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#34134 Pirate Rush

Posted by Galv on 13 May 2012 - 09:50 AM

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Welcome to my under-construction-for-fun project development page. I thought I'd take advantage of this section as everyone has been, so people can see what I've been up to and to get some feedback to see if I'm on the right track.

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How I make my maps - a rushed example:



Download:(Updated 24th November 2012)
So I had trouble with file hosting, but found rpgmaker.net would host it.
If you would like to try it, go to my game profile and download from there:
http://rpgmaker.net/games/4260/


#12224 Khas Awesome Light Effects

Posted by Khas on 19 January 2012 - 12:15 PM

Awesome Light Effects 1.0
by Khas Arcthunder


- Introduction:
Hello there! This is an advanced Light Effects script, which provides realistic effects. You can setup your own effects (static light sources) and create a lantern (dynamic light source).

- Features:
Realistic Light
Light does not pass over walls, blocks and roofs
Static Light Sources
Dynamic Light Sources (like a player's lantern)
Multiple effects
Easy to use (comments)

- How to use:
All the instructions are on the Awesome Light Effects demo.
Please read them carefully.

- Video:


- Screenshots:
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- Links:
Terms of Use: English - Read before use
Download: English - Latest version at the end of the post
Donations: Click here!

- Credits:
Created by Khas Arcthunder
Enjoy!


#16020 Omega Lunar Map Editor

Posted by Omegas7 on 18 February 2012 - 08:34 PM

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Hello everyone. One year ago, I had this little idea floating around, but never had the chance to develop it too much until recently. Codenamed Lunar Crystal, this Windows application is a map editor. Head to the F.A.Q below to understand why was this created - for now, let us focus on what this is.

You can make excellent maps with this, but do note, this is not for newbies. If you are interested in creating detailed maps with some advanced features and utilities, this application may interest you. It DOES consume more time than normal, but this isn't about time. This is about quality mapping. These are rather early stages of development, and there is so much more we can add/improve. Your comments are welcome. Read the F.A.Q.

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  • Unlimited tilesets
    • Each tileset follows VX's format: 512x512
  • Unlimited layers
    • Make organized, detailed maps with all layers you want.
  • Pixel-precision object placement
    • Choose the graphic you wish, and put it anywhere on the map. You are not limited by any grid at all - just like parallax mapping.
  • Pixel-precision collision editor
    • Given you can put anything anywhere, the player will also be able to move anywhere (pixel-precise), so now you can quickly tell the passable areas right in the editor! (see guidemap for more explanation).
  • Animated objects
    • Animate your own objects with any size and frames and speed you wish.
  • Real-time preview of animated objects
    • While creating your map, see your animated objects already with life right in the application!
  • Fill floor with tiles
    • Need to make some ground quickly? Just choose your tile(s), click a button, and instantly fill the layer with it!
  • Chain placement
    • You may create perfectly aligned rows/columns of a certain object with this powerful feature!
  • Export to raw data, interpret in many ways
    • Lunar can export to simple, text info. VX, Ace, and even other game engines can read the data and compress it in their own way. (VX will have a script to convert to secure data, for instance).
  • Run-time map generation during gameplay
    • Lunar doesn't create a huge image for you to use in parallax mapping - instead, Lunar's data is used to build the map during the game - saving valuable disk space!
  • Quickly save/load Lunar files.
  • Nearly infinite undo/redo.
  • Preview screen tint color right in Lunar.
  • Quickly edit lighting spots within Lunar to produce lighting in your game.
    • Existing lighting scripts can be used along with such spots.
  • So much more, and suggestions always welcome!
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A simple and quick overview. It lacks some information, but it is good to get a basic idea of Lunar.
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Some people I'd like to thank due to their support in some way toward this project (whether they knew about it or not):
Catcat helped me arrange some of Celianna's wall tilesets for usage with Lunar.
Celianna gave me permission to use her tiles for Lunar testing and distribution.
Xiie (Reisen) and Zadorain are into beta testing sometime soon.
Buju made some animated water tiles (actually, he made them in exchange for that Barter script thing...). Unfortunately, I will not be using them. However, he did made an 8-directional Aluxes character too which I might actually use.

