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Description

Did you hear about the Children of Heaven who longed to see the blue and green of the lower world for themselves, disobeying the laws set for them in order to reach down the earth below? Cast down for their defiance, left in confusion while the stars above them burned, one among them rose up and claimed a piece of that land for her people.

Perhaps you have heard of the Journey of 1000 steps, with the heroic youth who climbed forever to reach the lost Fruit of Life to aid his dying mentor? Or the story of the lost lamb who led her owner on a merry chase over mountains and valleys, through dungeons most deep and cities most fair?

How about the tale of the three sisters competing to prove their worth as possible heirs to their failing father, a King once grand? Through hell and high-water they travelled, finally finding their way to a compromise, only to lose their home to the newly awakened Daemon Lord. Have you heard of the battles fought in their name? Of the lives given to reclaim that throne?

Let us venture into the world of RTP's untold stories. Meet the heroes, the foes and learn their tales. Listen... can you hear the deepest secrets they keep?

GET READY FOR AN RM VENTURE!




This is an event focused on the creation of a game within a week, in celebration of RPG Maker's Birthday~

The idea of the competition is to create a compressed story with at least one boss battle. Short games are in season and as such aiming for under an hour is the key. Dare you unlock the door to the hidden treasures?



For each aspect of your game that is deemed of sufficient quality you will receive a badge. There are five in total - the first for completing an entry in the time limit (Badge of Stepping Up). The second awarded to that one entry which wows the judges and is deemed the best (Badge of Excellence).

The four are as follows:
Badge of Tales (Writing)
Badge of War (Game Play)
Badge of Beauty (Aesthetics)
Badge of Senses (Atmosphere/Sound)

Every entry is eligible for each of the three. If the judges deem your work of sufficient quality in one of the categories you'll receive that badge. They stack, so you can gain all three or, in unfortunate cases, none. So polish those gems before releasing them!

The winner of this contest will receive something special in addition to achievements!



Epilogue

And now for the Feedback Arc! Everyone knows that a good story has an epilogue, so let's start this one!

Want a badge but didn't create a game in time? Then look here~ A nice badge or two for you titled the Badge of Discipline and Badge of Devotion. And how can you get your hands on these lovely pieces? Easy.

- Write at least 150 words worth of feedback or your thoughts on each of the 22 games submitted to the event OR four full reviews.
- Post this feedback in a comment with the title 'Feedback' at the top. Bold that title and set it to 18pt font.
- In the case of reviews, post links to the four of them in a single comment with the title "Review" at the top, bolded and size 18.
- For anyone up to the SUPER DEVOTION CHALLENGE - write 22 reviews all up. You will receive the Badge of Devotion.

- Judges will review your comments, check that they're of sufficient length and if all is fine, award you the badge.
- Judges will also check the reviews and award badges after all are in.
- You have ten days to play and feedback all the games/review four or all games.
- Enough feedback/reviews will unlock a podcast. Liberty will personally see to it that this occurs and will round up everyone to take part. She will take hostages if she has to.




You must use the RTP default characters. You can use different graphical styles for them, but they must be recognisable as the default database heroes.

Games must have all files included that have been used. If you don't know how to set it so that no RTP is required, just ask.

There must be at least one boss battle, using one of the last bosses of either the 95, 2K/3, XP, VX or Ace RTP.

Games must have a story. Said story doesn't need to be heavy but there must be at least something resembling a plot.

All games must be under an hour long from start to end. We do not want towering epics of 20+ hours. If your game is noticeably over an hour it will be forfeit.

Complete games only.

Games must be started only on or after the 8th of February. You may use resources you already had, but the actual game must only have started at the beginning of this event.

Games must be in by the last time zone of the 15th. Exceptions may be made if there's a good reason - PM one of the judges in this case.

You may have more than one team, more than one game. Teams of up to ten are allowed.

You may use any RM engine your little heart desires. Only RM though. It is for the RPG Maker birthday after all~



Any questions and queries, ask in the comments below.



Can we use scripts?
Yes. Have at them~

Are we allowed to have more than one project if just one member? Can a team have more than one entry?
Sure, if you've time.

What graphics/resources can we use? Do we have to use RTP? Can we use different tiles?
All, no, yes.
Basically the only restrictions are thus:-
You must use the Database characters. You can choose whatever style for them you like, but they must be recognisable as that character. For example, Alex in DS style is fine. Pink-haired Alex in DS style with a tuxedo... not so much.

