Dating Simulator? :: RPG Maker VX Ace General Discussions
I don't think you even need to script to do this, I think it can be done simply by eventing and such. But regardless, it's definitely possible. Any ideas on how I can add a relationship simulator into the game? I've done most work in VX ACE so I have no idea how scripts work in MV. All MV Plugins and Ace scripts are free for commercial and non-commercial use .. These plugins will be used in a J/Western style RPG with dating sim aspects. Once, long ago, I stumble upon scripts for RPG Maker VX that enable the use.
There is also an entire spinoff series of games in the Harvest Moon universe called Rune Factory. Harvest Moon is one of a few very successful non-violent video games, but a more standard RPG experience was opted for in the form of Rune Factory.
These games feature the same farming and dating elements that you find in Harvest Moon games, except there are also some dungeon-crawling elements added to the mix.
If you get tired of laboring on the farm for cash, you can go fight monsters instead or do both. This starter kit is primarily targeted at the production of Harvest Moon games, but Rune Factory games are also quite possible with it. No built-in features of RMXP have been removed some may have changed slightlyso it should be fairly compatible with a number of things or with very minor changesso you can import battle systems that others have created or just use what's built-in to RMXP.
That is roughly all it takes to turn this Harvest Moon starter kit into a Rune Factory starter kit. Designed to be expandable -A "Settings" script section for a number of common game settings credit goes to Maruno for this idea, which he added to Pokemon Essentials. There are some things I'd like input about or help with.
Putting the logo with a link to the thread in your signature would be a great way to help advertise and gain support for this project I can't be everywhere at once, after all.
More users means more testing, more suggestions, more fangames, and ultimately, a better project. You can even make your own banners if you prefer something that looks nicer. This differs slightly between different HMs, especially unique max lvl tools [i. This includes menu designs, rips, code, etc. When opening the project with an older version of RMXP, an error will occur that will prevent it from loading.
To fix it, open the Game. When chickens lay their eggs, an event is spawned on their current location. Although the egg correctly appears to be under them, it is in fact on top of them. When you try to grab the chicken to move them off the egg, you grab the egg instead.
This is an odd bug I haven't figured out the source of, and have been dealing with for quite a while. For some reason, every animation that's been added to the project has it's blending value set to either Add or Sub not sure which since I don't care.
This causes the animations to look odd semi-transparent, and badly discolored. The animation should play fine after that. If you dig a hole in the mine and find a ladder, climbing down the ladder takes you to a new floor where an escape ladder is spawned automatically.
Sometimes a rock will also spawn in the same spot, resulting in a ladder being placed on top of an impassable tile. Sound and graphic rips would be appreciated for many things. Some scratch spriting may also be needed to fill in the blanks I've done a little bit so far. Please, do not suggest features you would like for YOUR game.
Engines for Games - Indie DB
Only suggest core features and recurring elements that are common to all or most Harvest Moon games i. Create them yourself in your project or ask someone to help you create them. Before it is suggested though, I'll address dual screens: I don't mind either way if dual screens are used. If someone wants to make the project work with a dual screen script, I'd be more than willing to host it in this thread with the standard project for users to choose from and you will be credited for the contribution.
You can also put it in your own thread if you prefer, just be sure to give proper credits.
If you don't understand or need clarification on something or how it works, be sure to ask in this thread and I'll explain it to the best of my ability Please don't fill up my PM box or profile with stuff about this project unless absolutely necessary. I've tried to keep flexibility and scalability in mind as well, and have re-written some code many times because of it. I'm currently evaluating all of the code once again though some of it I won't mess with until I get some suggestions from the community to find things to improve, so suggestions in that regard are much appreciated.
Unfortunately, there currently isn't as much to visually show as I'd like and I haven't taken the time to get a lot of good screenshots. When the project is more complete, better screenshots with larger variety can be posted to show off the functionality. If you'd like to contribute screenshots, post them in the thread and I'll add them here if they are suitable with credits, of course.
Some basic screenshots can be found on my ImageShack account: You'll see a toolbox outside your house. Open it It won't be in the next release. You can cut sticks and stumps currently, it only takes one hit to break stumps.
