White Ties Rpg Maker Xp Rtp Files

This article needs additional citations for. Unsourced material may be challenged and removed. (April 2008) () RPG Maker VX RPGツクールVX RPG 製作大師 VX Enterbrain Degica Co., Ltd. Japan: (VX, VX demo) (VX+Samurai art pack, Samurai art pack) Taiwan: / Series Ruby Game Scripting System 2,,, Release Japan: 2007-12-11 (demo) 2007-12-27 (retail) 2011-5-26 (Samurai art pack, with Samurai art pack) Worldwide: 2008--06-18 (Degica release) 2011-05-26 (Samurai art pack) Taiwan: 2011-08-10 Game creation software Mode(s). Contents • • • • • • • • • • • • • • • • • • • • • • • • • • RPG Maker editions [ ] RPG Maker VX Trial [ ] A Japanese trial for RPG Maker VX was released on Enterbrain's Japanese VX website and was available for download.

For RPG Maker XP on the PC, FAQ by ElReaper. ----- It is an option under File in the editor. RPG Maker XP RTP contains the. Then you tie sprite animation to a certain variable counter or a switch position. Anonymous 09/30/11 (Fri) 04:38:15 No.260>>266. I posted this in another thread but didn't quite get the answer that i was looking for. Can anyone help with getting effects to work in RPG maker XP? I understand that most of them come.

It features limited and reduced features, like the inability to save games and limited database functionality. An English version of the program is also available from Enterbrain, with full functionality and a 30-day time limit.

RPG Maker VX RTP [ ] The standard runtime package for RPG Maker VX is available for download on the Enterbrain website. This allows users to play games created with RPG Maker VX. It was developed so that games used mostly default resources and can be distributed to the public with a small file size. RPG Maker VX history [ ] Early Japan order included Masterpiece Note notebook. In late January 2008, Enterbrain of Japan released an update that included an extra script which improved performance.

Rpg Maker 2000 Rtp

This release was called RPG Maker VX 1.01 and is available to those who own the full version of the program. The last version at the moment is 1.02. Bonus contents [ ] The retail version of RPG Maker VX includes following game demos, which are also available separately from the Enterbrain website: • Dragoness Edge 2820 (by SAURASUDO) • Invas ~ Tai Ma Roku (INVAS~退魔録) (by MENCHAN) • Michiru Service! ~Spirit World Border Tale~ (ミチル見参! ~魔界境物語~) (by Asa son) • Buried Book (by Yuwaka) • Futago no kami-sama (フタゴノカミサマ) • Rector and the Black Lion's Crest (レクトールと黒獅子の紋章) (by Shine Garden) • Sword of Algus (by Yoshimura (Material Quest Online), mackie (First Seed Material), Shine Garden) • Abyss Diver They feature advanced effects such as battle graphics, custom battle systems written in RGSS2 and more. Sword of Algus and Abyss Diver are not included with Japanese version of the product.

Expansions [ ] Several optional add-ons have been released for RPG Maker VX. These are most commonly resource or graphical add-ons, though not always. Thus far, the following add-ons have been released as purchases from the official RPG Maker website: • Materials for VX: SAMURAI - 侍 (ツクールシリーズ素材集 和): It is an official art pack for the RPG Maker VX series. Japanese retail version also includes Chouichirou Kenpuuden (長一郎剣風伝) demo. • Chibi Chara Tsukuru (ちびキャラツクール) character graphic generator was released on 2008-03-14 as freeware.

• High Fantasy Resource Pack: An official resource pack containing resources designed for creating Western style RPGs, with realistically proportioned characters and tiles instead of anime or chibi style graphics. It is only available from the English language site and has not been released in Japan. • RPG Maker 3 Music Pack: A set of BGM tracks taken from and remastered for use in the PC edition. • Modern tileset add-on: this add-on contains tilesets intended for creating modern or science-fiction environments. It only contains tilesets and does not have any other types of resources. A modern shop expansion was later released for it containing additional tilesets for creating modern interiors and shops. • Arabian Nights tileset add-on: this is a pack containing themed tilesets for creating games that take place in an Arabian setting.

