Description

So last month RPG Maker MZ, the latest in the RPG Maker series, was released! With a bunch of quality of life upgrades, better ability to run on potatoes and a whole new way of dealing with animations (and plugins, too) - well it's a pretty decent upgrade!


So, we're gonna celebrate the next footstep in the beloved series by having a small event to check it out. The idea behind this event is to play with the engine and see what it can do in comparison to other RM engines, at the base level. Basically, you can do testing, figure out eventing and just mess around with what's there. Get a feel for the engine and how it is to make stuff in, how it stacks up against other RM engines or how RM engines feel to gammak in.

Thankfully, this time they released it with a trial version! Extra fun for those who don't have the cashola to buy. ;p


Rules
- Make a small game (at least 5 minutes gameplay) over the course of a week.
- Can only use RPG Maker MZ (bought or trial is fine)
- NO PLUGINS! We're going old-school! (holy shit)
- RTP only! (I know. I'm sorry ;.; )
- Gammak start Midnight of Friday 18th/Saturday 19th.
- Gammak end Midnight of Sunday 27th/Monday 28th.


Make sure to check your hourly offset in Settings so that the timer on the side of this page shows the start and end times in your timezone!



Submit
To sign up, add your name to the list below.
When you're done hit Submit in the top-right corner of this page (just above the logo).



This is a challenge and get-to-know-you event! Oh... AND A COMPETITION!
What does that mean? It means you are challenged to make something short and sweet using ONLY the base components of the engine. Eventing and RTP. No plugins, no custom art (bar UIs for evented menus, for example), no parallaxing. Use the engine as it stands, without additions, to create a game.

Thus the reason why it's a shorter event. So people can just dive in, mess about a bit and get to know/understand the engine whilst making something simple (if they're new to RPG Maker) or challenge themselves with the restrictions of events/RTP only (for those who are used to the engine).

COMPETITION
Thanks to Ocean and his generosity this is now a Competition. The prize? A full version of RPG MAKER MZ! I (liberty) will be the judge, you will be the jury and there's no need for an executioner!

After the event ends, there will be a week to play the games and you can vote on which game you thought was the best of the bunch. I will then judge from the top 3 games that you, the jury, have picked and choose the overall winner!


STREAMS


- Tomorrow's Child by pianotm
- An Essay in Insipidity II by CarlosDavilla
- Attack of the MZ RTP by seacliff217
- Awakening The Past by TsunamiJurai
- The Legend of Solstice by SoulRain



- Caudecus Anomaly by coelocanth
- Deadly Mist, Dense Minds by Make_it_MagiK
- Fragment by Puddor
- From the Light by Gurkengelee
- MZN BCN by Avee



- Heaven's Game MZ by Marrend
- Luke Daimont: Absolute Mayhem by Beregon
- Math Reider by Delsin7
- Traditional Rear Plug by Mirak
- Project 4 by Deckiller
- The Game with No Name by JustAShyDoge


FAQs

Can we use custom art such as pictures?
Only if they're RTP edits (for example, editing the window skin for UI purposes or facesets for portraits, etc)

What about DLCs that were released with the engine? The 60+ plugins and extra DLC files?
Nope! Only what is in the engine when you crack it open on a new project (bar, again, UI pictures).

Generator faces/sprites okay?
Yes.

RTP edits?
Self-edits are allowed but they must be based on the RTP and not be custom stuff.


What about scriptlets?
You can use scriptlets to call stuff - like a shortcut to commands, but not to add/remove stuff.



Where can I get the engine and how much does it cost?
You can buy the engine either on Steam or on RPGMakerWeb, however, there is also a free trial that lets you use the engine unrestricted for 20 days. If you don't know whether you want to buy it yet, get the trial instead.


