2385: What a Difference a Light Makes

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A fairly quick one tonight as I’m suddenly very tired, but I’ll make it a “Pete’s RPG Maker Game Teaser” post just to make up for it, or something.

I thought I’d talk a little about lighting effects, because they make a huge difference to the overall look and feel of a game (or part of a game’s setting) and can add a lot to the overall personality of something you’re making.

More than anything, lighting effects can be a huge contributing factor in ensuring your game doesn’t look like “just another RPG Maker game”, which is by far the most common criticism of games made with RPG Maker. Hey, you provide people with tools, they’re gonna use them, sometimes lazily.

Anyway. Yes. So far as I’m concerned, the best ways to make your game not look like “just another RPG Maker game” without actually replacing the built-in graphics is a combination of fiddling with lighting effects (and screen tints to go with them) and tweaking the user interface so it’s no longer recognisable as the default RPG Maker battle system. (Of course, there’s nothing wrong with just using the default bits and bobs while you’re learning, but once you start feeling ambitious, it’s a good idea to try and put your own personal stamp on the project, and the easiest way to do that is through careful selection of audio-visual assets.)

So here are a few comparison screenshots of a map in the RPG Maker editor, which doesn’t show lighting, and in the game itself (which also features elements of the UI).

Here’s how a security computer room looks in the editor. (The checkerboard background means there’s nothing there. If you set up a parallax background, it will appear where the checkerboard is; otherwise if will simply render as black in the game.)

Screenshot 2016-08-01 02.25.08

And here it is in game, using a lighting plugin for adjustable, colour-able light radiuses wherever you like on your maps. Makes some really nice atmospheric effects.

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Here’s a house (currently with no door, because I haven’t made the inside yet) in the editor:

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And here it is in game, the simple addition of a transparent “sunbeams” overlay image giving it a bit more life:

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Here’s the edge of a swamp in the editor:

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And here it is in game, featuring a moving “mist” overlay image, plus a change to the screen tint that gives it a slight purple hue as well as desaturating the colours a bit:

Screenshot 2016-08-01 02.29.37

Finally, here’s part of a forest labyrinth in the editor:

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And here’s the dramatically different presentation in game, featuring an adjusted screen tint and a tiled overlay to simulate the leaf canopy blocking out sunlight:

Screenshot 2016-08-01 02.30.26

I know to all the jaded pros out there it probably still looks like “just another RPG Maker game”, but given that I’m mainly using this project to experiment with the software and see how easy it is to put a complete experience together, I’m happy with the twists on the standard look and feel I’ve got going on so far.

More teasers in the coming weeks.

2382: A Tease

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Since I’ve just spent a bit of time painstakingly stitching together the various screens that make up the maps for one of my as-yet unrevealed game’s “worlds”, I thought I’d take the opportunity to tease said game a little by sharing said stitch.

Here we go, then:

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This isn’t the complete map as yet, though most of the south to southeasterly portions are now done. There’s a fair bit to do in the north and the west of the map, and then I can finally start making some events to go on it. And building dungeons! Fun times ahead.

I decided early on to make the game non-scrolling and instead move screen to screen in a somewhat old-school fashion. This has proven to mostly be beneficial to my overall efforts of putting things together, because it means I can tackle it in small chunks rather than being overwhelmed by the prospect of creating an interesting scrolling map. It’s also been a challenge, however, to ensure that the player can’t wander off the side of one screen and find themselves on the next embedded in a wall. Fortunately, the very act of stitching the map above together has helped me to spot any such glaring errors and fix them easily.

To design this map, I did a simple old-school adventure game-style map on paper first, using a square for each screen or “room” and lines to indicate connections between rooms. Then I numbered each of the boxes, since RPG Maker numbers the maps you create, and the plugin I’m using for automatic transitions when you walk off the side of a screen is dependent on these numbers, before finally tackling it a bit at a time. In order to finish this “world” I’ll need to get up to map number 125; as of the stitch above, I’ve reached 84, so things are flowing along quite nicely so far.

I had a rough concept in mind for the overall map when I started, though it’s evolved a bit as I’ve been putting it together. I’m trying to give things a vaguely realistic scale rather than the skewed, exaggerated scale seen in RPGs with a “world map” screen; to put it another way, it’s more a Zelda approach to an overworld than a Final Fantasy, though the gameplay uses a separate turn-based battle screen rather than Zelda’s action RPG-esque combat.

As I’ve mentioned a couple of times, this is just one of several worlds players will visit in the game. Each world is going to have a slightly different style of play about it: this one has the aforementioned Zelda-style overworld with discrete dungeons to complete; another is going to be a Resident Evil-inspired haunted mansion kind of affair with plenty of puzzles; a third will be a more linear sci-fi world; a fourth will place emphasis on character interactions and narrative rather than combat; and the final world, which you’ll only be able to enter once the previous four have been completed… well, that’s a secret!

