Also ich finde vieles davon ziemlich gut.
Darauf könnte man auf jeden Fall aufbauen. Einen eigenen Stil kann man auf jeden Fall erkennen.
Beim ersten Spoiler musste ich aber sofort an "Undertale" denken. Das gefällt mir gut.
Also ich finde vieles davon ziemlich gut.
Darauf könnte man auf jeden Fall aufbauen. Einen eigenen Stil kann man auf jeden Fall erkennen.
Beim ersten Spoiler musste ich aber sofort an "Undertale" denken. Das gefällt mir gut.
Ich habe mir auch gerade die ersten Videos auf YT angeschaut.
Ist ja ganz cool, dass endlich die Möglichkeit besteht die Anzahl der Frames für einen Charakter selbst zu bestimmen, sowie die Geschwindigkeit der Animation. Das ist etwas, das ich beim Maker immer schmerzlich vermisse. Ein paar gute Änderungen konnte ich also schon feststellen. Jedoch sind es alles Sachen, die eine moderne Engine einfach auch können sollte.
Der Unite ist dennoch wenig attraktiv für mich. Besonders bei diesem happigen Preis.
Ich hab es im alten Forum schon in einem Thread zum Unite gesagt und ich erwähne gerne nochmal, dass der RPG Architect eine absolute großartige Alternative ist, wenn man sich vom Maker eingeschränkt fühlen sollte.
Im EA für knappe 30 Taler lohnt es, da einen genaueren Blick drauf zu werfen.
Ich habe mich sehr lange (1 1/2 Jahre) mit einem (und meinem ersten) Projekt beschäftig. Das war zwar gut, denn dabei habe ich vieles gelernt. Vom Grafiken erstellen, über Mechaniken überlegen und vorallem; den Maker zu verstehen.
Ich weiss nicht, ob ich bei kleineren Projekten die gleichen Hürden gehabt hätte, die ich lernen musste zu überwinden. Daher bereue ich es nicht, auch wenn es doch nie fertig wurde, weil ich besser wurde und dadurch nicht mehr zufrieden war. Also eigentlich wie bei dir.
Ich hab mich jetzt entschieden, kleinere Projekte zu machen, bis ich meine Skills so weit verbessert habe, dass es (auch optisch) meine Erwartungen genügt. - wer weiss, ob das jemals passiert. 😂
Ich finde es auch grundsätzlich nicht schlecht, nur kleinere Projekte zu starten. Es ist doch schön, wenn man eines abschließt und weiss, dass man die Geschichte die man erzählen wollte, erzählt hat und damit zufrieden ist.
Richtig oder falsch gibt es in künstlerischen Belangen nicht - zumindest meiner Meinung nach.
Ich grüße zurück! Willkommen in unserem neuen Forum!
Ich bin definitiv reif für die Insel und freue mich auf die Vorstellung deines Projekts.
Moin und willkommen!
Schön, dass auch du mit rüber gekommen bist!
Stelle gerne Fragen, wenn du sie haben solltest.
Ich bin gespannt, was du uns in der Zukunft von dir präsentieren wirst.
Herzlich Willkommen!
Alle deine Fragen werden dir hier garantiert beantwortet.
Und wenn man lieb ist, findet man vielleicht auch jemanden, der einen grafisch unterstützt.
Vielen Dank!
Ich freue mich, dass so ziemlich alle mitumgezogen sind!
Herzlich Willkommen!
Ich habe deine Beiträge unter "Andere Engines" schon gelesen.
Wenn du mit Unity und Godot arbeitest, gibt es da auch Projekte, die du uns vorstellen möchtest?
Da ich mich für diverse Engines interessiere, freue ich mich immer zu sehen, was andere so benutzen und damit erschaffen.
Wirklich cool was du da vorhast.
Und dein CrocsGaming Logo sieht auch wirklich chic aus 👍!
Vielleicht komm ich auf dich zurück, wenn mein aktuelles Projekt fertig ist und du auch Spiele außerhalb des RPG-Makers spielen möchtest.
Das Zwitschern hab ich ja bei den meisten Spielen beim Logo mit drin und jedes Mal beim Spieltesten quietschen meine Wellensittiche mit
Ich weiss, deshalb sag ichs ja
Genau so sieht es aus
Nur echt mit 52 Federn!