Like the Modern tileset add-on, it does not contain resources other than tilesets, though 4 Arabian themed BGM tracks are included in the pack. Features [ ] Many of the features included in previous versions of RPG Makers made a return, though other features (such as the use of map fogs and tilesets of infinite size) that were present in were removed. Mapping System [ ]. A screenshot of a user-created map.

The mapping system in RPG Maker VX differs greatly from the one used in. Instead of assigning tile sets to each map, there are nine global tile sets which can be used indiscriminately. The layer system used in previous releases has also changed, as RPG Maker VX only has two 'usable' layers; one layer for Tile set A1 to A5 (which contains tiles for floors, walls, etc.) and another for tile sets B to E. Tilemap class in RGSS supports three layers, but two of them are used for combining tilesets from A1 and A2, in order to produce the autotile mapping system. Any tile from tile sets B to E always go above any tile from tile set A1-A5.

It is possible, however, to create another layer of sorts assigning tile set graphics to events. For users to import their own tiles, RPG Maker VX provides a blank, 512x512 tile set (a total of 256 possible tiles) which is by default tile set E. The size of this tile set cannot be changed, unlike in, where users could import any number of tile sets which could be of any size. Generally, the tilesets tended to be more general than RMXP, since no tilesets are used aside from global ones; however, this prevents greater and more specialized usage of tiles. There are also fewer tiles than XP.

Character and Object Tiles [ ] Tiles used for characters and objects in the native RMVX tilesets are 'square-sized' with deformed profiles (similar to those found in Final Fantasy IV) rather than the height-proportional figures found in previous RPG Maker versions (or Final Fantasy VI). Designers who prefer the more realistic look of 'tall' characters may readily make use of RMXP character and object tiles for this purpose. Tiles from RM2K, however, are essentially unusable because of their much-lower graphical resolution. Text System [ ] RPG Maker VX uses a 'letter by letter' text system, as opposed to the previous version RPG Maker XP. The Windowskin graphic has been expanded to include overlay graphics, which tile automatically on top of the main Windowskin.

It also and now has an image-defined color palette, where in XP users would have to use the script editor to change text colors. The faceset system seen in RPG Maker 2000 and RPG Maker 2003 can be implemented through the 'Enter Message' command. Previously, users would use a special event commands to change text options. In RPG Maker VX, however, the options have been merged to the 'Enter Message' command. Random Dungeon Generator [ ] Making a second appearance is the Automatic Dungeon Generator from RPG Maker 2003, which automatically generates a random dungeon map. The Automatic Dungeon Generator works by prompting the user to select wall and floor tiles, then a basic dungeon is generated based on the user's selection. Battle System [ ] The default battle system in RPG Maker VX is an update of the front-view battle system seen in RPG Maker 2000 ('Dragon Warrior' style), which does not allow for character graphics.

However, user-made add-on scripts exist that change the battle system; side-view battles reminiscent of, real time battle systems and even tactical battle systems may all be implemented by the user. Ruby Game Scripting System 2 (RGSS2) [ ] The script editor from RPG Maker XP was updated, and is based on the language RGSS2.

Users can add custom scripts to the game or edit existing ones, and the capabilities of RGSS2 provide sufficient flexibility that programmers with enough time and knowledge can add or modify virtually any game function that suits their purposes. Quick Event Creation [ ] A new feature to RPG Maker VX is the 'Quick Event Creation' function. It's a tool that allows less experienced users to create events for doors, inns, and treasure chests. Reception [ ] RPG Maker VX received a generally positive reception.

Cheat Code Central scored it 4 out of 5. It has been praised for being much more user friendly than previous RPG Makers and for including a variety of features that otherwise had to be coded manually in previous RPG Maker installments. The addition of RGSS2 has also been received favorably among users, but the battle system was criticized for having no graphical representation of the actual player characters and for being largely text-based.