You must use at least ONE of the Database last bosses as a boss. (You can use more.) They must be recognisable as that boss, but again, any graphical style is allowed.

You may use any music, graphics and sound that you wish. ;p

Bosses:-






And the Medusa from 95, I do believe (I may be wrong but she has the most health by a lot - 7000 vs 3000)


Heroes:-

95: Fess, Lena, Marcus, Agatha, Amy, Khar, Luts and ...Slobodan? ( >.< ???)
2K: Alex, Brian, Carol, Deiji/Daisy, Enrike/Enryuu, Arkon/Falcon, Homes/Gomez and Helen
2K3: Zack, Albert, Burns, Klaus/Grace, Arthur, Edith/Ardis, Feylin, Alissa/Alica, Mia, Elene/Eolen, Cinthya, Melissa, Fiona and Mao

XP: Aluxes, Basil, Cyrus, Dorothy, Estelle, Felix, Gloria and Hilda
VX: Ralph, Ulrika, Bennett, Ylva, Lawrence, Oscar, Vera and Elmer
VXA: Eric, Natalie, Terrence, Ernest, Ryoma, Brenda, Rick, Alice, Isabelle and Noah


Can we mix and match characters from different engines?
By all means, go right ahead. A Dimensions-like game could be interesting to see and there's no limitations on who you have in your party as long as they're part of the above group.

Do we only have to use the Database heroes? Like, for NPCs and whatnot?
Your party has to have only Database heroes. NPCs can be anyone or anything you want.

If I make my game with VX Ace, the boss batle Battler must be from VX Ace as well?
No. Mix and match as much as you want as long as it's one of the above Bosses and it's in one of the RM engines.

Do I HAVE to keep the default hero names?
Yes. As Nessy put so nicely: "Yes, because this event is about making a story for our beloved RPG Maker Database Heroes! It's their birthday after all :D!"

Do we have to use the default statistics and skills for the characters and bosses?
Nope~ Not at all!



Game Links in Comments

Tale of Alice by thatbennyguy
Maker Gear Rising by EvilEagles
Game by TheRealDMac




Banner Art by: Makio-Kuta and Archeia
Header Arts by: Kounosu
Achievement Badges Art by: Satsuki
Alex Sprite by: Apprentice

Details

  • 02/08/2014 11:46 PM
  • 02/17/2014 01:59 PM
  • 10

Achievements

Registration

You must be logged in to sign up for An RM Venture.

Teams Members Entry
Hey,This ended well! I hope...
Intricate task at hand...
All Hail the King (Or Queen!)
Basil x Felix
Don't do it Fomar!
For Great Justice
For Once I Won't Be Making A Comedy Game
Greetings from RMtopia!
Me, Myself and I...?
Melone
no
Procrastination
Puking Up Frothing Vitriolic Generic Game
Revolver Slug
RUBYLOVE
Team we almost forgot to sign in :x
Terence's Tribulations
The Team of Myself
The Team of One
Bandanna of +2 Laziness
Better than NaNoWriMo
crawl
Dat 95 hero quest~<3
Jomarcenter Studio - Need team member
just passing by
meow
My entry > your entry
Oh God
Probably not a smart idea
Solo
STANDING HERE I REALIZE YOU ARE JUST LIKE ME TRYING TO MAKE HISTORY
Tale of Alice
Team Edward
Team I Won't Deliver
Team N.A.M.E.
Team Pi$$
Team What Is This I Don't Even
There's no way in hell that I'm finishing in time...
What am I doing
who fucking chose rpgboss can't they read the fuckin-oh it's just grs that pinhead
“How come he don't want me, man?”