Details

  • 09/19/2020 12:00 AM
  • 09/28/2020 02:00 AM
  • 10/10/2020 12:00 AM

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Posts

@Make_it_MagiK - Deadly Mist, Dense Minds
Whoa that's a nice prologue for a great adventure! Really an interesting teaser, what I think was very good is the atmosphere, I liked mapping, the music and color used. It was short but interesting and... hey are you italian too? Bè decisamente interessante e particolare, spero di vedere il seguito della storia in futuro! I don't mind a limited/short gameplay as long as the story is intriguing and interesting, not boring at all.
@TheRpgmakerAddict


OMG!!! I swear if someone told me, people would have enjoyed my little game, I definitely wouldn't have trusted him/her!!! Actually I wasn't even going to upload it! I had doubts it would even be considered a game, I had low, very loooow expectations, since I had to cut out most of the gameplay.
You have no idea how happy your words make me!!!! I am soooo glad you enjoyed it!
E... Sì sono italiana. Spero che il seguito non ti deluda! Ci sto lavorando al momento, speriamo che non ci impiego tanto haha.
I am also a gamer who doesn't mind less gameplay and more story, but since this is a competition I wanted to make a game for everyone. I wanted to balance gameplay as well as story, but... Yeah, all of us have seen I didn't achieve that haha.
Anyways, thank you very much for your feedback! And stay tuned for the complete version of the game!
Thanks for playing my game, Avee, Marrend and TRA!

@Marrend
There's a parallel event on each map that compares the location of the projectile event and every single enemy event on the map. It got really annoying, since every enemy needed its own entry :/


Anyway:

@JustAShyDoge - The Game With No Name
Nice basic RPG, especially since you had to comply with the stricter requirements of the other event. I like the prologue with the kids, although it would've been nice if it were a bit longer. There's so much stuff you can pick up in town like weapons, potions etc. if you talk to everyone, but it's pretty much useless in retrospect. I only got to fight 1 Crow when I backtracked to the town to check for more things, since those hooded men looked like a boss fight was coming up. The mine cart rides were nice.

I couldn't finish it though, because the puzzles in the mine were my bane...

Criticism: I chose the Treasure Hunter class for Brie and she could never use the Strangle skill for some reason. The wolfman had the same class, but could use the skill just fine.

The encounter rate seemed to be a bit too high.

The area with the minecart puzzle should really have been devoid of random encounters.

The mine cart puzzle seems to be... maybe bugged? When I push the green lever, it detaches the tracks, making it look like you would now be riding to the north, yet the mine cart still turns to the left despite no connection between the tracks. On the other hand, when I connected the tracks again, the mine cart suddenly went north... I really can't wrap my head around how this is supposed to work, some instructions would be nice. Also, it would be nice if we could see the whole track area, it's difficult to solve something like this when you can only see one part of it at a time. Like, I know the Red Lever changes SOME track, but I can't see which one, since it seems to be one beyond the edge of the screen...

Backtracking back to town for potions etc. is very annoying because of the invisible walls and floors. If you intend to develop this further, maybe once you find the right way, it gets marked on the map (Event Touch events with graphics on Self Switch A for example) and as such, it's less of a pain. Or maybe allow teleportation between save crystals.

It seemed weird to me how in the starting town, the main character says that the hunters have a rule not to fight each other and even recruits a guy because he honored it, yet when they come to the Temple of the Void, the main character immediatelly attacks the hunters that beat them to the treasure. I think there should be an explanation of the main characters motives and if this is some sudden hypocrisy or how this situation is different.
Marrend
Guardian of the Description Thread
21781
@Beregon

Oh, yeah, I imagine doing it entirely through event-commands would be pain. Like, if you read this blog, I was tearing my hair out, getting the Wand of Blasting to work. Of course, I had the benefit of being able to use scripts at my disposal to help keep track of what's actionable, and what isn't, and stuff. Whereas you did not.

So, yeah, your game does something I admire and respect, and I'm probably convincing myself a little more toward voting for your entry as I type this. XD
JustAShyDoge
Still a dumb and shy doggo
9731
author=Beregon
Thanks for playing my game, Avee, Marrend and TRA!

@Marrend
There's a parallel event on each map that compares the location of the projectile event and every single enemy event on the map. It got really annoying, since every enemy needed its own entry :/


Anyway:

@JustAShyDoge - The Game With No Name
Nice basic RPG, especially since you had to comply with the stricter requirements of the other event. I like the prologue with the kids, although it would've been nice if it were a bit longer. There's so much stuff you can pick up in town like weapons, potions etc. if you talk to everyone, but it's pretty much useless in retrospect. I only got to fight 1 Crow when I backtracked to the town to check for more things, since those hooded men looked like a boss fight was coming up. The mine cart rides were nice.