As a great man once said, please look forward to it.

2377: Creative Block

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I don’t tend to suffer from creative block in the traditional sense: there’s never any shortage of interesting ideas rattling around inside my head (particularly while I adjust to my new anti-anxiety medication and consequently am wandering around in a perpetually stoned haze) — it’s just actually pushing forward and making them tangible in some form that I sometimes struggle with.

I’ll explain using RPG Maker as an example, but this applies to all manner of creative pursuits: music composition, writing, drawing and anything else I feel I might be able to turn my hand to on a particular day.

I’ll sit down to spend some time with RPG Maker, with something in mind that I want to achieve. In the case of my current project, I’ve even gone so far as to hand-draw some grid-based maps for the worlds in the game — pretty much essential for the structure I have in mind for at least two of the worlds players will be exploring, due to their open-ish nature. In other words, I have a clearly defined long-term goal to achieve: presently, it’s assembling all the necessary screen-size maps and ensuring all transitions are in place for the world of “Lucidia”, which is one of the four locales players will be exploring in the course of my game. I decided to assemble all the exterior maps before I even start thinking about putting obstacles, game structure, dungeons and events in place. Sensible, I think.

Anyway. When I sit down to do some mapping, I might put together a complete, nice looking map, then stare at it for a good ten minutes or so while I think about what the next screen will look like. Then I might playtest my game, even though I’ve already playtested it lots of times already, just to get the satisfaction of wandering back and forth between the new screen and existing screens. Then I’ll probably stare at it for a good few minutes, and only when I can break through this barrier of daydreaming what comes next will I actually produce the next map.

Having an awareness of this is somewhat infuriating, because it means it takes several times longer to achieve the things I want to do than it really “should” if I focus and knuckle down to it. That said, since becoming particularly aware of this trait over the last few days — I’ve always had a vague awareness of it, but over the last few days I’ve been noticing it particularly keenly for some reason — I’ve noticed my overall productivity on the project has increased quite a bit. I’ve so far assembled nearly a third of the overall map for Lucidia — a total of 53 separate screens so far, including the linear “prologue” chapter — and am feeling a lot more confident than I normally do with a creative project of this type that I might actually finish it, or at least the part I’m currently working on, at some point.

To put it another way, my own personal type of creative block is not for a want of inspiration; rather, it’s a matter of being overloaded with too much inspiration at once, and wanting to do everything all at the same time, eventually ending up doing nothing at all other than staring into space thinking “well, this should probably go like this…

In this sense, this blog has proven to be an invaluable tool to help train myself in that I can normally churn out a whole post in one go without stopping or getting distracted in the middle. Normally. There may be a brief period of apparent brain-death while I decide on a particular topic for the day’s post, but generally speaking once I get going on a post, it flows pretty freely until I reach the end of it.

And here’s the end of it right now. I’m going to go and make some maps now. Honest.

2374: In Praise of the RPG Maker Community

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I touched on this the other day, but it bears mentioning again, I think: the community surrounding the RPG Maker series of software packages is one of the most interesting, diverse and helpful communities I’ve had the pleasure of coming across in all of gaming.

Gaming communities can be a variable bunch. Communities that surround online multiplayer games tend to err somewhat on the side of aggressively arguing that their opinions are the “right” ones and that everyone else is wrong — sometimes even putting players at loggerheads with the developers. Retro-gaming communities are keen to celebrate old games but have an often unspoken code of honour about not sharing pirated versions of software — even though this is sadly the only means of getting to play some older or rarer titles these days. And the Steam forums are just… well, no. Nothing good comes of sticking your head in there.

The RPG Maker community, though, they’re some of the most cooperative people I’ve seen ever. Sure, there’s an element of the usual supercilious “Search is your friend!” obnoxiousness on the forums when someone asks a question that might have been answered before six years ago, but this is true for pretty much any Internet community out there, and the help and support the community generally offers for the program is second to none.

It helps that RPG Maker has always been extensible — initially just through graphics and sound in the earlier incarnations, but with more recent installments through Ruby scripts and JavaScript plugins to extend and customise the functionality of the basic engine far beyond what it was originally intended for. Many creators provide these additional bits and pieces either under a completely royalty-free license, or under some variation of Creative Commons, which allows people to use them freely so long as they credit the original creator and, in some cases, don’t fiddle around with it and pass it off as their own.

This is extraordinarily generous, and it has always amazed me quite how far people are willing to go to help out the community as a whole — though I’m pleased to see with the rise of Patreon that some of these creators are now able to make a bit of money off their creations through pledges from grateful users, something which was very hit-and-miss when going through PayPal as in the pre-Patreon days.