Posts

Waiting on my game page to be accepted. Yay for contests! Happy Birthday RPG Maker!
pianotm
The TM is for Totally Magical.
32388
<<<< Discovering how hard it is to make a video game that only runs an hour...
Craze
why would i heal when i could equip a morningstar
15170
i know right

actually i didn't have trouble making a really short game for this because i'm tired and had a very short story in mind. i'm actually pretty happy with it, i justh ave to do more mapping tomorrow.................................... ugh
pianotm
The TM is for Totally Magical.
32388
It really struck me when I realized that my dungeon with more than four rooms plus random encounters could easily eat up an hour. Dropped it to three rooms and lowered the encounter rate. I've got a city and an evil tower and that's it. Not enough time for me to come up with something easier and shorter. I am determined to have this done by tomorrow night, which will be just in time to submit the day after that.
Tau
RMN sex symbol
3293
Yeah this hour thing is getting to me as well. I cant end this story ive made without doing it abruptly :/

I totally forget about the one hour rule...
...If I posted a screenshot of a really easy to make/edit custom random encounter system would anyone actually use it? Because, for the record, the default RES is fucked. Or at least shitty since you will always have the possibility of 2-step encounters.
Whatever, I'll post it anyway. Works for Ace. Might work for XP and VX as long as they don't use the region check.


Dis shit be easy, yo. 3 fucking variables, one switch, one self-switch, one event per map, two pages and conditional brackets. That be all you need, homies.


PAGE ONE
- One variable called 'Steps'. Set it to equal the amount of steps.
- Conditional branch to setup all the initial stats. Turned on with Self Switch.
- Empty bracket when triggered
- Bracket untriggered
-- Variable to keep the amount of steps (Encounter Steps) you want the player to take before a battle. Can be just a set number or random like I've done - I've set it between 60-80 steps because I'm nice. Anything under 30 is a bitch move.
-- Variable that calculates. My name of it is stupid and confusing as fuck. First instance sets it to equal the current Steps variable (one that tracks step amount).
-- Same variable as above. Add to it the amount in the Encounter Steps variable. This gives the amount we want to get into a fight with.
-- Turn on Self Switch A.



Basically we just did the calculations for normal encounters. What that did was take the current number of steps taken, then add the random number generated and added it to the steps taken to give us the amount of steps taken we need to reach before we go into battle. Example - new game means 0 steps so far. With this piece of eventing we've basically told the event to get ready to do something when we reach the random number generated - say 72 for example.

The above is a once-done piece. It won't happen again unless you leave the map and return. It's just setting up, but you'll see it again, don't worry~



Next:
Conditional branch to check if the variable Steps is equal to the variable (ESteps +Esteps).
-- If so, switch 14 on. This will go to page two.


PAGE TWO
- I lied. Fourth variable to randomly select an enemy group.
- Battle processing based on the randomly selected number of the above variable.
--- If battle is won:
-- This is all the exact same calculations as the first page. Variable checks current steps taken. Other variable randomly generates number. Another variable adds the two together to make the new aimed for amount.
-- Turn page off, back to page 1, this time with new amount for the check branch.
--- If run from battle.
-- Same as the calculations on first page but with one difference - instead of 60-80 I cut the randomly generated amount to 30-40, making it better to fight the battle than to run. Because I'm a bitch.
-- Turn page off, back to page 1 with new amount for check branch.

Note that if you want to create an item that halves rates, that's fucking easy as shit. Just create a check branch that looks for that item being equipped, change the random variable numbers and hey-presto.

Dis shit be fucking easy yo. You can even change what monsters are fought by grouping within the database or referencing them outright. Hell, you can even couple it with a bit of scriptelese and make it change by region just using branch checks. Much versatile, such easy, wow.

Here's the script to check for region: $game_player.region_id==x
Just pop that in the script section of the conditional brackets and change x with the number of the region you want to check. Fucking ballseasy.





pianotm
The TM is for Totally Magical.
32388
author=Liberty
...If I posted a screenshot of a really easy to make/edit custom random encounter system would anyone actually use it? Because, for the record, the default RES is fucked. Or at least shitty since you will always have the possibility of 2-step encounters.
Whatever, I'll post it anyway. Works for Ace. Might work for XP and VX as long as they don't use the region check.


Dis shit be easy, yo. 3 fucking variables, one switch, one self-switch, one event per map, two pages and conditional brackets. That be all you need, homies.


PAGE ONE
- One variable called 'Steps'. Set it to equal the amount of steps.
- Conditional branch to setup all the initial stats. Turned on with Self Switch.
- Empty bracket when triggered
- Bracket untriggered
-- Variable to keep the amount of steps (Encounter Steps) you want the player to take before a battle. Can be just a set number or random like I've done - I've set it between 60-80 steps because I'm nice. Anything under 30 is a bitch move.
-- Variable that calculates. My name of it is stupid and confusing as fuck. First instance sets it to equal the current Steps variable (one that tracks step amount).
-- Same variable as above. Add to it the amount in the Encounter Steps variable. This gives the amount we want to get into a fight with.
-- Turn on Self Switch A.