I couldn't finish it though, because the puzzles in the mine were my bane...

Criticism: I chose the Treasure Hunter class for Brie and she could never use the Strangle skill for some reason. The wolfman had the same class, but could use the skill just fine.

The encounter rate seemed to be a bit too high.

The area with the minecart puzzle should really have been devoid of random encounters.

The mine cart puzzle seems to be... maybe bugged? When I push the green lever, it detaches the tracks, making it look like you would now be riding to the north, yet the mine cart still turns to the left despite no connection between the tracks. On the other hand, when I connected the tracks again, the mine cart suddenly went north... I really can't wrap my head around how this is supposed to work, some instructions would be nice. Also, it would be nice if we could see the whole track area, it's difficult to solve something like this when you can only see one part of it at a time. Like, I know the Red Lever changes SOME track, but I can't see which one, since it seems to be one beyond the edge of the screen...

Backtracking back to town for potions etc. is very annoying because of the invisible walls and floors. If you intend to develop this further, maybe once you find the right way, it gets marked on the map (Event Touch events with graphics on Self Switch A for example) and as such, it's less of a pain. Or maybe allow teleportation between save crystals.

It seemed weird to me how in the starting town, the main character says that the hunters have a rule not to fight each other and even recruits a guy because he honored it, yet when they come to the Temple of the Void, the main character immediatelly attacks the hunters that beat them to the treasure. I think there should be an explanation of the main characters motives and if this is some sudden hypocrisy or how this situation is different.

Ah yeah the minecart ^^' I apologise so much for it due to one of the event error that prevented its image from going back. It's been fixed inn the updated version.

As for the invisible walls/floor >.> you can use the mouse controls for MZ to auto route, but yeah I get your point of the annoyance I did on purpose.

Encounter once again I apologize as well, because the default encounter really is a weird thing. Truth is, I had zero encounters during my testplay, so I was legit curious what was going on.

Sorry about the equipment issue, I... ._. suck at balancing.

and for the hunter thingy, well, its more of a in-joke that they're heroes, not hunters.Thanks for the notifying me about it, I'll see what I can do about changing the story a bit.
author=coelocanth
author=Avee
There might be a bug in Caudecus: When I need to call someone (I don't remember their name), they never answer.
Could you send me a save file and I'll check this.
It's supposed to unlock after you treated all five patients in the hospital (the boy should only be treatable after the other 4 have been dealt with)


I'm afraid that I wasn't able to recreate the bug and don't have a save file. I was able to contact her and move forward on a second new game.
I'd suspect that the bug is caused by a misplaced switch or variable operation...
author=Marrend
@Beregon

Oh, yeah, I imagine doing it entirely through event-commands would be pain. Like, if you read this blog, I was tearing my hair out, getting the Wand of Blasting to work. Of course, I had the benefit of being able to use scripts at my disposal to help keep track of what's actionable, and what isn't, and stuff. Whereas you did not.

So, yeah, your game does something I admire and respect, and I'm probably convincing myself a little more toward voting for your entry as I type this. XD


@Marrend
It wasn't really hard to figure out how to do it, I actually implemented that mechanic over the course of the last two days. It was mostly just tedious, making sure to put in the right things into the parallel event for each enemy.

I was paying attention primarily to the jumping mechanic and making sure you couldn't get stuck somewhere :D That's also why the mapping is horrendous (well that and the fact that the default RTP isn't really made for sidescrollers).

One thing I am particularly proud of that 'Fake Gameover' mechanic. Not sure if you ever triggered one, since in its current state, the game is really easy (aside from that motorbike stage).

My biggest regret is not being able to finish the planned "event-based random encounter trigger", because the default Event Touch of RM is wonky for this type of thing. It would definitely be possible, I have a similar setup in the motorbike stage, but I wouldn't be able to finish in time and the current default one works good enough, especially if the player keeps moving.


author=JustAShyDoge
author=Beregon
Thanks for playing my game, Avee, Marrend and TRA!

