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The heat of summer is upon us, and its time to spend time in the sweet sweet air conditioning working on your game. And we have two new packs today to make those games better!
Everything has to happen somewhere, and what your events could really need is a good background image! Featuring many different modern and school based locations, the Eberouge Background Image Pack 2 is a perfect fit for the popular modern day wizarding school settings!
And nothing brings a setting to life like a fantastic score! Dignified Fantasy Music Vol. 3 is here with even more symphonic tracks from Bittersweet Entertainment. Featuring full orchestra and percussion, this pack hits a range of emotions, with battle and adventure in spades!
The start of another fine month of releases, and this month we’re going to jump into a DLC for both Visual Novel Maker and RPG Maker!
From prolific RM composer TK.Projects, Visual Novel ME Perfect Collection brings one hundred new Music Events to your Visual Novel Maker or RPG Maker project. Happy! Horror! Shock! Sadness! This pack contains plenty of emotive music events to dress up your scenes, and help pull the player into the game!
And on top of the emotions for your scenes, you have Fanfare, Inn, ItemGet, Save to pull together your RPG Maker projects!
The journey through this year is nearly halfway over! It’s a long road, and of course, the thing you need for such a long road is footsteps!
A journey of a million miles begins with one step, and with the Karugamo BGM Footsteps SE Pack, you can make that step sound right no matter what it is on. Grass, Snow, Gravel, Stone, Dirt, Splashing through water, running, walking, whatever way your character is stepping, this pack has it covered.
Designed to bring Visual Novels to life, Visual Novel Music Vol.1 includes 25 tracks for a variety of moods and situations. An upbeat morning, to resting your head down at night. Getting caught in a silly situation to a sad moment of parting, Visual Novel Music Vol.1 will carry your VN to the end.
With the new release of the TOKIWA GRAPHICS Event BG No.1 and No.2 giving us some great Blacksmith, Tool Shop, and Inn backgrounds, my brain got to thinking about how to make the standard “go in, buy item/rest at inn” parts of town more interesting.
So the humble blacksmith, you go in, you check and see if they have buy new weapons and armor, and you leave.
It gets kind of boring to be honest. So what can we add to it? Well, there is the obvious weapon and armor crafting, where we turn components into new equipment. It’s a good place to put choice on the player, allowing them to decide what type of equipment to make with the materials they have.
But you can also include things like upgrades. You could have each weapon/armor have +1-+5 variants. Maybe most swords just get stronger, but say a sword that drained life could get a stronger affect as you upgrade it.
The obvious choice for this one is the item equivalent of crafting:: Alchemy. Mixing up potions from various monster parts you found. It’s an easy idea, and while some people don’t enjoy this kind of thing (why would I ever use consumables), it can make a neat boost for players, especially when they have choice in what they make.
But what could we add that is a bit more new? One thing I’ve noticed is that in a lot of games, we run into a lot of sell junk. And sell junk is always sold at a terrible price. What if we had small quests at the Tool Shop for acquiring certain sell junks that are in high demand at the time that give much more money? It would be a way to speed up getting money, while creating diversity in where the player would want to go in the game based on whats in demand.
In other games, other than healing up, I’ve seen a couple of things with Inns. One was for finding rumors that could unlock more quests (or even just put a quest board in the Inn). Another, that I thought was neat was in Breath of Fire III. You could always camp out, but camping out didn’t get rid of max HP penalties (dying in combat gave your characters a stacking penalty to max HP). Only resting in an inn cleared those.
But what if we worked that from reverse. What if camping worked fine, but when you rested in an Inn, you regained up to 20% more than your max HP and max MP. So if you had 400 HP and 30 MP, you would heal up to 480/400, 36/30. This would give you an extra little buffer to start your next trip with, letting you get to the next dungeon more than likely with still over 100% health/mp even if you got into a fight or two.
So how would you make the various stops in town more interesting? Tell us in the comments below!
Another release day is here, and this one is HUGE! We don’t just have 1 pack. We don’t even have just 2 packs? 3 packs? No, we have 4 brand new packs for our release day!