However, scripts to make party members appear on the battle-screen, akin to Final Fantasy titles, are easily found on the internet, which simply need to be copied and pasted. It has also been criticized for the limitations of the default tile set, which only allow for a very small number of unique-looking town areas. System requirements [ ] Minimum Recommended Operating system* Microsoft / / Microsoft Windows XP / Vista / CPU 1.0 GHz Intel 2.0 GHz Intel Memory 256MiB at least 512MiB RAM Video 1024x768 video resolution (none specified) Storage 100 available space 400MB available hard disk space Disk drive CD-ROM (retail box version)† (none specified) • 64-bit operating systems are supported in RPG Maker VX Ace but others versions of RPG Maker have not yet been confirmed to work with 64-bit operating systems. † Retail versions of the software packaged for sale in stores come on, but no is required for copies purchased via download. An internet connection is required for product activation, however, whether purchased on CD-ROM or via download. All hardware must be -compatible. RPG Maker VX VALUE!

[ ] RPGツクールVX VALUE! +ツクールシリーズ素材集 和 Enterbrain Series Release 2012-09-27 Game creation software Mode(s) This version includes RPG Maker VX and Materials for VX: SAMURAI - 侍 art pack, but supports 64-bit operating systems. System requirements mostly follow RPG Maker VX Ace.

RPG Maker VX Ace [ ] RPG Maker VX Ace RPGツクールVX Ace Enterbrain,, Series Ruby Game Scripting System 3,,, Release JP: 2011-12-15 WW: 2012-03-15 WW (Steam): 2012-12-10 Game creation software Mode(s). RPGツクールVX Ace logo (Japanese) Following the release of RPG Maker VX, Enterbrain released RPG Maker VX Ace on December 15, 2011 in Japan, and March 15, 2012 worldwide. RPG Maker VX Ace is basically an enhanced version of RPG Maker VX. Some of the improvements of RPG Maker VX Ace over its predecessor are: • Introduction of RGSS3, which is an improvement over VX's RGSS2. • Integrated character generator.

• The return of unlimited tilesets. • Add a third layer to maps to allow for more tiles stacked on top of each other.

• The Ruby interpreter is updated to 1.9 from VX's 1.8.3 which has significant speed improvements in processor intensive tasks. • Improved Event and Mapping Systems. • Region ID's.

• Traits System. • Easy Shadow control. • Window color changer.

• Party caterpillar system. • Character descriptions. • A battle background generator. • Support for video playback. Screenshot of RPG Maker VX Ace's map editor While projects created with RPG Maker VX cannot be imported directly to RPG Maker VX Ace, VX Ace is backwards compatible with map files created in VX (by manually changing their file extension) and certain resources from its predecessor. On December 10, 2012, RPG Maker VX Ace was also released on.

The Steam version includes support for the, allowing content creators to share their games, or resources online. RPG Maker VX Ace was succeeded by RPG Maker MV in October 23, 2015. RPG Maker VX Ace Lite [ ] While there is a 30-day evaluation version of RPG Maker VX Ace, Enterbrain has also released a free 'Lite' version, called RPG Maker VX Ace Lite. It is a trial version which removes the 30 day limit, however, it adds certain limitations in usage: • A shows every time the program opens. • No call script function. • No script editing. While the editor can be used to view the scripts in a project, it doesn't allow saving any modifications to them.

• 10 events per map. • 20 maps maximum. • While it can export the games created with it, it cannot encrypt them. • The Database management has also certain restrictions, including the inability to change the preset maximum of assets per category: • 10 heroes. • 10 classes. • 126 skills. • 60 weapons.

• 30 enemies. • 110 animations. • 10 common events.