The scythe doesn't work yet, so you can't cut those weeds. BUT, you can grab and throw them to weed your field. You can also pick up those sticks and rocks and place them anywhere else on the field and only on the field. Dig a nice 3x3 square, stand in the middle, then equip some seeds the white bag is turnips. With your seeds equipped, press the D key to use them like any other tool and watch them cover that 3x3 patch. You've successfully planted your first crops! If you were lucky and did this on a rainy day, they are watered already.
If not, equip your watering can and water a couple don't water all of them, because you'll run out. I haven't added a means of refilling it just yet.
Now, head back inside, interact with your diary next to the bed, and sleep. Go back outside, water the same couple you did before unless it's rainingthen go back to sleep again. Do this a few times, and you should notice your crop has grown a couple times. When it's full grown, you can pull it out of the ground.
From there, you can sell it or give it to someone. Or just throw it on the ground to get rid of it. You're now an expert at farming!
Some animals have already been provided for you as a courtesy, so you can get a feel for how they work. They aren't finished yet though, so it's a little rudimentary right now. First, go up to each of your animals in the barn and press C. You'll notice a little heart appear. If you press C on that animal again, nothing happens. Because you've already showed them a little affection, so they're used to it. Otherwise you'd be able to make your animal completely loyal and happy in just a day.
BUT, you can come back tomorrow and do it again to score a little more affection points. Not much to it so far though. Animals need food though, so head over to the right side of the barn, press C on the box protruding from the side, and you'll suddenly be holding something unless you already have something equipped.
This is fodder, and animals get sick and will eventually die when I maliciously program them to if you don't feed it to them. But slow down there cowboy! You can't just run up and stick it in their mouth yet. Walk up to those conspicuous boxes you see next to them.
There's one for each animal and a couple extraso place the fodder in those. You just have to stand next to one, face it, and press C with the fodder in your hands. There's already a few in there waiting for you. One thing you should notice right off when you interact with your chickens is that you show them affection in a different way. You pick them up, the put them back down on the ground. It's a Harvest Moon thing.
PC versions[ edit ] RPG Maker is a program that allows users to create their own role-playing video games. Most versions include a tile set based map editor tilesets are called chipsets in pre-XP versionsa simple scripting language for scripting events, and a battle editor.
- Engines for Games
- No account? No worries.
- RPG Maker VX ACE: I'm Making A Game
All versions include initial premade tilesets, characters, and events which can be used in creating new games. One feature of the PC Versions of RPG Maker programs is that a user can create new tilesets and characters, and add any new graphics the user wants. Despite being geared towards creating role-playing video gamesthe engine also has the capability to create games of other genres, such as adventure games see Yume Nikki or visual novels with minimal tweaking.
Despite being an early version, RPG Maker 95 has both a higher screen resolution, and higher sprite and tile resolution than the several following versions. However, it does not have a noticeable limit of 'sprites'.
Unlike RM95, which can only use one 'set', RM2k can use an unlimited number of sprite sheets with specific sizes for each type. The tilesets also have a similar non-limitation. However, because tiles must be entered into a database, there is a limit on tiles.
This limit however is rarely a problem normallyand even when it is, an unofficial patch exists which can bump most limits much higher at the risk of potential game corruption.
It doesn't support text output and can program only 2 buttons, Z and X. There is text in dialog boxes, by manner of overlaying sprites, or maps lain with text. But not plainly on the screen. RM2k games can be ported to RM2k3 but not back to RM2k, the conversion is permanentand most resources are interchangeable.
The main difference is the introduction of a side-view battle system similar to that found in Final Fantasy games on the Super NES. However, many normal, simplified features present in RM2k 3 have been removed. Most of these features, however, have been programmed with Ruby, and distributed online.
RMXP runs at x resolution though games made in it run at xwhile offering four times the playable area of its predecessors. Additionally, it allows greater user control over sprite size there is no specific image size regulation for sprite sheets and other aspects of game design.
Upon the release of Windows Vista, many users experienced compatibility problems, although the fix was relatively simple. XP used a front-view non-sprite battle system that allowed for the use of Battle backgrounds Battlebacks. Both characters and enemies had static battle sprites, and the interface was quite simple. In this new maker, the interface is more user-friendly, allowing new users to create games with ease.