Making up the bulk of today’s releases, TOKIWA GRAPHICS has 3 new packs for us today! TOKIWA GRAPHICS Giant Monsters Pack No.1 is the first one we will look at today. This pack will bring 4 giant boss monsters to your game: The Orc, The Manticore, The Kerberos, and The Wraith. All 4 include 4 variations of sideview battler, and 2 variations of walking sprite!
Second up from TOKIWA GRAPHICS, TOKIWA GRAPHICS Event BG No.1 Blacksmith/Tool Shop! Perfect for adding a little flair to the conversations in certain locations, this pack has two backgrounds for use in events, the Blacksmith, and the Tool Shop. Each comes in 4 variations for time of day.
And to finish up our packs from the group, TOKIWA GRAPHICS Event BG No.2 Inn! Some more town backgrounds for your game! This time at the Inn. Two images, the common room, and a inn bedroom, again, with 4 variations for time of day!
And to round out our releases for today with a bit of sound, from TK.Projects, the 8Bit RPG ME Perfect Collection. 100 Music Effects in all of their chiptune glory. With true to the era synthesizer sounds, this pack will transport your players back to the 80s!
Release Week, and this week, we expand from school, to the city!
Visustella Modern City Vol. 1 expands the style originally used in Visustella School Horror Vol. 1, taking the game from the books, to the streets! Use this pack to expand on your School Horror game, or to start a whole new game!
Featuring a A2-A5 and B-E tileset pieces, Visustella Modern City will make mapping your city a breeze. And then populate it with 100+ character sprites. Bring it to life with cars, trucks, doors, and more animated pieces! And round out the whole game with a new windowskin.
The last release day of May is here. With warm weather on the way for a lot of us, its a good time to be inside working on your game and out of the heat! So let’s see what we have to help you with that today.
If there is one thing that we know there can never be enough of, it’s Character Generator parts! Heroine Character Generator 4 will add 40+ new pieces for you to play with for your female characters. Clothing, hair, accessories, weapons, and more!
Whether it’s your first story, or your eightieth, some good modern tunes could be just what you need. My First Story features music for towns, fields, dungeons, battles, and many more, making it the perfect well balanced pack to round out a project!
Many games are abandoning the classic world map, but there is still a charm to them that I find appealing.
A sense of exploration, a sense of scale.
But that doesn’t mean that world maps aren’t without problems. Backtracking over and over again between the same areas can be time consuming. In general, it isn’t fun to make players do the same thing they already did again. So let’s look at solutions!
First, let’s cover all the obvious, often used solutions out of the way.
Vehicles are a great solution. They both make it easier to bypass challenges that have already been faced, and open up new parts of the map to explore. The big thing to remember here is when you add a new vehicle, try to give it as many shortcuts to earlier locations as possible. Add a boat that can go down rivers? Try to make sure there are rivers that can lead back to most of the previous towns!
Quick Travel and Teleport are very similar. Either something in the towns lets you travel from one to another, like gates that unlock once you find a new gate, or in the case of Teleports, a character learns a skill or an item allows you to travel to a variety of locations you’ve been to. This solution is perhaps the most direct, but sometimes feels like it can diminish the feeling of a world map’s scale.
One of the new solutions that I’ve used before is the Roads.
Using tiles and RegionIDs add roads between well traveled areas of the map. Then have no encounters set for that RegionID. This lets players get from city to city quickly, while still making getting to some dungeons and out of the way locations just as challenging. As a bonus, it also explains how the world actually has functional trade. In world you can just have them patrolled by soldiers of the various areas.
I like this solution a lot because it makes exploring, going off the beaten trail the hard part, but makes travel easier. It also doesn’t ruin the sense of scale of the world map.
Weak Encounters Don’t Happen
This one will require a plugin, but let’s face it. At some point, it isn’t worth it for your party to fight two numpty slimes from the beginning of the game. Just make encounters not happen in areas where the players are over the level of the encounters.
This lets people backtrack to old areas without wasting time, and even lets them visit non-town areas if they need to. It’s a pretty good solution but does have one downside: What if the player needs an item that an enemy drops for some reason but it is well below their level?
The easy solution is to just add an equip piece that turns off the feature, or just have a spell that calls an appropriate fight for the area (like whistle from the Dragon Quest Games.
So we’ve covered several ways to make travelling your world more convenient for players, what methods do you use? Join us in the conversation below!