Nur echt mit dem Gütezwitschern
Hier findet ihr eine Auflistung der Tutorials aus dem offiziellen rpgmakerweb.com Forum
Mappen
Traveling with a Simple World Map
World maps can help players traverse entire continents in moments instead of having to walk across large mostly-empty maps to reach their destination, but what exactly do we need to do to make a world map work?
Upgrading a Generated Dungeon
Creating the perfect dungeon maps for your game can be a lot of fun if you enjoy mapping, but what if you just don’t know where to start? Let’s take a look at one way we can upgrade a generated dungeon to make it more than just lifeless hallways.
Parallax Mapping in MZ: Basics and Tips
If you spend some time on our boards, you will sooner or later come across the mysterious term parallax mapping and find out, that some people might swear, that parallax mapping is the one true way for a good looking game. While you shouldn't blindly follow advice like that, today we are going to look at parallax mapping.
Tips and Tricks: Mapping Cliffs
Cliffs are something that can make a huge difference on your maps. I don’t know where you live, but if I look out of my window the landscape is far from being flat and so there are probably parts of your game’s world that could benefit from some height differences for the ground - being it some hills or high mountains.
How to Map a Desert
Mapping a desert sounds easy, right? Select sand, click fill, and done. But there is a lot more to keep in mind if you want to make it visually interesting and engaging for your players, and today we are going to talk about these things!
Animating Tiles: Opening Animations
When it comes to adding some extra “life” to your game, small animations for interactable objects are usually a good thing to go for. Today we will cover three base techniques of how to open things, and many of them can be used on other object types as well.
Mapping: Interior
Lately, there was a status post on our forums about how difficult it can be to find a good mapper for your project. That is interesting, as good mapping is the most essential graphic skill needed for using RPG Maker, as you can go far with just the default graphics. So, why don’t we make sure your maps are the best you can make?
Mapping: Towns
After my last tutorial on Mapping Interiors, many people asked for help with the exterior of a town. So that is what we are going to do today. Let’s make a starting town for our hero!
Mapping: Forests
Avery has taught us how to map deserts and towns, now it's time to take a look at mapping forests!
Grafiken erstellen und editieren
Can we Use MV Generator Parts in MZ?
With the newest iteration of RPG Maker we got a reworked graphic style which sadly blocks us from using MV generator parts in MZ. Or… Does it? A lot of people on our forums consider this “not doable”, but let's see if that is really true today.
Couples Behaviors & How to Sprite Them
Sometimes a cutscene or map calls for a more detailed animation than the default sprite walking animation. A ballroom needs its dancers to hold each other in their arms while they waltz and a kiss between lovers can make a farewell scene even more emotional, so let’s take a look at how we can create some of our own animated behaviors.
Turning Characters Into Statues
Whether an evil monster turned the player to stone or you want to honor certain characters by erecting statues in their name, there are many reasons to turn a standard character sprite into a statue tile.
Making a Custom Battle Weapon Graphic
Wouldn’t it be cool if your heroes wielded the special weapons you made just for them? Today we are going to look at how to make that happen!
Converting MV Sprites to MZ
At first glance, MV And MZ’s character sets look pretty similar, but for the new engine, the style got an update. This is good on one hand, as they are improved and blend in better with the tiles, but it might be an issue if you want to use sprites of both engines along with each other. So let's look at how to update an MV character to MZ's style!
What Makes up a Windowskin?
WIndowskins affect our games’ messages and menus, so let’s take some time today to figure out what each piece of a windowskin does and how we can edit them!
Making MV Style Animations
MZ’s default animation style uses Effekseer to create incredible animations, but it can be tough to get used to using it. And what if you prefer cell-based animation creation like in previous RPG Makers? Let’s take a look at how to make some MV-style animations in MZ thanks to the 1.4.0 update.
Small Tile Edits to Up Your Game
Here are a few small edits you might want to consider making to your tilesets to spice up your game.
Water Autotiles: Setup Tricks
MZ's layer function has opened up a lot of option for making water tiles more exciting, but by default graphics, and most graphics that have been made for MZ, don't take advantage of it. Let's look at making those changes ourselves!