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Lunar is a new project under early development stages. There are many ways you can help us:
  • Post, comment, give feedback, etc. Be active with us, let us know your ideas, and let other people know about Lunar.
  • Are you an artist? Have you ever made tiles? Post or PM me along with the graphics giving me permission to distribute them along with Lunar - so Lunar can start off with a large graphic base immediately! We can also keep using your talents, so just let us know.
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Will it support VX and Ace?
We're focusing on VX. If things go right, Ace support should be available soon as well.
When will this be ready?
I have other projects, some similar to this, and also school. It is not possible to state an accurate release date - and I don't dare to make a guess.
So will this support pixel-movement?
It should give the option to both use pixel-movement mode (with a separate script) or tiled mode (VX default). If you choose to use pixel-movement for player/events, you'll have to set collision properties with Lunar.
What will Lunar actually "produce"? A large image? Data?
When you are comfortable with your map, Lunar can export to a generic, plain text file. From that point, you can use a script made for VX that will convert such text data into actual rvdata, which will be used for generating the maps in your game. Lunar produces no images - saving nice disk space.
How will I edit events?
I haven't touched that area much. There are many proposals: perhaps Lunar can also export a big image version of the map so you can use as a reference when placing events in the game. Or maybe Lunar will setup "spots" that can be associated with your events, so it is just a matter of positioning the spots in Lunar, and editing the event's content on VX.
Is this better than parallax mapping?
It has some advantages. Aside from saving disk space, it can also set collision rectangles for pixel movement rather easily. If planned properly, it may be optimized enough to run smoothly. It is quite a matter of what you actually need for your game. This is debatable, but this is not the place for such.
Is Lunar free for commercial usage?
Yes, just remember to credit me through [Omegas7, J.V Wong, or www.omega-dev.net/forums]
However, the graphics you used to create the maps have their own usage terms and you will have to contact their respective artists about them.




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18/02/12 - Introduced Lunar to community

20/02/12 - Improved object select/copy/paste/moving features for multiple objects at the same time

27/02/12 - Preview screen tint color


Currently: .PNG export feature.




#598 Holders Animated Battlers

Posted by Holder on 17 November 2011 - 03:00 PM

Holders Animated Battlers

 

Please click each thumbnail for the full Animated Battler XP, VX, VXAce sheet.

Terms of use
Please check the new terms of use at my blog.

 

 

 

 

Actors

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Monsters

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Bosses

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Mags


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RPG Maker VX Ace, Animated Battlers Scripts
For up to date information on what scripts are available to use with these Animated Battlers please check my blog.http://animatedbattlers.wordpress.com/
Since scripts are constantly being updated and new ones created it's easier for me to link to one location that I can easily edit.

 

 

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You can now Keep up to date with all the goings on by the following things:

 

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#17894 Toasty's Dazzling Effects(Update:11/13/12)

Posted by ToastyCheese on 03 March 2012 - 09:46 PM

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Effects so beautiful, you too may fart rainbows.

  • Introductory Nonsense

First of all, If you hate pink unicorns you are a terrible person. Shame on you. So for a very long time, since probably the good old days of RMXP, I've been dabbling in the creation of battle effects with a program called Particle Illusion. (Even in the 2k/3 Days i was obbsessed with ornate battle effects using a wide variety of graphics ripped..erm.. borrowed from other games.) Because of my general Obbsession for things being pretty, I've gotten pretty adept at creating unique effects by combining the base materials provided with the program with my own unique particles and custom emitters. The trouble is, I'm not sure I'm ever going to use them for myself. However, I cannot seem to stop myself from making them. It's Just too much fun!


And so, with nothing else to do with my little toys, I decided 'Hell why not. Lets share.' So here they are. Some animation effects custom made by yours truly.

  • Terms of Use
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  • Update History

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  • Most Recent Addition
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  • Tweening in the Animation Editor
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#15982 Your Common Rules about RPGMaker games

Posted by Touchfuzzy on 18 February 2012 - 03:16 PM

I'm pretty harsh on games that I see around here (hence why I have never released an RM game) I hold RPG maker gamers to a higher standard than commercial developers.