• 4 Tilesets. Enterbrain has also released RPG Maker VX Ace Lite Nico Nico Edition (RPGツクールVX Ace Lite ニコニコエディション) in Japan, which is a special version of RPG Maker VX Ace Lite that was distributed for, which also has the following changes: • License to publish games at Niconico jisaku game fes site (powered by niwango, inc.) and for non-commercial use. • Includes icons and graphic materials. • Movie playback feature is disabled. This special version was only available until March 31, 2013.

System requirements [ ] Minimum Recommended Operating system Microsoft Windows XP/Vista/7/8 CPU Intel Pentium 4 2.0 GHz or faster Memory 512MiB or more RAM Video 1024x768 or better video resolution Storage 100MB available hard disk space 500MB available hard disk space Internet connection is required for product activation. Reception [ ] RPG Maker VX Ace has received a positive reception on Steam. VX Ace holds a 94% user rating, while VX Ace Lite holds a 93% user rating.

VX Ace has sold 486,703 units on Steam, as of November 2015. References [ ].

I posted this in another thread but didn't quite get the answer that i was looking for. Can anyone help with getting effects to work in RPG maker XP?

I understand that most of them come down to common event ->change character graphic / speed / etc, but what about things like a lamp effect or something that changes to or back when a button is pressed? What about weapons? This is all laid out pretty clearly for those who use RPG maker 2000 and 2003, but not for those using XP. Any help on this from anyone, especially using xp would be greatly appreciated. The way to do this is as you said with common events. For stuff that requires a button to be pressed, it gets a bit more complicated. First things first, make sure that when you put on any effect, a variable is set as 1. Fps Creator X9 Model Pack 53 Google Slides on this page.

Also make sure that it is set to 0 when you wake up/put on another effect/turn off the effect/during cutscenes or whenever you don't wan't it. Next, start by making a common event that is made to always be on (put a event that activates a switch at the start of the game). In the common event, put a 'conditional branch: X button pressed'. X can be any button supported by RPGMaker XP (the buttons you can choose from here are not the ones that you actually get in game, for example A button corresponds to Z in game, don't ask me why). Inside the branch, put a call for another common event (Call common event: blabla).

Now make the event (originally called blabla by me). Inside this event, make conditional branches for each effect that you want something to happen when you press a button (for example: Conditional branch: Variable for Effect=1) Put whatever you want to happen inside the conditional branch. If my explanation was a bit rushed, check this quick demo i made using a old game of mine, specifically check in common events, the 8th and 9th ones. You make a common event and an item (which is an effect).

Set the item to be a switch. Then make a common event that is activated by the switch (trigger switch). Make another switch which is the item name with the word 'on' or 'activate' or 'switch'. This is the switch which will say if your effect is on or not. Next, in the common event do a branch and say 'branch if 'effect -on' is ON. Then show a battle animation and then change the sprite back to normal. Then turn the 'effect -on' switch OFF and the 'effect' switch OFF.

This is how you change back to normal if the effect is ON. Then after the 'end', you place a battle animation and then change the sprite to the effect's sprite and faceset. Turn the 'effect -on' switch ON and the 'effect' switch OFF (the one that triggered the event, otherwise the event will go on forever). Then, if you have other effects already set up, just set the 'other effects' switch to OFF. If you have multiple effects, you have to do it multiple times with each 'effect -on' switch. Sorry if this doesn't make any sense, it's kinda complicated, at least when I try to explain things. This is how I make my effects.

Short answer, no. Long answer, yes, but it blows, it's only local, you have to use the keyboard for player two, events are a pain in the ass to trigger, if both players are using the keyboard it might get too much input, only player 1 can use the default menu, it's even more difficult to do on certain versions of RPG Maker, etc.

If you want multiplayer, I'd recommend using Game Maker. RPG Maker is aimed at single-player games. Now, if that new tile engine thing being made supports multiplayer, I'm all for it. I'm having trouble getting off to a start. I'm barely into creating the first few maps, and I can't even get things to start right. I'm using RPG Maker 2003, and I have trouble getting my sprite to move right, as a fast-paced world map speed. I tried creating an event to slow him down, but it just made him too slow.