Classic Tutorial: How Autotiles Work
This classic tutorial from our old blog can show you how autotiles are generated. It was originally written in on our original blog in 2018 for MV, but everything it has to say about Autotiles still works for MZ!
Classic Tutorial: Making an Autotile
The companion piece from last week's classic tutorial, originally posted in 2018, this tutorial walks you step by step through how to make your own autotiles.
Making Matching Color Rocks
We've talked about trying to use rocks of similar shades in the same area if possible before (this is not super strict, but just look at mountainsides and you’ll see that in most cases there is one main type of stone), but what do we do if we don’t have much variation in one shade available? Well, we make it ourselves, of course!
Make Your Own Diagonal Walls!
Sometimes, your buildings aren't just nothing but 90 degree corners. But how do you make diagonal walls? We're here to show you!
Making Your Own Stair Tiles
If you are going to stare at a tutorial, it might as well be about stairs. Learn to how to make your own Stair Tiles with Avery!
Making a Custom Grass Autotile from Scratch
Sometimes, the tile you think you need someone to make is actually already within your skill level and you just don't know yet! For an example, let's learn how to make a grass autotile!
Upcycling VX Ace Tiles for MV/MZ
Sometimes, we are looking for resources for our games and then we find the perfect things… but they were made for VX or Ace. A lot of people give up at that point or try to just use an algorithm to upscale said tiles. Both are not really the go to solutions - either you end up without the tiles or you end up with stuff that is somewhat blurry.
Bust Edits for Beginners
The character generator has come a long way… do you remember the haunting results of the VX Ace generator faces? But even now, with MZ, even though the results look pretty good, you might want something a bit more special for an important character. Let's learn how to make quick edits using pieces existing busts to make your own unique character!
Getting Emotional: Making Your Own Emotionsets
It's always weird when our facesets don't match the emotion your dialogue is presenting... so let's learn to make emotionsets on our own!
Tile Edits So Simple, ANYONE Can Do Them!
There are tons of simple tile edits that anyone can do to make their maps look better! Let's learn some of them!
The Basics of Tints & Picture Overlays
A common complaint about RPG Maker games is that many of them look the same since they use the default tiles that come with the program. There are a ton of ways to deal with that complaint, from editing tiles to buying brand new tilesets, but for this tutorial we’ll look at a simpler method: using tints and pictures to improve our games’ appearance.
How to Make Rounded Caves Walls
Ever wanted your caves to a be a bit more organic and less square? Ever thought "I can't do that I'm not an artist!"? Well we're here to tell you that you are wrong. You CAN do it yourself, and we're going to show you how!
Creating Behaviors from the Damage Poses
MZ gives us the choice between three different damaged frames for our sprites, which is great for some variety on a battlefield! But there’s so much more we can do with them if we just edit the sprites a little bit. So let’s take a look at how we can make a few new behaviors out of the damaged sprites.
Eventen
Controlling RNG in Treasure Chests
Randomized rewards from solving puzzles or finding hidden treasures can be a lot of fun for our players, but when the reward is the same item over and over while our players need something else the RNG doesn’t feel fair. So let’s take a look at how we could control RNG to help out our players.
Eventing a Lotto Scratchcard
Every casino in a game needs something for players to throw their money at, so why don’t we make scratchcards for our players to test their luck?
Creating a Rewind Time Skill
Sometimes a mistake at the start of a battle can leave your players wishing there was a ‘rewind’ button to give them a second chance. So why don’t we try to find a way we can event that possibility?
Upgrading Your Hero's Home
Does your IGMC Game party have a home base? What if they could update it? Let’s take a look at a few ways we can make that house a home by having it change depending on story progression and player choices.
A Tutorial on Tutorials
Tutorials are a requirement in games to make sure your players know how to even interact with your game, since if they can’t figure out how your systems work they’ll never have fun with your game. So let’s take some time today to think about how we can include tutorials to make sure our players know what they need to to enjoy playing.
Eventing a Whack-A-Mole Minigame
Whack-a-Mole is an excellent choice when you just want to play a game where you can hit things without having to think too hard about it, but can you make it in RPG Maker? Of course! So let’s take a look at how we can event it and add a fun little minigame to our projects.
Making a Minion-Summoning Boss
RPG bosses often have special skills that make the battles more challenging than normal ones, such as bringing extra monsters to a supposedly 1-on-1 fight. So let’s take a look at how we can give our bosses some ways to summon backup mid-battle.
