Tag Archives: Scripting

Simple Mercenaries

What does it do?
Adds functionality of simple mercenaries.
Using a script call player can hire mercenaries which stay until death or until a certain number of victories.

Author: Mr. Trivel
Name: Simple Mercenaries
Created: 2015-05-08
Version: 1.0

Screenshots:
No.

<Link to Script on Github>


Roguelike Save System

What does it do?
One slot per game save. Can only save when returning to title or forcefully saving.
Save is deleted on death.
Infinite save files.

Author: Mr. Trivel
Name: Roguelike Save System
Created: 2015-05-08
Version: 1.0

Screenshots:
No.

<Link to Script on Github>


Megane Title Screen

What does it do?
Title screen. No more.

Author: Mr. Trivel
Name: Megane Title Screen
Created: 2015-02-04
Version: 1.00

Video:
Girl by – Midori Foo



<Demo link>


Variable Shops

What does it do?
Allows shops to have variables as currencies. Shops can take multiple currencies.

Author: Mr. Trivel
Name: Variable Shops
Created: 2014-12-17
Version: 1.1

Terms of Use

Screenshot:
ss (2014-12-17 at 06.34.19) ss (2014-12-17 at 06.34.18)

Instructions: 
Set up module below and call the shop by using
call_var_shop(ID, [CURRENCY_IDs])
ID being the Shop ID from the module below.
CURRENCY_IDs being what currencies does the shop take.
Example:
call_var_shop(2, [1, 2, 5])
That would mean to call a shop of ID 2 which takes currencies 1, 2 and 5.

<Get Code Here: Link>


Update #1

Since I’m a fan of Dungeon Crawlers, decided to make on in RPG Maker VX Ace. Problem – it’d get pretty boring pretty fast. So everything has to be spiced up.

Starting from spicing up how the map works itself. What could be more interesting than simple square tiles? Isometric tiles! After some fiddling, the first version was ready:

And then most games just use parallax to draw a visible circle or full visibility altogether, that’s pretty boring, and only seeing in a visible circle  – I’m not a fan of that. Bastion did it pretty well, maybe I could replicate that. I can:

But just using borderless tile makes player guess where he explored and where he didn’t explore, gotta change that up, add borders to tiles, make them work:

That was a success, sadly, it’d lag if there were more than 400 tiles on the map. So I had to optimize, and do it well. After some more fiddling and complaining about RPG Maker hidden classes, this was the result:

That went well. The other problem it had is that player could “see” through walls, tiles would rise even if they’re behind a wall. After fixing that, the latest map version is functional:

Bugs remaining:
– Fix starting camera position.


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