Sluggishly slow. It's the first bit of programming I've had to do, and it's already frustrating, and I feel like an idiot for not being able to fix something so simple. Help a bro out? I'm having a problem, I hope this question is not too stupid. I want an event to happen when an enemy walks in the screen, and I want it to happen once per enemy (At least until you exit the game) the problem is that I don't know exactly what to do, I tried using a variable for the enemy when the enemy is in screen, but it keeps freaking out on my and the event repeats over and over, I was thinking of binding it to the particular screen, but that's hard since the game scrolls the screen. Other solution was just conveniently place enemies and activate the event on a certain tile, but that's really unflexible. I'd love some help, please?

Oh it's a sitting animation? I know how to do that! You have to set it as auto start then put in the event commands *as a common event*, key input processing *store the info in a variable such as 'Shift' and bubble in only the shift option in the bottom section of key input processing*, then do 'branch if Variable Shift=7'.

Then you can do the animation for sitting! Then after the animation do 'key input processing' again and another cond.

Branch for the same thing and do the animation for standing up! Now, I have a few questions, using RPG Maker 2003. Namely, the following. How would you go about changing the movement controls? Specifically, swapping them? I want to do something for an event that, say, inverts your up and down, or left and right keys. Is there any way to do that?

Also I can't seem to get teleporting right. Like in.flow or LcdDem when you go through a specific gate, it gives a smooth transition to wherever you went. Like in the green flowery world of LcdDem.

Mine always seems to give a black flicker or something when I teleport. I don't have mine set to a specific common event or anything though so yeah.

Also a minor thing is trying to fix how some sprites clip through yours when walking alongside them. Say if the door sprite was 24 pixels wide and you walked past it. It just looks odd. Anddd a bit of advice for anyone having color problems, I think I found some solutions. For unsupported png images, either you have to make sure they're indexed, and that they have the right amount of colors. I've tried with a palette of six or less colors and it won't work, but by using extra space to add several more colors, it works.

No idea why that is. I haven't tested this, but have you tried making two pages for the event, one where it's stationary, and one where it follows you? First page, make it like a normal NPC. When you interact with it, have a Switch or Variable turn on.

On the second page, have a Precondition saying that, when the aforementioned Switch/Variable is on, the Movement Type in the bottom left corner is Custom. Define it as 'Toward Hero'. Not sure if it needs to be repeated or not. That's all I can think of, at least. Hope it helps. This is a really dumb and simple issue I'm having with RPG maker 2003.

Basically, only the world map tileset works. No other one will switch out or work (on the small list if I click on them and say yes nothing happens, it stays as the world map tileset) unless it's set to world map.

And switching the world map to another chipset ruins the whole map. I've tried importing directly but it didnt work. It doesn't even work with the generic rpgmaker tilesets. As lame as it is, I've been stumped on how to do this for months, and I don't know how to fix it. In Paint.NET, you get the option to change the Bit Depth when you save the PNG; if you don't get it, try selecting 'Save As' (or pressing Ctrl+Shift+S) and save the file with any name, then you should get the option. I don't know if this will help, but.flow appears to have the Key Input Processing in a Parallel Process Common Event, with the actual sprite/speed changing happening in a separate Auto-Start Common Event.

I couldn't find the part where the variable is set back to 0. The Auto-Start Event is activated when a switch is turned on by the Parallel Process Event, and the Key Proc. Is set to 'Wait Until Key Pressed' (maybe this is why it doesn't need to set the variable to 0). There are no stupid questions; just one's that have been asked before. XP Anyways, if importing is your only concern, you just need to import the picture to the 'Panorama' folder.

If you don't know how to make the picture move in the background: You need to set it as the parallax background in the Map Properties of the map you want the picture to appear in. Then you have to change the horizontal and/or vertical scrolling options. Picture is for visual aid; and is edited (you can't open that many windows at once in RPG maker). Mm, I'm having a problem with move events, I think. Namely, these two.