Cutscene Basics
Cutscenes are a common occurrence in RPGs. In this tutorial we will look at ways to make cutscenes, as well as go over some tips and tricks to keep in mind while making them. We will demonstrate these by making a cutscene where Reid enters town, walks, then a dog and Kasey run past him and out of town. We will use the Snow Town MZ sample map for reference.
Cutscenes Across Multiple Maps
Sometimes in an RPG we wish to have a cutscene that starts on one map, then changes over to another map. In this tutorial we will show how one can do that using the event commands present in RPGMaker.
Eventing a Trophy Room
Achievements and trophies are something that show up in tons of games nowadays, but often they’re just listed in a menu. What if you wanted to create an in-game trophy room that your players can explore to see all that they’ve accomplished?
Eventing a Skill Tree
One way to let our players feel more in control of our heroes is to let them choose our hero’s skills from a skill tree. Let’s take a look at how we can event some of our own.
Special Movement: Sliding on Ice
What’s one thing that you would expect to encounter in an ice dungeon or frozen tundra map? Slippery ice, of course! Sliding on ice to reach an extra reward or using ice to control the player’s path can add another layer to your maps, so let’s take a look at how to event it.
https://www.rpgmakerweb.com/bl…l-movement-sliding-on-ice
Special Movements: Walking on Diagonal Stairs
Do you want to include some side view stairs or slopes on your maps but aren’t sure how to let your players use them? Let’s take some time today to see how we can use events to make the most of these stairs.
Making Multi-Level Bridge Tiles
When maps have multiple levels of elevation, you'll eventually want to have bridges. But how do you make your character both walk on the bridge, and under the bridge? Let's learn how!
Eventing a Picture-Based Menu
The default RPG Maker menu works well, but sometimes you want one that fits your game’s aesthetic better or offers only the important options. Eventing your own picture-based menu is a great way to make sure your menu fits your game, so let’s take a look at how to make one.
Test Your Luck: Eventing a Plinko Minigame
Taking a break from adventuring to play some minigames is pretty common in RPGs. So let’s take some time today to learn how to event a plinko minigame.
Card Game Eventing: Flipping Cards & Drawing a Hand
Card games like blackjack and poker can be a fun distraction for players who need a break from defeating evil, but bringing that to life in your own game is challenging. So why don’t we take a look at how we could start eventing our own card games, starting with how to draw cards?
Making Moving Platforms
Wide rivers and deep canyons can add a lot to a map’s appearance, but for players they often serve as impassable barriers. So why don’t we take a look at how we can make some rafts and platforms to help our players get the most out of our maps?
Creating Skills with Different On-Map and Battle Effects
Many of us have played a Pokemon game and seen HMs in action both in battles and on maps, making the moves extra useful. But what if we wanted to do something similar in our own RPG Maker games?
Eventing Spike Traps for Dungeon Floors
Game dungeons are almost always full of monsters, but sometimes that’s all they have to challenge the player. Additions like puzzles and traps can turn a simple map into an exciting dungeon to explore, so let’s take a look at one type of trap we can add to our dungeon floors: spike traps.
Blasts in Battles and Breaking Walls: Eventing a Bomb Item
We all love getting items while playing games, but some of them really only have one use. Wouldn’t it be fun to include some items that work one way in battles and do something else when exploring a map? So today let’s take a look at how to create a bomb that damages enemies in battles and can also open up holes in map walls.
Eventing a Preemptive Strike QTE
Visible enemy encounters can make planning when to battle a lot easier, but that’s not their only upside. Since visible enemies are events we can add all sorts of extra commands that can affect battles! So let’s learn how to make a preemptive strike QTE that can add states to our enemies.
Making Interesting NPC Move Routes with Script Calls
Having NPCs wandering around a map can bring a lot of life to the scene, but sometimes it feels like the only options are to have them walk a simple planned route or move randomly. That’s not the case though! With some script calls and out-of-the-box thinking, we can add new moves into our NPC events.