I know that I’m massively grateful to the RPG Maker community as a whole for providing me with all manner of excellent content to extend the functionality of the program — and helping me feel like I can make the best possible game with the resources I have, rather than having to settle for doing something within limitations. While my silly little game that I’m working on at the moment will doubtless never be anything big or exciting — as I’ve mentioned before, the very reason for its existence is mostly an in-joke that perhaps only four or five people in the world will understand — I am very happy with how it’s looking so far, and how unlike the generic, out-of-the-box RPG Maker engine it looks, just with a few simple changes to the basic mechanics and functionality.

I’m thinking I may well spend next month on MoeGamer covering RPG Maker MV, since it’s still relatively new, so watch out for that. In the meantime, I’ve got games to make!

2368: Building a World… Again

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Playing with RPG Maker MV as I am at the moment, I’m reminded of quite how much I enjoy building worlds. I don’t have the skill or technical knowledge to be able to do so using 3D modelling tools (or even level editors for 3D games) but I’ve always felt I can put together some interesting 2D maps for RPGs.

There are two main approaches you can take when building a world for a game. You can take the “realistic” approach and attempt to build it to something approaching a believable scale, or you can take the “gamey” approach and try to build something that works well in the context of a game.

In actual fact, I tend to find that the best approach is somewhere between the two. A certain degree of game design is necessary when building a world in order to prevent it feeling like an unfocused mess — many modern open-world games fail miserably at this — while at the same time if your world design is completely divorced from reality your players will constantly be aware that they are playing a game rather than immersing themselves in your fictional world.

This isn’t always a bad thing, of course. Some people very much prefer exploring something that has been crafted to be fun, interesting to explore and well-paced. Others, meanwhile, like to wander off the path at every opportunity and see what’s in that cave, over that hill, behind that locked door. And some of the most satisfying gaming experiences I’ve had have come in environments very obviously designed to defy all real-world logic (not to mention architectural principles and, well, physics) — Metroidvania-style titles particularly spring to mind in this regard.

Since the game I’m playing around with at the moment is a kind of grand experiment of sorts, I’m going to play around with a variety of different approaches. The concept of the game sees the party travelling to several different “worlds”, so each of them are going to be structured differently. One of them will be a condensed fantasy RPG-style world, with the distinction between “overworld” and “dungeons”. Another will be one big dungeon — probably a haunted mansion or something along those lines. Besides those, I’d like to do something interesting with a sci-fi/cyberpunk feel, and either something completely abstract or very much grounded in reality. Or perhaps both.

Unlike past projects, where I’ve sort of “winged it” as I’ve gone along, this time around I’m actually taking a bit of time to plan things out to a certain degree. I imagine there will still be an element of winging it as I play around and think of new things I’d like to do, but at the very least I intend to plan out the basic structure and/or map of each of these “worlds” and how the player will interact with them. Then it will be interesting to see how much of a challenge it is to implement each of them using the RPG Maker MV toolset.

So far, the game’s introduction has a single, linear “dungeon” to introduce the player to the basic concepts. After that, I intend to allow them to choose how they progress through the initial phases of the game — though I also intend to put in some systems to ensure some jumping back and forth between the different worlds and their corresponding styles is in order. Should keep things interesting. We’ll see, I guess.

2364: More MV

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I’ve been playing some more with RPG Maker MV today. Despite telling myself before I started fiddling around that I wasn’t going to be too ambitious, my project’s plugins folder is now full to bursting with all manner of goodies to extend the functionality of the basic engine and basically make it almost unrecognisable from its vanilla form. (This is good, because “it looks like an RPG Maker game” is considered a grave insult by some people on the Internet.)

I’m not going to share any specific details about the game I’m putting together to learn the program as, if it ever gets finished, I want it to be a nice surprise for my friends to enjoy (but hopefully a certain amount of appeal to those of you who don’t know me quite so well, also). However, I can talk a bit about some of the plugins and goodies I’ve been making use of.

An absolutely essential site for those wanting to go beyond the basic functionality of the RPG Maker MV engine is the MV Plugins Master List. It is, in theory, a central repository of links to the most popular RPG Maker MV plugins, along with snippets of information about them. This was my starting point for exploring the world of plugins.

RPG Maker veterans will be familiar with the name Yanfly, no doubt, as he’s one of the most active users of the program’s various incarnations, and has long been producing some of the most well-regarded plugins and scripts out there. His new site is absolutely rammed with fantastic plugins, all of which are well documented and easy to use. Of particular interest to many people will be his implementations of the popular ATB and CTB battle systems from the Final Fantasy series; when used in conjunction with other plugins to alter how the battle screen looks and works, it’s easier than ever to put together a really distinctive looking game with easily understandable mechanics.

Himeworks is another great resource for plugins. Not only does Tsukihime produce some excellent, again well-documented plugins, she (I think?) is also an active member of both the RPG Maker community in general and the community on her own site, offering helpful advice and accepting feedback for her plugins through the comment sections.

