Old School RPG Maker.
Ascending Dreams
Legend of Zelda style RPG Maker VX Ace Game!



Ascending Dreams

Loving this game, so addictive! But I ran into an error when I try to enter a particular part of the map. Please help.

Uploaded a new version that should stop that crash. Thanks for the feedback!
Think I just got that same error message. What should I do?

Got a screen capture of it this time.

If you're playing version "Ascending Dreams 1.0.2", I don't know how to help you other than suggesting you avoid that part of the map.

Midnight Castle

Oh wow I can't wait to play this, love the spooky RTP

Not much to play lol
Maybe 5-10 minutes of content, and no goal, just a tech demo really.
I think it's worth checking out just for the battle system idea. I think I 'stole' the concept from an old Game Boy Resident Evil game.

Ascending Dreams

so i just completed the game and what does it mean for the options when i ask for a wish and what does it mean when my character wears a crown in the save file

I hardly remember lol. I think the wishes give you some kind of item, or money. The crown save file is to show that you've completed the game.

Lasting Dreams Review

Thanks for this review! I really enjoyed reading about this old project of mine!
Well this was a clever and well realized original idea (despite the limitations of the engine). I had fun. :D

Glad you had fun! Rm2k3 is def limited, but all I ever wanted to make were action games, so I learned to work with those limits pretty well (wrote about some of it here:

Lasting Dreams Review

Thanks for this review! I really enjoyed reading about this old project of mine!

Rissa Review

Hey thanks for the review! Good read, a couple little errors though ;)
Glad you liked the game!

Screenshot Survival 20XX

Not an RPG, but I'm sharing anyway because I love you guys ;)

Lasting Dreams Review

Thanks for the great review. I appreciate the feedback. Glad you liked the game!

How has RPG Maker inspired you to learn?

How has RPG Maker inspired you to learn?
I found RPG Maker 95 when I was around 12 (1999-2000). I was easy to pick up, input some things, change some things around, which got the ball rolling. I spent maybe 5 years dabbling in rpg maker game dev after that, countless projects, artwork, music, html websites. It provided a reason to do those things.

I think it helped develop logical thinking, problem solving, and perseverance though trial and error. It helped show me I can learn without a teacher.

Did you go into a certain major or pick up a new skill?
I didn't pursue a career in gamedev, or computer science, which I sometimes regret. But I think that had more to do with not knowing that that path was something I was actually capable of. I didn't grow up around anyone like that, no one recommended it to me, or if they did I didn't believe I could do it.

Did you discover a passion for animation or writing outside of gamedev?
A few years ago I got back into gamedev. I made a couple more rpg maker games, then moved into Unity. I learned some Ruby with RPG maker VX ace, which made C# a little easier to learn when moving to Unity. (Ruby sometimes feels 'cleaner')

At this point, I kind of feel like a jack-of-all-trades-master-of-none. Standing on the shoulders of the giants who created these computers, engines, and software, I can make my own games with no other outside help. Art, code, music, sounds.

Now on twitter, I only follow gamedev. I love pixel art. I like to see people working on cool things like animation, or funky gamedev tools or tricks. And it all started with rpg maker. (well, maybe it started with an NES as a 3yo)

[RMMV] Whole map versus Room-by-room?

I don't want to be a downer here, but I feel like you should reconsider your project's scope. If you have to ask "how can I do this", and don't know how/where to start, you're probably not ready to make the game you wanna make. But I guess it could be good to try, and fail, because you're going to learn some stuff along the way.

Should I design a whole map, or create a unit by unit map (where a unit = rooms and hallways).

I never used MV, but in ACE I made 1 big map as a guide, then copy and pasted its chunks into separate maps. That allowed the maps to connect and be cohesive. It can be extra steps to manage, because when you make edits, you have to keep the adjacent maps in mind.

If I choose unit-by-unit, can I reuse these rooms yet still keep track of where they are in the big-picture map?
I'm not sure I totally understand this question. My way of splitting my main map into smaller maps was to keep a coordinate system which followed a chess board. Again, if I made edits in the units, I had to make them in my 'big picture'.

If I choose unit-by-unit, can I add and remove unique features via some method (global events?) to prevent visual repetition?
Again, not totally sure what you're asking. Do you want to randomize some things? Like the placement of treasure or rocks? Or just have permanence after an event, like all the red blocks are destroyed when the world's red switch is pressed? If you're trying to go full-PGC (or even partial), I don't think Rpg-maker will make it easy. You may want to consider learning a different engine. You could probably do it in rpgmaker if you invest the time. But you could also invest that time into another engine, and have a more versatile skill set when you're done. And there are probably more tutorials for rouges using an engine like unity or game maker, than you'll find for rpgmaker.