PART 1: https://www.rpgmakerweb.com/bl…-routes-with-script-calls
Part 2: https://www.rpgmakerweb.com/bl…-with-script-calls-part-2
Ways to Make Luck Matter
RPGs have a lot of stats that make battles more interesting: Attack lets us hit enemies harder, Defense keeps our heroes from fainting after one hit, and Agility speeds the battle up. But what about the often-ignored stat, Luck? Let’s take some time to find a few ways to use Luck, both in and out of battles.
Watch the Clock: Time-Based Events
Sometimes we want an event to change as the player is enjoying the game, like a fruit tree that grows from a seedling or a building being remodeled. And while we can tie those event changes to story beats, what if we tied them to time instead?
Eventing a Sliding Tile Puzzle
Sliding tile puzzles can be a nice brain challenge for our players after hours of fighting battles, or make for an interesting lock on a chest that holds an awesome reward. So let’s take a look at how we can make a sliding puzzle using events.
Eventing Two Switch Puzzles
We’ve all run into locked doors in dungeons before. Sometimes we just need to defeat an enemy or find a key to open the door, but there’s another option that makes the player think a bit more: solving a puzzle. Puzzles can be a nice break from battles for our players, so let’s learn how to make two types of puzzles that could be used to unlock a dungeon door.
Letting The Player Choose Their Character
We’ve all made games where our main character has a premade look and personality, but sometimes it’s fun to give our players some options to the main character they’ll be controlling. So let’s take a look at a few ways we can give our players some control over their main character at the start of the game.
Combining Items to Make New Items!
Collecting items is a common event in games, but often once we’ve gotten the item all we can do with it is leave it in our inventories. While that does work for plenty of items like keys and potions, what’s stopping us from giving our players item pieces that they need to combine to make something better?
Locked Doors and How to Open Them
Locked doors show up in almost every game. Whether the doors are shut through magical means, a password, or even a simple deadbolt, chances are the heroes will need to figure out a way to unlock the door to move forward. Since having to open locked doors is so common, let’s learn the basics we need to add our own doors to our games.
Eventing a QTE: Time Hits Minigame
Quick Time Events (QTEs) can add an extra bit of interaction between our players and our games, rewarding them for their focus. So let’s take a look at how we can event one type of QTEs: timed hits.
Eventing a Push/Pull System
The in-engine tutorial gives us a brief guide to making pushable events with moving rocks, but sometimes we want our players to have more options when dealing with a puzzle. So why don’t we create a system that lets players grab those events to push and pull them out of the way?
Making Secret Doors!
Pssst! I heard, secret doors might be a nice element, that might enhance your game and be a good fuel for puzzles! The big disadvantage of that element is that it might be difficult to find the right charset just for the situation you have in your game, but no worries! Today we go step by step through several options you might want to have and show them how to create them with any tile you might want to have to do that movement.
Basic Anatomy of a Cutscene
Cutscenes are a vital part of most games, drawing the players into the game’s story and giving them a break from the action of battles. But sometimes it’s difficult for new developers to get the ideas from their heads into the game itself, so let’s take a look at a few things to keep in mind while eventing cutscenes.
Randomness in NPC Dialogue
“Welcome to our village.” “Welcome to our village.” “Welcome to our village.” “Welcome to our village.” Sometimes hearing an NPC say the same thing over and over can be boring. For players who are looking for some world-building or little lore bits, these one-phrase NPCs can be disappointing and cause them to even ignore all but the important NPCs. If you’ve spent hours creating these characters from nothing then you want your players to spend some time with them. That’s where adding in some extra dialogue can help. Instead of having an NPC say just one thing repeatedly, let’s look at a few ways to improve their comments.
Plugins
Beginner's Guide to Plugins
A beginner's guide to understanding how plugins work in RPG Maker MV / MZ. Part 1 will include how to download and install a plugin, and how to use plugin parameters!
Using Plugins in MZ
In some of our recent Resource Spotlights, we’ve looked at some of the amazing plugins creators have shared with all of us to use to improve our games. It’s great to know about all these options, but let’s take a closer look at plugins for those new users who aren't familiar with how to use them.
VisuStella MZ Action Sequence: Creating a Custom Skill Cost System With Variables and Pictures
If you've made it this far, then I congratulate you! This tutorial will be the last one for this series focusing on enhancing the battle system and skills with Visustella's Battle Core. I hope that you've enjoyed the ride thus far.