Basically we just did the calculations for normal encounters. What that did was take the current number of steps taken, then add the random number generated and added it to the steps taken to give us the amount of steps taken we need to reach before we go into battle. Example - new game means 0 steps so far. With this piece of eventing we've basically told the event to get ready to do something when we reach the random number generated - say 72 for example.

The above is a once-done piece. It won't happen again unless you leave the map and return. It's just setting up, but you'll see it again, don't worry~



Next:
Conditional branch to check if the variable Steps is equal to the variable (ESteps +Esteps).
-- If so, switch 14 on. This will go to page two.


PAGE TWO
- I lied. Fourth variable to randomly select an enemy group.
- Battle processing based on the randomly selected number of the above variable.
--- If battle is won:
-- This is all the exact same calculations as the first page. Variable checks current steps taken. Other variable randomly generates number. Another variable adds the two together to make the new aimed for amount.
-- Turn page off, back to page 1, this time with new amount for the check branch.
--- If run from battle.
-- Same as the calculations on first page but with one difference - instead of 60-80 I cut the randomly generated amount to 30-40, making it better to fight the battle than to run. Because I'm a bitch.
-- Turn page off, back to page 1 with new amount for check branch.

Note that if you want to create an item that halves rates, that's fucking easy as shit. Just create a check branch that looks for that item being equipped, change the random variable numbers and hey-presto.

Dis shit be fucking easy yo. You can even change what monsters are fought by grouping within the database or referencing them outright. Hell, you can even couple it with a bit of scriptelese and make it change by region just using branch checks. Much versatile, such easy, wow.

Here's the script to check for region: $game_player.region_id==x
Just pop that in the script section of the conditional brackets and change x with the number of the region you want to check. Fucking ballseasy.







Okay...will this work for 2003 because this would totally get rid of the worst headache of my life?
Unfortunately there's no way to check steps so... You could devise a work around but it'd be a lot more to calculated.
Basically you'd have to have two variables to set Hero X and Y, then another two to check to see if there's been any change in them. Then a fifth to add a 'point' into the step count variable.

It is doable but it's a bit more work, though if you get the first part set up it shouldn't be too hard to get it working... I'll do some experimentation. Brb.

e:- Okay, so I got it to work. I'll add a screenshot and walk you through it. ^.^



So it's pretty simple when you get down to it. You'll need one switch, four extra variables and a few conditional branched. There'll be a minor change in the initial set-up, too but it'll make things easier, not harder. I'll explain at the bottom.

Common event set to parallel process. Keep it unswitched so it'll keep updating all through the game.

-Conditional branch with Else option turned on via switch.
-- Branch empty when turned on.
--- Else: this is basically setting up first instances.
-- Hero X Set variable set equal to Hero X position.
-- Hero Y Set variable set equal to Hero Y position.
-- Switch On
--- END branch

- Hero X Check variable set equal to Hero X Set variable.
- Hero Y Check variable set equal to Hero Y Set variable.
- Wait 0.0s
- Hero X Set variable set equal to Hero X position.
- Hero Y Set variable set equal to Hero Y position.

(This basically has the Check variables stay the same and allow the Set variables to change without changing the Check ones. This is important!!!)

- Conditional Branch checking to see if Hero X Check is higher (no 'and equal to, just higher) than Hero X Set.
-- Add 1 to Steps variable
- END

- Conditional Branch checking to see if Hero X Check is lower (no 'and equal to, just lower) than Hero X Set.
-- Add 1 to Steps variable
- END

- Conditional Branch checking to see if Hero Y Check is higher (no 'and equal to, just higher) than Hero Y Set.
-- Add 1 to Steps variable
- END

- Conditional Branch checking to see if Hero Y Check is lower (no 'and equal to, just lower) than Hero Y Set.
-- Add 1 to Steps variable
- END
Wait 0.0

Basically what this does is set an amount in the Check variables, then set an amount in the Set variables. If the amount has changed at all, from one to the other then a point will be added to the Steps variable.