@Marrend
There's a parallel event on each map that compares the location of the projectile event and every single enemy event on the map. It got really annoying, since every enemy needed its own entry :/


Anyway:

@JustAShyDoge - The Game With No Name
Nice basic RPG, especially since you had to comply with the stricter requirements of the other event. I like the prologue with the kids, although it would've been nice if it were a bit longer. There's so much stuff you can pick up in town like weapons, potions etc. if you talk to everyone, but it's pretty much useless in retrospect. I only got to fight 1 Crow when I backtracked to the town to check for more things, since those hooded men looked like a boss fight was coming up. The mine cart rides were nice.

I couldn't finish it though, because the puzzles in the mine were my bane...

Criticism: I chose the Treasure Hunter class for Brie and she could never use the Strangle skill for some reason. The wolfman had the same class, but could use the skill just fine.

The encounter rate seemed to be a bit too high.

The area with the minecart puzzle should really have been devoid of random encounters.

The mine cart puzzle seems to be... maybe bugged? When I push the green lever, it detaches the tracks, making it look like you would now be riding to the north, yet the mine cart still turns to the left despite no connection between the tracks. On the other hand, when I connected the tracks again, the mine cart suddenly went north... I really can't wrap my head around how this is supposed to work, some instructions would be nice. Also, it would be nice if we could see the whole track area, it's difficult to solve something like this when you can only see one part of it at a time. Like, I know the Red Lever changes SOME track, but I can't see which one, since it seems to be one beyond the edge of the screen...

Backtracking back to town for potions etc. is very annoying because of the invisible walls and floors. If you intend to develop this further, maybe once you find the right way, it gets marked on the map (Event Touch events with graphics on Self Switch A for example) and as such, it's less of a pain. Or maybe allow teleportation between save crystals.

It seemed weird to me how in the starting town, the main character says that the hunters have a rule not to fight each other and even recruits a guy because he honored it, yet when they come to the Temple of the Void, the main character immediatelly attacks the hunters that beat them to the treasure. I think there should be an explanation of the main characters motives and if this is some sudden hypocrisy or how this situation is different.
Ah yeah the minecart ^^' I apologise so much for it due to one of the event error that prevented its image from going back. It's been fixed inn the updated version.

As for the invisible walls/floor >.> you can use the mouse controls for MZ to auto route, but yeah I get your point of the annoyance I did on purpose.

Encounter once again I apologize as well, because the default encounter really is a weird thing. Truth is, I had zero encounters during my testplay, so I was legit curious what was going on.

Sorry about the equipment issue, I... ._. suck at balancing.

and for the hunter thingy, well, its more of a in-joke that they're heroes, not hunters.Thanks for the notifying me about it, I'll see what I can do about changing the story a bit.


@JustAShyDoge
Due to the nature of RNG, the default encounter system can be very frustrating indeed :D

For the story, thought it might be something like that, but it could use some clarity, especially since this "Hunter Rule" gets reiterated about 3 times if you talk to everyone in the starting town. Maybe once they see Reid and his party, Brie says the same things as now, the Reggio guy asks her why she would attack them, when that rule says hunters shouldn't fight each other etc. and she could be like "they are heroes, not hunters, so they are free game" or something like that.
JustAShyDoge
Still a dumb and shy doggo
9731
@Beregon

Thank you for the feedback!! I'l whip up the story when I'm free ASAP.

One more thing thou, what happened that didn't allow you to use strangle? Did the skill just blackout or no effect on enemies?

Also @Coelocanth
I can confirm this bug as well, you can get stuck on the kid when you are half diagnosing other patients. I can't reproduce it thou.
Np!