VisuStella MZ Action Sequence Series: Creating a Stacking Buff System
A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.
VisuStella MZ Action Sequence Series: Creating HP/MP Skill Conditions
A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.
VisuStella MZ Action Sequence Series: Basic Skill Setup & Target All
A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.
VisuStella MZ Action Sequence Series: Creating Skill Perks
A series of blog entries focused on showing just what users of Visustella's Battle Core, among other plugins, can do using the Action Sequences functions.
Maker Basics
Animations with More Frames
We already talked about character sets and how they are animated in the engine, but what if you have an animation that takes up more than 4 frames or a basic idle animation?
Variable Affected Skills
Using the same skills over and over in battles without them ever changing can make battles end up feeling boring, so let’s take a look at how we can add some interesting effects to skills by keeping track of how many times each skill is used and modifying the skill’s damage based on that.
Using Placeholders
Have you ever made or seen a “I need this thing, otherwise I cannot continue working on my game!” type of request? While I understand that some elements can be crucial to have, there is no reason to have the lack of a resource restrain you from working on your project. In fact, the lack should not affect you at all - for the moment.
Exploring the Tileset Tab in the Database
MZ’s default tilesets are fun to work with, but sometimes you want to use a different style of tiles or add some new ones. Trouble is, what do all those tileset options in the database even do?
Event Priorities and Triggers
Setting up an event can be simple, but fully understanding the
event’s Priority and Trigger options can make certain things feel
right to our player, such as making a door open when our player walks
into it or having a monster attack while our player tries to escape.
In this tutorial we’ll be focusing on the Priority and Trigger
sections of an event, found at the bottom of the event page next to
Options. Both are important when it comes to activating our events’
contents, so let’s break down each section.
A Primer on Database Traits and Effects
A comprehensive list of what Database Traits and Effects are and how they work.
Storing Text in Variables for Player Pronoun Selection
A common theme in modern RPGs is letting the player themself decide who their character will be. From selecting their body, eye color, selecting their hairstyle, and even selecting what pronouns they use. Let's look at a way to make this even easier to create in your game.
Respawning On-Map Enemies
On-map enemies can force a player to make tough decisions while exploring dungeons. Should they take the path with more enemies but also more treasure, or play it safe and sneak around? But those choices don’t matter all that much if the enemies can’t respawn.
How to (mis)Use World Map Tiles for Anything Other than World Maps
Whenever I start a new project, my first thought when seeing the world map tiles is “Nah, I won’t need that here”... if I want a world map, I’d probably parallax it to have it really fit the world I have in mind. But on the other hand, it’s a shame to just neglect these neat tiles, even if you don’t plan on having an actual world map. So let’s have a look at 6 ways to (mis)use these tiles!
Using States with Skills in Battles
How many games have you played where a spider enemy’s bite can poison your heroes, or a huge foe’s bodyslam causes stun? We’ve all seen states in games, but sometimes it’s tough to come up with different ones that really add to our battles. So let’s figure out four different ways we can use states to improve our battle skills for some of our default MZ actors.
Improving Key Items with Common Events
Key Items are a major part of many games, from keys that unlock dungeon doors to crystals that you need to find and return to a magical kingdom. But sometimes we want our items to be more than just a two-line description in the item menu. That’s where common events come into play, giving us the freedom to make our items as detailed as we want.
Charsets: Structure and Avoiding Traps!
Today we are going to have a closer look at characters – or charsets, sprites or character sets, as some people call them. There are some common misconceptions about how they work and some traps people run into, so we will use this chance to make sure they don‘t happen to you anymore!
Ich würde nicht sagen, dass es den Spass am Spiel nimmt. Im Gegenteil kann es das Spiel interessanter und abwechslungsreich machen.
Aber es kommt natürlich darauf an, wie du es umsetzt.
Wenn es sich zur Gewohnheit entwickelt, dass man stets nur am craften ist, kann es natürlich den Spass nehmen. Gut einbaut könnte es aber auch das Spiel bereichern.
In deinem Beispiel würde es ja Sinn ergeben, um den nächsten Spielabschnitt zu erreichen.
Ich bin Etienne.
Manche kennen mich aus dem alten Forum als Etienne.
