Debug mode, debug maps, debug menus, I’m sure you’ve all heard of them before. Perhaps even seen or played with some of them. They’re usually tools for the developers and testers, but some games opt to leave them in for the players to enjoy playing around with. Today’s video will explain how to create a Debug Mode option for your game!
Item Spawners are an ever so classic mod that’s usually added to a game’s cheat menu. Item spawners can turn a game into a massive sandbox, allowing the player an immense amount of freedom to do pretty much anything he/she wants to do with the game. Watch the video above to learn about how to make these Item Spawners for your game’s cheat menu!
Today we see the release of Tiamat unleashed as suggested by Anonfox93 over at Patreon!, but I just couldn’t simply release her without releasing her base form, the original Tiamat, now in full dragonbones animation power with a map sprite to go with her!
After having being defeated by some wandering adventurers, Tiamat became consumed with rage and divine power she had been holding back broke through her armor and transformed her into a more monstrous/draconic aiming to inflict divine justice on her enemies and those who defeated her. I thought it would be interesting if we took an old Librarium monster and added a second form for them based on their previous design, sorta like a final form to a boss from RPGs. -Anonfox93
The Cheat Menu series continues! Another thing that we often find in Cheat Menus are things that affect the flow of resources. This is often found in the form of infinite ammo or the like. Unfortunately, doing something like that can’t really be done without the help of plugins, but we can certainly use events to make something similar! Check out in this video how we can make HP, MP, and TP be virtually limitless!
Today we see the release for the Spiritual Fighter, as suggested by Jean Enzonaki over at patreon!
A spiritual fighter decided to seek more knowledge and more power, to fill all the gaps of his doubts. In one of his travels, he found beneath a small lake, a dark blue gauntlet with engravings that he couldn’t understand. After wearing it he felt that it was sucking his life out of his body. Now he know what the artifact was: something to imprison a demon, using his vital energy trying to escape. With the understanding of the world and his strength, he stopped the demon from escaping, but now he has a bond with the demon as the gaunglet couldn’t be removed. Instead, with the fragile prison, he now channel his energies to use the demon to his will, summoning a giant blue claw to attack his enemies following the moves he does with the gauntlet. -Jean Enzonaki
The Ancients were beings of enormous power each created on their own accord. Negative energy that lies dormant for too long within varying dimensions finds a host and thereby creating an ancient.
These Ancients threatened both Heaven and Hell. For the first and only time in all existance, Angels and Demons came together to create a trinket so strong that they only allowed those with human blood to possess it.
That is when Amos, being obsessed with the Ancients, created a blood ritual and had 2 sons of his own. Both half-demon and half-human. They were able to wield this powerful amulet and do his bidding to seal the Ancients.
But alas, Amos’ plan to sacrifice Kuan was revealed and instead Chung gave his own life to save him. Nevertheless a portal was opened to the mortal realm and an invasion of demons scourged the land.
1000 years later, Kuan awoke from his sealed prison after Master Sage Tenoch’s seal shattered. Priestess Audie and Master Sage Oat quickly but with great caution take him in and hope that he can be the new “Hero” of this age.
For just as it does every 1000 years, Lucifer sends an invasion of demons to try and reclaim the mortal realm as a stepping stone to Heaven.
From here on, it is up to Kuan to stop the invasion and put an end to malevolence once and for all!
You can’t have a cheat menu without having power trip cheats. This video will explain how to create a scale option for the player to adjust how much he or she wants to power trip! We’ll be learning things like how to add parameter multipliers, critical hit rate adjustors, and experience gain scales.
Part 2 of the Cheat Menu series is here! Today, we’ll be exploring Anti-Grief options to reduce player stress while playing your game(s). The four options we’ll be exploring today will be Resist Ailments, Resist Debuffs, No Encounters, and No Surprise Attacks.
This is the beginning of a new video series that will explain, step by step, how to create a cheat menu/assist mode for your game! Cheat menus/Assist Mode are features in modern games that are becoming more and more common. As play styles types vary from player to player, so will be what they expect out of their games. And what a better way to start things off than with the ever so staple “God Mode” cheat?
The Options Menu can be the one thing that can change how comfortable a player is with your game. Within the Options Menu, the player can alter any given settings to their liking adjusting to their playstyle. By default, settings like ‘Always Dash’ and ‘Command Remember’ are included in RPG Maker MV and other plugins made for RPG Maker MV may also add in newer options to the list. However, the menus themselves were always a bit iffy to look at and/or adjust. This plugin gives the Options Menu a visual makeover and full control over what options can be added to the menu to befit your players!
Today we see the release of Darkness Titan Ilnoct! As suggested by SenG, based on an older Librarium release!
Deep underground, chained to Tartarus itself, there lies a legend. The architect of the primordial sin. A creature filled with nothing but malice, the titan of eternal darkness. The chain snaps. The force of terror rushes to the surface and breaks open the very Earth. Ilnoct the Imprisoned One has returned, and he is looking to resume his reign of fear. -SenG
Save Points are a staple of many traditional RPG’s and even non-RPG’s. However, they simply serve as progression markers with the sole purpose of just saving the player’s game. We can expand more upon that and turn it into something else, changing the way the player feels about Save Points for your game!