The problem is is that they seem to stop other events from working. I can't teleport with them active. And the right one has weird movement patterns. Like, when I run into a wall, I'll face the opposite direction. It'll also move two spaces rather than just one. The left one works when there isn't an active variable.

Like, when I had it so that it only worked when variables equaled a certain number, I could teleport when the variable was a number in between. I don't know if this will work for RPG Maker XP, but here's something from the archives: Knife: Every event has a page set to trigger when the 'You have knife equipped' switch is on. (Kikiyama usually used page 3) It's generally set to act just like the event would normally (though not always).

When the player presses the action key while next to the event: 1) Stabbing animation is shown 2) Event is faded out via Move Event- Increase Transparency 3) Random number is generated to see if player gets money 4) Event is erased. It's a bit more lacking than the Y2k one, but it is a bit easier. 1- Create a common event. Name it something like 'music'. 2- Make a separate variable.

3- On the common event, make a bunch of conditional branchs, one for each music in the game. Set 0 for the No sound/off. 4- For more customization, you can put different parallaxes/ pictures/character changes. 5- On the sound test map, make two buttons. One for foward and one backwards.

6- On the foward button, add more to the separate variable and make a conditional branch that, if the variable goes past the number of musics, it loops back. 7- On the backwards button, add less to the separate variable and make a conditional branch that, if the variable goes less than the number of musics, it loops back. You can add new music by making the values higher on the buttons and adding more conditional branches. I hope this helps. And Here's a tutorial for the PC and backgrounds. –––PC–––– You'll need: A separate charset of the mouse and buttons. Some nice parallaxes.

Understanding of eventing. First, we assume you have a map for the PC. If you don't, do it.

When you teleport the MC (We'll call it Josh), you'll have to do the following: Increase Josh's move speed Disable sitting animation Change Josh's sprite animation to Cursor Forbid the Main Menu acess. On the PC, you may add some icons, for the backgrounds/wallpapers, the save and the Sound player (tutorial on ). Make all of the icons, ALL OF THEM action key/BELOW hero. The Save button is self explanatory. The Sound player teleports you to the Sound test. And the Wallpaper button changes your wallpaper.

The exit button exits the PC. You need to undo all the changes done to Josh, e.g: Decrease Josh's move speed Enable sitting animation Change Josh's sprite animation to his own. Allow the Main Menu acess.

That's pretty much it. –––Wallpaper––––- The rather fun part. To make the wallpaper changable, on the wallpaper button, give an option if the player wants to change wallpaper.

Then use the 'Show Choices' to display a list. If there is (And certainly there will be) more than 4 wallpapers, then make one option on the box for more.

Upon choosing said wall paper, assign a switches for it and turn all of the other wallpaper switches down. (Tip: Switch range is very useful on this case.) To make unlockable wallpapers (the fun ones!), make a switch for finding said wallpaper, and an option that will enable the wallpaper, when you got the switch for it on. I hope this helps, F-16 (Me's creator). I know a lot of other people have probably had issues with effects and its been explained a million times or something, but I really am having a hard time understanding practically all the explanations.

None of them seem to work for me. I also wanted to say that i wanted to make it so the effect I am making can allow saving if the shift key is pressed, but only in one room. That, and I can get the effect to activate but not turn off, it just loops the activation animation when I try to turn it off through the menu. Having a bit of trouble with an event. I want the sprite to move randomly in every direction, but while remaining stationary. Pretty much, I want to be able to use all 12 pieces of movement.

Leaving it on 'Random' and 'Spin Around' is closest I can get, but that only uses the four main directions without the walking animation bits. I thought I came up with a solution by placing the event on an area it can't move (an X tile), then having it's movement type set to Custom >Move Randomly (ignoring possible moves). That works at first, but after a few seconds, the sprite starts spazzing out freakishly fast.