Ich freue mich, dass wir alle hier einen neuen und sicheren Platz gefunden haben, an welchem wir kreativ sein und unsere Visionen wahr werden lassen können!
Ebenfalls freue ich mich darüber, dass ich mich hier zum Team zählen und als Mod fungieren darf.
Auf viele tolle Beiträge, Jams und Projekte!
Hipp Hipp ...
Bei mir war es so, dass ich (wie die meisten) immer schon ein Spiel machen wollte.
Von Non-Coding Engines hatte ich aber nie gehört und coden war für mich immer sowas "unlernbares".
Dennoch hab ich mich irgendwann aus Langeweile mit Android Studio befasst (2020) ... und somit ging die Sucherei im Netz nach Infos los, bis ich auf irgendeinen Beitrag gestoßen bin der mit dem Maker zutun hatte.
Non-Coding Spiele-Entwicklung? ... "Moment", dachte ich mir und nachdem ich "RPG Maker" in die Suchleiste eingab, veränderte sich einfach alles.
Denn genau sowas wollte ich machen. Ein Pixelart RPG.
Ich hab nachgeschaut was das Ding kostet. RPG Maker MV - 80€ ... "uff" ...
Ich wollte es mir dann nochmal überlegen und eine Nacht darüber schlafen, bevor ich (wie so oft) Geld aus dem Fenster werfe.
Am nächsten Tag schaute ich nochmal und der MV war für 16€ im Angebot.
"Na dann" gedacht und gekauft.
Mittlerweile besitze ich jeden Maker, obwohl ich eigentlich nur mit dem MV und MZ arbeite.
Das war der Beginn eines neuen und unfassbar großartigen Hobbys, das mich schließlich zum pixeln und hier her gebracht hat.
Ich muss demnach nicht unterstreichen, dass das Geld nicht aus dem Fenster geworfen war. Obwohl ich mich schon gefreut habe, dass ich eine Nacht gewartet und für nicht einmal 1/4 des Preises ergattern konnte.
Dieser Devblog nahm am 17.01.2023 seinen Anfang im alten Forum und soll hier natürlich weitergeführt werden.
Begonnen habe ich mit diesem Projekt wenige Tage bevor ich den Devblog erstellt habe.
Statt diesen hier her zu kopieren, dachte ich mir, ich baue das Ding einfach neu.
Diesmal vielleicht ein wenig strukturierter oder informativer … zumindest versuche ich mir Mühe zu geben.
THE LEGEND OF SANJA
ist (wie der Titel vermuten lässt) ein Zelda-like Action-RPG, welches ich mit dem
PIXEL GAME MAKER MV entwickle und eine, etwa 3 Stündige Spielzeit haben wird.
Die Hintergründe dieses Projekts sind folgende:
Im Grunde ist es also nichts anderes als ein Übungs/Lernprojekt und ich habe dabei nicht den Anspruch an mich, ein episches Meisterwerk zu erschaffen.
Worum geht es in dem Spiel?
Nun, da es ein sehr kurzes Spiel wird, kann ich nicht viel erzählen, ohne direkt zu spoilern.
Gesagt werden kann aber, dass es um ein kleines Land namens „Fellnasien“ geht, welches in drei kleine Dörfer aufgeteilt ist. Namentlich wären diese „Hundshütten“, „Mausfelden“ und „Katzelfingen“.
In letzterem startet auch der Spieler und muss feststellen, das alle Katzen der Einwohner über Nacht verschwunden sind.
Nun gilt herauszufinden warum, wieso und wo sie überhaupt sind, um die süßen kleinen Kätzchen schließlich wieder nach Hause zu bringen.
Dazu muss man natürlich durchs Land rennen, mit Leuten quatsche, das ein und andere Rätsel lösen und ein paar Gegner verkloppen.
So, ich will jetzt erst mal nicht alles in einen Post packen, sondern in den nächsten Tagen weitere Infos zu der Entwicklung präsentieren.
Zum Abschluss ein Bild der Protagonistin und zwei Videos … weitere werden folgen.
Video 1:
Video 2:
Das klingt super spannend und mal nach etwas ganz anderem.
Ich bin aktuell aber so beschäftigt mit meinem Projekt, dass ich leider keine Zeit finde, bei deinem Jam mitzumachen.
Aber verfolgen werde ich das natürlich mit Spannung!