The skill just remained greyed-out no matter what and I couldn't use it with Brie. Worked fine for the wolfman.
Decky
I'm a dog pirate
19645
Attack of the MZ RTP

I like the fast-paced en medias res opening. There's an invasion and we gotta stop it!
Mapping isn't perfect but I still like the early set pieces. Lots of green in the final area! Was pretty cool.
Another gun/reload mechanic! That makes 3 of our entries so far.
Balancing seems a little loose but I like the skills. Buffs/debuffs right off the bat. Phoenix fight was pretty well balanced though.
Healing station, just like FF7 Remake haha.
Nice chain game reference, heh.
The Battle Mech was tricky - it basically one-shot my black mage, so I had to 2v1 it. Thankfully I was able to use my heal every turn, while guarding with the other person on occasion. Long fight but I managed. You really don't start with much gold to buy things like revives!
The difficulty seems a little all over the place, to be honest; I think Albert could've been a little harder, while the first two fights felt reasonable.
The Reid fight felt pretty good. I abused the crap out of the evasion buff.
The story was pretty cute, overall, with a sentimental ending. I didn't really find myself invested in it or anything, but some of the dialogue was amusing.
The gameplay would've been better if the money management situation was improved. I didn't get a game over, but I came quite close on the last battle. Errant purchases early on can set you back massively. It's a boss gauntlet and it would suck to have to restart because you don't have resources.

Final Playtime: 32 minutes
Gameplay: 3/5, Story: 3.5/5, Presentation: 2.5/5
Overall: 3/5
JustAShyDoge
Still a dumb and shy doggo
9731
author=Beregon
Np!

The skill just remained greyed-out no matter what and I couldn't use it with Brie. Worked fine for the wolfman.

Ahhh I see, you need to equip a dagger to be able to use the skill. I'll.... try to squeeze it in the descrip if possible(other skills have longer desc so >. >)
Aiming to stream the rest of the games in about... 20 minutes.

Channel here: https://www.twitch.tv/silversatyr
author=JustAShyDoge
Also @Coelocanth
I can confirm this bug as well, you can get stuck on the kid when you are half diagnosing other patients. I can't reproduce it thou.


Wonder if I uploaded the wrong file or something?
The boy did have the wrong condition on number of patients you needed to treat before but thought I fixed that before uploading...

As for the "no name", you made a nice entertaining game even if you did use the dungeon generator.
I found two bugs:
softlock if going to the store room behind Brie's dad right at the start of the game after talking to mum and dad.
Because you deleted the "shield" slot, the duel wield characters have no head slot. Also the magic armor head pieces are in the body slot, probably same reason.
Decky
I'm a dog pirate
19645
From the Light

I chose to discover things myself!
Mapping seems decent on first glance, though there are a few canopy errors right off the bat.
The gameplay already seems intriguing just by looking around the menus and investigating the statue.
I like the skills and the tradeoffs, but bleed seems kinda weak. The autocrit skill is pretty fun.
I was able to one-shot the bear at level 3, but the stunlock mechanic is beyond annoying. I hope there is a way to resist stun that I haven't found yet; otherwise, this fight is going to annoy people due to its rng nature.
Some other design issues: I had to burn EVERYTHING in the goblin fight. You can get stuck in the treasure alcove with no way to fight your way out at low levels. And since you can't save your game, I can see players getting stuck here. Big no-no.
Looks like I spoke too soon. After burning EVERYTHING to take on the goblin party, I died to the next random battle because I couldn't escape. It teleported me back to the statue. No harm no foul. I did lose all my light, though, which kinda blew.
You should just remove stuns from this game. When you only have one or two party members, it just turns fights into an annoying rng fest. Add paralysis on top of that, plus no MP restoring items, plus no healing items for Albert, plus the heal costing 33 MP...yeah, major balance issues. Fight was a big slog.
The block pushing is a bit off. Might want to have them trigger on activation instead of touch.
The mapping in general is a bit awkward. Sure, there's a lot of detail, but the elevation and map layouts are a little odd. There are also a lot of passage issues - it's easy to walk on decoration to bypass cliffs and stuff.
I'm just not feeling the design of this game in general. Random encounters shouldn't be timed. I shouldn't get into a random encounter while I'm tabbed out writing notes. I don't like how limited the healing is, especially since you lose all of your currency when you die. And with no way to save, highly limited status restoratives, and almost every enemy stunning your (only) party member, it's just a tedious experience.
There isn't even an autosave. I had to exit out of the game and lost all my progress.
I did like some of the writing and the exploratory nature of it. The awkward mapping, frustrating design quirks, and lack of save features killed it for me.
I think there is definitely some potential here. I do like some of the design ideas. The game's not particularly difficult, just tedious.
But yeah, I'd really like to see this polished up. There's a lot of upside.
Playtime: How should I know since you can't save. It was about 30-40 minutes, and I think I was close to the end. I didn't really feel like replaying it after I had to exit out.
Scores: Gameplay: 2/5, Presentation: 2.5/5, Story: 2.5/5
Overall: 2.5/5
Decky
I'm a dog pirate
19645
Caudecus Anomaly