When it comes to the initial code for the CRES (custom random encounter system) remove all instances of the E.Steps variable and use the Steps one to calculate steps instead. So remove the variable at the start of the calculations on the first page (right at the top) and in both calculations on the second (again, the very first one). Then just use the Steps variable for checking instead. This way the game will automatically change that variable for you. ^.^

Luck to you buddy~
I just ran from the start of the game, through all the completed areas, around two bosses, and up to the final boss where I killed him in one hit.
(because stats aren't set and most areas don't have any encounters. Also I had to retry twice on one of the bosses)



I did a 2k(3) random encounter system. Here's how I'd do it (how I did it is messy but if you want to look at it


Make a parallel process event

Label 1:
Variable: EncountersSteps = random number between 15 and 30 (for example)
Variable: EncountersSteps Add random number between 15 and 30
(this gives weight to 30-45 steps between encounters with 15-30 and 45-60 being rarer)
Variable: StepsTaken = 0
START LOOP
Variable: PlayerX = Sprite Hero X Coordinate
Variable: PlayerY = Sprite Hero Y Coordinate
Wait 0.1s
Variable: NewPlayerX = Sprite Hero X Coordinate
Variable: NewPlayerY = Sprite Hero Y Coordinate
Condition Branch: Variable Player X Not Equal To NewPlayerX
Variable: Steps Add 1
Else Branch
Condition Branch: Variable Player Y Not Equal To NewPlayerY
Variable: Steps Add 1
End Branch
End Branch

Condition Branch: Variable StepsTaken Greater Than Variable EncountersSteps
Variable: EncounterID = random number between the MonsterGroup IDs you want to fight
Enemy Encounter: with MonsterGroup with ID stored in Variable: EncounterID
Jump to Label 1
End Branch

END LOOP

e: oh no code css, it'll probably be easier to read if you highlight and maybe copy+paste into notepad or something


e2: Shit I forgot to include the game. It's Demon's Gate. It's the upper-left event on the dungeon maps (aka most of them). The event code is a pretty big mess though since I didn't plan it out that well and it does a few extra things that mixes up the random encounters. The starting bit is the "detect when the player moves", a bunch of extra checks to see if it adjusts who you're fighting, then the actual fight code with random chances of preemptive/ambush encounters.
pianotm
The TM is for Totally Magical.
32388
Awesome. I'll check this out when I get home and see if this helps deal with the time issue.
Welp! And I was so proud of my encounter system. XD
Nice GRS.
So quick question, is the recognizable default only rule apply to the Big Bad as well? Can we redesign them in a different style
This is for RMXPers, because in RMXP someone forgot to add the troop id by variable. Instead of using the regular command, use this little chunk of script.
a = [1,2,3,4,5,1,3,4]

@parameters[0] = a[rand(a.size)]
@parameters[1] = true
@parameters[2] = false
command_301
Bad thing though is that you can't use old "When Escape/Defeat" branches with this, because there is no branches. But... meh.

There is probably some way of "overwritting" the command parameters on-the-fly-and-temporarily, but I'm not being wild for today.

EDIT: BTW, I though this event was for 14th. Just checked, and it was 16th instead. 2 days more for meeee yeeehh! Extra time!
author=zaeran
So quick question, is the recognizable default only rule apply to the Big Bad as well? Can we redesign them in a different style


As per the rules:

The Rules
You must use at least ONE of the Database last bosses as a boss. (You can use more.) They must be recognisable as that boss, but again, any graphical style is allowed.


So yeah, at long as they can be recognized as being a final boss from RM* it's fine if it's in a different style.
author=GreatRedSpirit
author=zaeran
So quick question, is the recognizable default only rule apply to the Big Bad as well? Can we redesign them in a different style
As per the rules:

The Rules
You must use at least ONE of the Database last bosses as a boss. (You can use more.) They must be recognisable as that boss, but again, any graphical style is allowed.


So yeah, at long as they can be recognized as being a final boss from RM* it's fine if it's in a different style.


lol sorry missed that, also does a FFX style summon system count as an additional party member, or a transformation skill, also in battle, if the character reverts after battle?
Decky
I'm a dog pirate
19645
Attention to anyone who is submitting game profiles:

Due to the high volume, I'll be going through tomorrow, the 14th - and then again on the 15th. If you do not get a game profile up in time or something happens to me/staff, you can always submit your download in a comment here.
We can extend it for a day if all else fails?
Tau
RMN sex symbol
3293
author=Archeia_Nessiah
We can extend it for a day if all else fails?
Lets do this.. It's not because I'm worried about not finishing or anything I swear.