Aekashics has some great resources, this time mostly visual ones for use in battle or as appropriate throughout your project. Aekashics has a very distinctive style that is nice and consistent between all the different resources available, and they’re all very high quality. If you don’t want to use the default RPG Maker monsters but are as cack-handed as me when it comes to producing artwork, Aekashics’ site should be your first stop.

Here are a few other cool plugins I’ve been using:

  • PrettyGauges – a delightfully simple plugin that allows you to easily customise the rather amateurish-looking default HP, MP and suchlike gauges in RPG Maker MV.
  • TerraxLighting – a super-cool lighting system that allows you to use events as light sources on your maps. The radius and colour of the light sources can be adjusted, and they can even be made to “flicker” slightly to simulate fire or electronic screens. Using lighting makes a huge difference to how RPG Maker MV’s default visuals look.
  • VictorEngine – a series of useful plugins that run a similar gamut to Yanfly’s collection. Where VE wins out over Yanfly is in things like the customisation of visual elements like the battle screen status window and suchlike, whereas many of Yanfly’s plugins are more focused on new or optimised functionality.

I’m having a lot of fun so far. Whatever you might think of RPG Maker-produced games, there’s no denying that the software itself is an extremely fun, creative tool that allows anyone to put together something that will make them happy. It can also be a great jumping-on point to learn coding principles, even if you’re not writing your own JavaScript plugins yourself — the Event system’s pseudo-code is a good way of thinking about how things work and how you tell a computer to do things, but is simple and straightforward enough I bet even my friend James (who, when it comes to technology, is borderline retarded, which is strange because he’s otherwise a very clever chap) could make an NPC walk around and call the player a bellend.

2363: EmVee

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I love RPG Maker. I’ve loved it long before I first used it and was extremely jealous of the American PS1 owners who got to use it on console, and I was thrilled when I first discovered the legendary unofficial localisation of RPG Maker 2000 by Don Miguel. The game I made with moral support from my friends at university, The Adventures of Dave Thunder, was shaping up to be a lot of silly fun — albeit probably far too full of in-jokes to be appreciated by anyone outside my circle of friends — but it was unfortunately lost when my computer at the time suffered a catastrophic system failure. I’ve never quite forgiven myself for not backing it up.

But I’ve maintained an interest in RPG Maker ever since, and have fiddled around with numerous incarnations over the years. Most recently, I snagged a copy of RPG Maker MV, the latest version, in the recent Steam sale, and I’ve been having a play with it. It seems like a lot of fun so far, and a good evolution even from VX Ace, the previous edition.

The basic toolset is almost identical. There’s a simple tile-based map editor for you to draw your various locations using tilesets — either those included or those you create yourself in an external art program. On top of that is the Event system, which allows you to place objects and triggers on your map and, constructing pseudo-code through a menu-driven interface, make them do all manner of different things, ranging from being a random NPC wandering around spouting bollocks to a lengthy cutscene event that changes depending on your previous actions in the game.

The basic Event system is very powerful and flexible, but for the last few versions of RPG Maker it’s also been supported by the ability to use scripting — actual coding — alongside the pseudo-code created in the Event editor. Previously, RPG Maker used a variation on Ruby for its scripting language; in MV, it’s made the change to straight JavaScript, arguably a much more widespread (and easier to learn?) language.

What’s particularly nice about MV’s scripting support is that it’s organised in a completely different way to previous incarnations. Instead of having a huge, daunting Script Editor window where it’s possible to completely break your whole game with just one little typo, RPG Maker MV works by using JavaScript plugins. Drop these in the appropriate subfolder of your project, activate them within RPG Maker, configure them as appropriate, then off you go.

It’s a simple change, but a very effective one. The fact that each plugin is treated as its own module with its own settings means that plugin creators can create a simple list of parameters that less code-savvy RPG makers can tweak and change without having to even look at any JavaScript whatsoever. Many plugins also have “friendly”, easily readable Plugin Commands to trigger various functionality, too — no more “this.enemyType(math.random(floor.bollocks));” or whatever, although you still can perform direct script calls if you so desire.

Best of all, the localisers Degica have embraced the most active members of the RPG Maker community over the years and brought them on board to help out with making RPG Maker MV an excellent package. Legendary RPG Maker scripter Yanfly, for example, has produced a huge number of plugins for MV already, and other well-known contributors to the community such as Archeia have played an important and active role in making RPG Maker MV what looks like the definitive version of RPG Maker… until the next one comes out, of course.

I’m just farting around with it at the moment with no real grand plan in mind; I’m putting together a relatively straightforward game using mostly standard assets as a means of getting my “eye” back in as well as learning MV’s new features. It’s not going to be anything amazing or revolutionary — going by previous experience, it probably won’t be finished, either — but it’s providing something fun to do when I want to keep my mind occupied.