I tried to use Scan from the menu and got a gamebreaker. Not something many people will try, but I was curious.
Fantastic dialogue. Lots of humor, such as the "high as fuck" message after you screw up treatment.
I kinda sorta like the ironic humor here. Dialogue flows nicely.
The canopy mechanic is VERY clever!
I just love how these two bicker back and forth during combat.
I also like how Sandy's physical attacks form a combo. After the 4th attack, I absolutely destroyed a poor kid.
The dual puzzle at the end took me a second to figure out. Loved it.
Lots of great ideas here, both in the gameplay and in the story. Setting seems dense and it was a lot to take in. I love the triage at the start, as well as the banter between the sisters. The enemies have lots of flavor and interesting weaknesses. The mapping was pretty mediocre but not terrible or distracting in any way. I feel this project has a lot of potential, and had it been finished it would've been my favorite of the bunch. Great job! Finish this.
I received Ending C.

Playtime: 31 minutes
Gameplay: 3.5/5, Story: 4/5, Presentation: 3/5
Overall: 3.5/5
JustAShyDoge
Still a dumb and shy doggo
9731
author=coelocanth
author=JustAShyDoge
Also @Coelocanth
I can confirm this bug as well, you can get stuck on the kid when you are half diagnosing other patients. I can't reproduce it thou.
Wonder if I uploaded the wrong file or something?
The boy did have the wrong condition on number of patients you needed to treat before but thought I fixed that before uploading...

As for the "no name", you made a nice entertaining game even if you did use the dungeon generator.
I found two bugs:
softlock if going to the store room behind Brie's dad right at the start of the game after talking to mum and dad.
Because you deleted the "shield" slot, the duel wield characters have no head slot. Also the magic armor head pieces are in the body slot, probably same reason.

The item shop bug is fixed in non event ver.

as for the slot huh... I need to check that out. Thanks for reporting. Edit: Thanks for that coel! Just noticed I set the headgears to body armor!

T. T knew I shuldn' t use any generator... I handmade most the dungeon except the last dungeon... everyone keeps thinking I used sample map/generator
Deckkiller thanks for playing my game and giving such a detailed feedback.

The autosave not working is a bug first reported by Marrend and already fixed in the gamepage version. Sorry for that. If you die you can recover all light from the spot of your death, did you notice that? Stuns etc.seem to annoy most people, yet they only last one turn. For the next version I will try to make them more telegraphed and provide the player with more options to avoid them. As of now heavier armor provides more resistance to stun, which is not really told by the game though. I will look into the puzzle! Also Liberty told me how to make the encounters by steps not by timer so this will change. I will definitely look into the mapping. I am happy that you liked the skill/weapon system. Seems everybody used a different weapon on their playthrough (though no one bought one at the smith) and the knife is easily my favorite:)
I sure intend to improve the game and would be very happy if you would give it another shot in a month or so.


Beregon
Also thanks for the review! I will take your comments to heartand look specifically into the puzzle and the encounter mechanic. Cool that you noticed that the game meant to be a DarkSouls hommage, means I at least got that right :D Sorry for the bug at the mountain though. I checked it and yeah the event there was off, sorry :(
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
Thanks for the comments peeps.
These are too much, but I tried every project, and I feel that Fragment has done the best, 01 Maker_Jam_pianotm is next.




And there is also a more futuristic novel theme, which is also very good. I don't remember the game name. There is a medical aspect, which is also very special
Marrend
Guardian of the Description Thread
21781
author=Ulevo
And there is also a more futuristic novel theme, which is also very good. I don't remember the game name. There is a medical aspect, which is also very special.

That would be coelocanth's Caudecus Anomaly.