I also want the player to be able to move around every block of this sprite, so trapping it in a box of Xs won't work. Using RPG Maker 2k3. Alright, so i've made this sprite dude (i'm just testing, the rest isnt done) based off the size of the normal sprites in Yume Nikki. However, when I go to put him in, it moves irradically, although the distance between them is the same as in the Yume nikki spritesheets. I noticed that the sprites in the RTP stock files are MUCH smaller.

How is it that these are bigger? How to you allow them to be bigger? In general with sprite sheets and this problem, please help me! I really need some help here!!! Hey guys so uh I'll cut to the point.

You know when effects are supposed to be like: >No effect >use Effect >-equip Effect- >using the equipped effect will unequipped it, using another effect will unequipped it and change to the newly selected effect. Well for me its: >No effect >Use Effect >-equip effect- >sing the equipped effect will unequipped it, using another effect will unequip it.

It must have something to do with my common events, but I don't know where, I tried a lot of different things (from switches to chains of conditional branches) but this is the best result so far, so uh, helppls? I can think of at least two japanese game making communities that filters out non-japanese IPs, which is why you'd need a proxy And about no-one ever completing their games, it's most definitely true. But surely you don't think the reason that's a problem is because of what the fucking japanese game-making community thinks about us? They can love or hate uboachan/the western world.

It doesn't matter, we can get what they make either way. And in any case, it's not like they'd make their games more accessible to us if they had a better opinion.

The guy just made a question concerning RPG Maker on an RPG Maker programming help thread. He's trying someone who knows how to deal with a particular problem he came across I'm sorry, but I just can't see how uboachan's reputation/the japanese community's opinion would even come into play here Back on topic though Have you tried using Applocale? If using it is a must for japanese fangames to display their text correctly, I think it's safe to assume you'll need to use it to see any japanese characters you include in your game. Just so you know: There actually ARE western people that finish their games. Just look at Owl and Moga, for example.

Still, I'm more interested in making games accessible to people than to worry about the reputation about the west as a whole - the main problem is that the western fandom uses placeholder sprites from other games without permission and that's not even remotely related to my question. Oh, and I was asking if it was possible just for future reference, since it seems to be a subject that not a lot of people know about. I don't plan on translating my game unless there's enough interested from the Japanese fandom, but I still want to know whether it's possible and see if I can translate other fangames for practice.

I actually run my OS in Japanese locale all the time due to using many Japanese software that doesn't work without it. I also have Japanese keyboard options installed and I tried various ways to get my Japanese typing to show up, but the only characters that seem to display correctly are the narrow Katakana, oddly enough.

It makes me believe that Japanese is possible, but I'm not overly hopeful If 64-bit Windows wasn't so annoying I'd definitely make my game in 2000 for language compatibility, but since the Japanese seem to be able to navigate games in English fairly well I think I value OS compatibility too much to switch. (I'd also lose a ton of eventing already done, which helps in this decision too, ehe.) Tl;dr: Half-width Katakana shows, the rest looks weird. I have no idea why. @sofi My game does not have a dream system, but I can tell you how to disable effects.

Okay for example, you have a weapon effect, let's call it Knife. In your items, you should have two copies of the item, Knife for the dream world and (Knife) for being awake. The (Knife) should be set so it can't be used in the field.

Make an event on your bedroom, in the top left is the popular place. Trigger condition is auto-start.

Set a conditional branch. The condition is Item: Knife is held. Change item: Knife 1 remove Change item: (Knife) 1 add End This will change the effect to an unusable effect in the real world. Go to the dream bedroom and do the same thing except the condition is Item: (Knife) possessed.

Change item: (Knife) 1 remove Change item: Knife 1 add End Now with the (Knife) as the placeholder, it gives you a new one that works. Do this for all the items you want to disable (ie all effects except instructions) I believe that should be enough, though sometimes people make a switch with the same name as the event to keep it from doing it every time you enter the room, but I don't THINK that's necessary, as you shouldn't have any items it can replace if it was programmed correctly.

