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

Achievements

Registration

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Posts

author=GreatRedSpirit
Sounds like that RGB mode is 24-bit which doesn't save alpha channel information, so shadows become opaque instead of the intended translucent. I don't know Photoshop or how to save it correctly, but if you see 32-bit that's the general safest one.


Oh ok, I never knew that! Thanks for the advice :)

author=calunio
It's not as fun if it's not the same for everyone. It's alright, I'll come up with something!


Since most of the time events have their own theme, I think for a change, it's nice that each of us has the freedom of choosing and see what kind of games come out. I am excited to see all the different stories we can come out with!
Marrend
Guardian of the Description Thread
21781
I think I might try to make a game about scarcity, and/or limitations. Maybe some kind of post-apocalyptic setting, similar to Wasteland and/or Fallout. Or some kind of deserted island scenario? I dunno. It's all very ephemeral.

*Edit: To be fair, I've never been too keen on playing survival simulators. Like, 7th Continent was an interesting design, and was probably my favorite design for a survival simulator. However, getting it to the table on a consistent basis became harder and harder.
author=Marrend
I think I might try to make a game about scarcity, and/or limitations. Maybe some kind of post-apocalyptic setting, similar to Wasteland and/or Fallout. Or some kind of deserted island scenario? I dunno. It's all very ephemeral.


Hey that sounds great! I'm excited to play it, hope you'll finish on time!
QUESTION: What about RTP from other versions changed to fit into MZ? (with potentially the same minimal customizations or none.)
I think that I'll make a boss-only RPG that will be part comedy, part social experiment. To beat the game twice might lead to interesting results...
It'll be about a pig who tries to solve an unfortunate situation on the farm.
author=Anaryu
QUESTION: What about RTP from other versions changed to fit into MZ? (with potentially the same minimal customizations or none.)


I feel like this is totally a legit question... I want my x3 2k3 rtp for MZ...
MZ RTP only, sorry!
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!


Wooooow, that's awesome!!! The pression is higher now... Good luck guys! May the best win! :)
Marrend
Guardian of the Description Thread
21781
Thanks, Ocean! You deserve a pizza or five for your generosity!

Though, I'm not exactly sure if the fact that this has become a competition will change the way I will approach this at all. Like, my main goal here is to relax, and just have fun with the new maker, despite the limitations!
author=Event Page
I (liberty) will be the judge, you will be the jury and there's no need for an executioner!


*Boss music starts playing*
*I grin*

Challenge accepted. :UpsideDownSmiley:
A competition?!

Pressure is to high. I can't take this. I am dropping out.

EDIT: Can you use built in script calls? There are some that go beyond the basic commands in events that even MV could inherently do without plugins like zooming for example.
author=Arcmagik
A competition?!

Pressure is to high. I can't take this. I am dropping out.

EDIT: Can you use built in script calls? There are some that go beyond the basic commands in events that even MV could inherently do without plugins like zooming for example.

I would also appreciate some clarification as to what is allowed and what isn't with script calls, maybe some examples? Excuse me, but I am a noob and don't really understand the current ruling all that well :D
pianotm
The TM is for Totally Magical.
32367
The script call options that you find in conditional branches and events can ONLY call the existing Core Scripts that MZ needs to run. You can write sizeable scripts with that if you want, but they won't work unless they're calling an existing function in those core scripts. A such, there's no issue with using script calls.
author=pianotm
The script call options that you find in conditional branches and events can ONLY call the existing Core Scripts that MZ needs to run. You can write sizeable scripts with that if you want, but they won't work unless they're calling an existing function in those core scripts. A such, there's no issue with using script calls.


Ok, thanks!
pianotm
The TM is for Totally Magical.
32367
Well, script calls also call active plugins, but we're not using those so that doesn't matter.
author=]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![/quote

Welp good luck everyone!
Time to start! Though I have no ideas yet.
As always I am afraid that my idea of game is too complicated to make in just one week... I hope I won't end up having nothing to post like it already happened in most of the previous events :(
Marrend
Guardian of the Description Thread
21781
I like this character generator, and it's options! The facesets are certainly more bearable facesets than Ace's generator! Which might not be saying much, but, playing around with it resulted in a "Masako" and "Izumi" variant that just wasn't possible with the built-in generator for Ace. I didn't save the "Izumi" variant, but, I most certainly saved the "Masako" variant, and hope to include that cameo in this project somewhere!

I like the fact that the name-window is incorporated into Show Message! What I'm finding awkward is, well, let me put it this way. I went from a simple-stupid Show Message of "Yo!" to "Welcome to RPG Maker MZ, old friend. Now, what shall we test next?", and the preview window was still showing the "Yo!" after the revision? I'm still trying to wrap my head around this.

Show Choice now fits up to six options! This seems pretty cool. Was this a thing in MV?

Some of these effects in the Animation tab feel a bit laggy on my machine when I tried playing them inside the Animation tab. It was against a black background and no target, too. I don't know what those effects might look like "live", as it where. Though, my machine matched all the requirements for MZ, except for processing power. Might have a little something to do with it!

I saw people complain about the tilesets in the Discord channel. I mean, they're... okay? I guess? However, I'm not going to deny that the existence of "SF" tilesets are of particular interest to me, and the idea I had for this event. "SF" Battlers and people too! No giant mechs, but, okay.

I've done one test-battle so far, in the traditional front-view and turn-based format. I might reconsider side-view instead, but, I refuse to use ATB.

I'm getting used to not having access to the codebase from the engine, itself. There was something I wanted to look up. Such as how I wanted the "Attack" skill/command to calculate it's damage value. I believe it's...

4*a.paramBase(3) - 2*b.def

...this. For monsters, I don't think it matters if I use "a.atk" or "a.paramBase(3)". However, for the player character, I'm specifically looking for the value before equipment bonuses are applied. The equipment bonus would be from a gun, which has skills attached to it that consume MP ammo. Those skills are processed with the full value, and, or course, have a larger base-value. Though, I also want to have Stat-Stones in the game, and I think they increase the "paramplus" attribute? Which also happens to be where equipment bonuses are stashed/stored? Might need to test that theory.

*Edit: Yeah, "a.paramBase(3)" is going to return the value of ATK (in this instance) by looking it up under the character's Class and Level table, and totally ignores any Growth applications, or equipment bonuses. Ah, well! It was a neat thought experiment.
author=Marrend
I'm getting used to not having access to the codebase from the engine, itself. There was something I wanted to look up. Such as how I wanted the "Attack" skill/command to calculate it's damage value. I believe it's...

4*a.parambase(3) - 2*b.def

...this. For monsters, I don't think it matters if I use "a.atk" or "a.parambase(3)". However, for the player character, I'm specifically looking for the value before equipment bonuses are applied. The equipment bonus would be from a gun, which has skills attached to it that consume MP ammo. Those skills are processed with the full value, and, or course, have a larger base-value. Though, I also want to have Stat-Stones in the game, and I think they increase the "paramplus" attribute? Which also happens to be where equipment bonuses are stashed/stored? Might need to test that theory.

Maybe just skip the paramplus and combine it yourself?
a.parambase(3) + a._paramPlus[3]
(not tested, but that _paramPlus array should be exposed? javascript is an interesting language)

Or just reuse the Luck attribute for it, I was kinda thinging about doing that for some other stuff (separating weapon power from stats) but it's a week long game and I'm already doing too much dumb stuff.