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!
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.
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.
It’s not uncommon for RPG’s to have a message backlog, an in-game tool for the player to review any and all dialogue he/she has encountered previously. This tool can be helpful in case a player would accidentally skip some dialogue and/or would like to revisit what kind of messages were made before making a decision during an important moment.
This plugin creates a message backlog system for your game’s message system. Upon pressing ‘Shift’ (or any other button you desire) during a message, the player can open up a Backlog window to review over the last 20 encountered messages (number of stored messages can be modified within the parameters). These saved messages can also include any choices from the choice lists they have selected, any numbers they may have inputted, or items they selected from special events.
Now, your players can go forward, knowing full well they have little to worry about in case they’ve missed any messages.