Okay, I've been trying to program a save event similar to the one in.flow where the protag gets in bed and then the save screen comes up, but I have literally tried everything I can think of to get her to get into the bed and the move event just fails to work, every time. Even with 'ignore impossible moves' and phasing mode on, she just stands next to the bed and doesn't do what I inputted. The event is programmed as such: Conditional branch: branch if hero sprite is facing left forbid menu access [move event: phasing mode ON decrease move speed move right phasing mode OFF increase move speed] Proceed with movement Sprite transparency: transparent Switch operation: bed animation ON Wait.5s Show save screen The event does all that but she just stands there instead, making it impossible for me to push enter on the tile she is supposed to move on to render her visible again and allow the menu access. The trigger is standing on the tile immediately left of the bed and hitting ENTER. Event layer is below hero. Hey, look who it is.

I've got the map and such all done for the bedroom I'm making but suddenly I can't use my 'action button' (z and space) to do anything. I have a TV which you can turn on but it doesn't show a cinema type thing, just changes sprites.

And I also can't get it to open up a save menus when I press space/z on a book I made. List for book is simply 'Open Save Menu' and the one for the TV is: Switch operation to TV and Key sound. The switch makes it so the sprite changes to something elseI'm a little stuck and I haven't added anything for the doors yet. Picture of the room added to see if it's a problem with what's around it. Also I have an event in the top left to slow her movement speed down like M-256 had told me.

I'm not certain this is the correct thread, but I did not see another thread dedicated to game ideas or partial games. I apologize if this post should have been placed elsewhere. Recently, I created a Yume Nikki inspired game named 'Dyssomnia' for the Halloween 'Game in a Week' contest on the RMRK forum. I have slowly been gearing up to continue with the project and further flesh everything out since then. But, as there are some changes to the typical Yume Nikki style game, and I have not gotten too much feedback, I thought that I would post the game here to gather more opinions.

One change in particular is that I am using small areas (typically one or two screens in size) which have puzzles or other tasks instead of lobbing large, sprawling maps at the player. This also allows me to focus on the quality of each area. I am also using a slightly different writing style for the few times where there is dialog or interactions, mimicking a short-story feel. The game engine used is RPG Maker VX Ace, but you will not need to install the RTP for the game to properly function.

Credits for third-party scripts, graphics and music is available within the root directory of the game in the 'readme' text file. At the moment, the game is extremely sparse due to the amount of time I had at my disposal (one week), but it can be completed and there is an ending (of sorts). Thank you for offering your feedback! I do agree, the gameplay is somewhat jumbled and confusing, at the moment.

Hopefully as I get more time to tinker, this will not be the case. The rules in the above thread state that games are to go through 'considerable developmental progress' before being posted to their own thread. I do not consider the meager amount of time that I have worked on this project to qualify as considerable, and I certainly do not think the game is worthy of its own thread. Therefore, I tried to locate the 'idea' thread which is also mentioned in the above post. Failing that, I posted here in search of feedback. A strong reason to not use XP is that newer versions of windows sometimes have trouble running games made in XP.

That's pretty much the only reason I'm not using XP still, since I've been using it for a long time. I got quite a few complaints that people couldn't run Miserere. It was too late to change by then though, so I completed it in XP. I don't really have any solid numbers on how large the percent is that can't run it, but it's there at least. Something to consider I guess.

Otherwise XP is equally good (perhaps better in my opinion) for making these types of games. If you're interested in knowing specifically what the differences are between RPGMakers, I'd suggest googling a bit. There are literally hundreds of discussions about this topic.

My personal opinion though, is that rm2k3 and VX is crap. VX because it is basically a watered down version of VX Ace, and Rm2k3 because it's so fucking tedious to make tilesets and a number of other stuff that you just can't do that you can do in the newer RPGMakers.