I've been playing with RM2K since 2000. Been working on my current project since 2006. My approach to game-making involves attempting to do things that I've never seen in other games, and incorporating all of the elements of film making (lighting, music, symbolism, deep structure, plot twists, panning, zooming, cuts, etc.) into game making. The RPG's I've spent the most time playing are FF1 and FF6, followed by Super Mario RPG, FF4, and FF5.
The Sun Is A Star
Fantasy RPG with 6-character party size and mild humor



[RMVX ACE] character has skill that is not on his skill list.

If you have an event that teaches a skill to a hero, consider that you may have taught the wrong hero.

Storywriting - Ask a character to do something unreasonable

I want to share with you a storywriting trope that I've picked-up on a lot recently that you may consider integrating into your game.

I see a lot of times in tv, the main character will ask an innocent NPC to do something that is kind of a big ask, like something very risky, doesn't have to be. And then the NPC gets killed for doing the thing you asked them to do and you feel insanely guilty about it. An example would be like if police were about to bust a criminal that they have under surveillance, and they ask his abused wife not to leave him just yet, because it could disrupt the arrest that they're about to make. And then he kills her before the arrest is made. You'd feel pretty sh*tty if you were responsible for that.

The request could be anything big or small, such as asking them to stay here and stand guard (and then they get killed while doing it). Or maybe you talk them into taking a trip that they don't want to take, afraid to fly, but then they do as you asked and die in a plane crash. For this trope to have the guilty impact that you're going for, you have to ask the NPC to do something that they have misgivings about doing, i.e. they know the risks, and you talk them into it, reassuring them that the risks aren't so bad or that it's worth it.

This is also good for feeding into a revenge angle against whoever is more directly responsible for killing the NPC.

[RM2K3] [RM2K] RPG Maker's...environment???

From what I recall having heard in the past, I believe the front-end UI scripting is called RM Script and it is backed by C++.

Monster Design - Mirror Maniac

In the Power Rangers Movie game for SNES, there's an enemy called Mirror Maniac who will appear as double, but one of them will have a mirror on their chest, and the other will have a plain chest. Only the one with the mirror on the chest is the real one and vulnerable to being hit.

So, the idea I'm suggesting to you all, is a monster who appears as double, but only one of them is the 'real' one / vulnerable to death. Either the real one has a visually distinguishing trait, or is distinguishable through their behavior patterns. But the main flaw in this idea is: if it were visually distinguishable, it would not take much ongoing skill after the first time that you figure out the secret. But it would, somewhat, if it were identifiable by the behavior patterns.

Older RPG Maker 2000/2003 games?

I remember an opening sequence of a snowy area as it scrolled up. I think it played an enya song, only time or something like that?
Sunset Over Imdahl had animated maps including occasionally wintery seasons. Although, it didn't have Enya on the soundtrack.

Tip - Map of available charsets

This is a tip for RPG development. Assuming that you have a certain array of charset resources, and you want each charset to represent a different NPC (i.e. you aren't generically reusing the same charset to depict 100 different characters)...

Create a map and fill it with each charset at your disposal. Then, whenever you use one of them in your game, remove them from this availability map. To navigate the map easier, you can organize the NPC's based on whether they appear to be good warriors, evil warriors, royalty, regular civilians, major NPC's, etc. Charsets that have extra frames for expressions like laughing and fainting should be prioritized for use as main characters or as major NPC's that have bigger roles.

Personally, I've found this practice to be helpful. But I know not everyone approaches game design the same way.

What are good game engines for making a Card Game?

I programmed MTG in Unity, and I suppose that's the way to go if you can program.

Ability idea - Speak with the Dead

I mean, Symphony Of The Night has shoes which make you 1 pixel taller. That's their purpose. It's cute.


Btw, another way of having this skill be a trade-off is if you have a game where you switch characters in your party, and you have to decide between a character who can speak with the dead + 5 other skills, or choose a different character that has 6 skills. And then you wouldn't be able to just cheese it by trading out your gear every time you enter a new screen. Or, instead of a passive skill, it could be a cast skill with an MP cost, so then you ask "Do I really want to blow some MP to try to detect ghosts on this screen? I dunno. Maybe if they can point me to the shortest path to clear the dungeon." There could be clues that a ghost might be present if there's like a headstone, skeletal remains on the ground, or you see something haunted happening like a book falling off a book shelf.

Wow, the official RPG Maker site forum rules are..... wow!

That site its full of weebs and pussies just like this page, so that means that you cant say anything because they are just that, a bunch of pussies that get offended and ban you.
Admins being freaking jerks because they can ban you are a thing too. Bet they are bullied in real life and get the opportunity to vent their frustration as admins of a stupid childĀ“s page.

Now i will get banned because of what i said hahaha

Weird that this comment comes out of the blue and completely unprovoked after 2 years of not posting. Of course, prior to that, the user stated that they were evading a ban on another account.

Makes me think that this account is connected to ein_Wildschwein

Card Games that were Doomed from the Start

World of Warcraft had a trading card game. Seemed like it could've been a good game if they didn't screw-up the card economy by encouraging people to buy packs so that they could open codes for in-WOW items.

The comic book card game Overpower. Started out as Marvel, but expanded into DC and others.

Later, there was another Marvel vs DC game called VS System. That game had a lot of prize support at one point.

I've vaguely heard of a game called 7th Sea.

Solforge was an online trading card game developed by pro Magic players.

Lately, ChannelFireball has been promoting a TCG called Flesh And Blood.

I remember some people playing Shadowfist. I think that was a game that had trap cards before Yu-Gi-Oh.