Octopath Traveler is praised often for its battle system. Everything about it just seems to fit together just right. Yet, you would be surprised to hear that it actually does nothing new, but instead, aims to make the whole battle experience more cohesive where the whole is greater than the sum of its parts.
Created by our Octopath-loving friend, Fallen Angel Olivia:
This is a sample project that contains a plugin with the 8x OctoPack Battler plugins compiled together and a pre-built setup to let you create a game to get the battle system running right out of the box. This sample project is heavily inspired by Octopath Traveler! You can use it to build your own game on top of it to have everything work properly! Otherwise, if you just want the compilation plugin itself, you can download that for free!
While in RPG Maker MV, there’s the ability to make events hidden and reveal themselves to make it look like they’ve spawned out of nothing. However, there isn’t an innate function to actually spawn an event from nothing. This plugin will provide users the ability to actually spawn an event that is premade and ready from another map(s).
A spawned event will contain all the data from its original source, from the event’s page conditions to the event commands to the graphical settings. And should the original source be updated in the future, the spawned event will update as well. Spawned events can also be preserved and remain on the map if the player reenters the map or reloads a save.
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:
Today Librarium releases its third megapack, featuring both the update of some older creatures, as well as brand new ones! It also features frontview map sprites as a bonus for some of the featured releases!
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!
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.