WHY? Well, I feel most of the big commercial giants are affected by money as their bottom line, and no matter how much they try, all games are eventually crippled by this fact. Some part of it isn't fleshed out, or tested, or made "fun" because the publisher wants the game out and pushes the DEVs to release 6 months before the game really should come out. I also think that no matter how much they try, eventually you become a bit out of touch with your "gamer" when you make games for a living. Thus, since most of the people in the RM Communities are younger, I feel like they are still in touch with what they would actually like as a gamer and they are being given this awesome maker so they are capable to make it. As a web designer, I know I don't surf the web in the same way I used to before it became a full time job.


Well this is the dumbest thing I've read all day.


#7600 Pack of Tiles #2 (includes Pack #1) (25mb)

Posted by fbu on 31 December 2011 - 11:34 AM

Pack of Tilesets (1 and 2)

For RMVX or RMVXAce


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Pack of Tilesets 1:


This package contains all of my work between the December 2011 and February 2012. It contains the following assets:

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DOWNLOAD LINK: http://tinyurl.com/bsrarf4
SIZE: 15 MB


Pack of Tilesets 2:


The second and last package of tilesets was a summer's work developed between the months of May and July. It contains 70 tilesets, add-ons and charsets. Also includes some .psds for you to edit various assets.

CONTENTS:

> Dungeons
> Elf Forest Town
> Summer Tiles and a Royal City

> RTP Recolours
> RTP Mixes
> Skyrim Assets (Alchemy, Forge and Smelter Mines)

> Wilderness (Forests, Mountains, Wild Bridges)


SIZE of the Pack: 10,5 MB
LINK TO DOWNLOAD: http://www.4shared.c...ilesets_2.html?

CREDITS: Must be given to...


- Soruve
- Celianna
- Wild Arms (the game)
- Zanyzora
- Hanzo Kimura
- Enterbrain
- Mack
- Davias (Rips from the game Suikoden 2)
- Smithygcn (Rips from the game Tales of Destiny)
- Inquisitor

Hope you enjoy this as much as I did. Thanks for your support. Good games!


#14164 Mapping in five easy steps - Indra's quick and practical method

Posted by Indra on 31 January 2012 - 05:11 PM

So, since lately I’ve been doing nothing but mapping (what with the writing muses being on vacation). I’ve mapped and mapped and mapped, and not for myself (to me it’s harder to laze about when it’s something for other people) and I’ve grown somewhat confident in my mapping skills. Some people asked me the typical “How do you do it?” or commented “You’re fast”.

The answer is being practical, using the editor, and practice. My mapping style is not pretty. I’m not a parallaxer. I use the editor and a 100% RTP tileset. I’ll summarize my usual methods below. I’ll be assuming you know the mechanics of the editor (shift clicking, the shadow tool, etc). While I use the ACE engine and the RTP for the examples, any engine that uses an editor and a tileset should be the same (heck, you can probably apply this to parallaxing too).


Step 1: Setting
Take a piece of paper. Or the editor. Whatever works. What are you going to be mapping? A city, a dungeon, fields? Each work differently, so it’s important you set on that first.
Now, what’s the point of the area? Is it a plot scenario? Is it only a glorified corridor to transfer to the next area? Is it a place where a secret npc/item/monster shows up? Does it NEED to have certain equipment/features?
If it’s a complex area (more than one map) you’ll want to think of a rough idea of how they are connected. You can later modify this as needed, but it helps to know how to organize the maps and what direction to map towards.

With that in mind, set down a barebones of how the rooms are distributed and what is in each room. Depending on the map, plan on other floors too.

For the sake of this tutorial, I’ll make an interior map, a temple. We’ll make it a wide building with two floors and the central area longer than the rest. (I will only fullt map one room, but this way you can see the room distribution and planning).

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Step 2: Barebones and structure
With a rough idea of the distribution, it’s time to make an outline of the actual map. Take the ground tile and make the shape of the room, then add the walls and limits.
Does it look to big/small for the setting you want? Adjust as needed. You can plop down temporary tiles in the map to see how it fills out and if it needs more space or less. It’s also the time to do a rough division of the maps. If one map has different areas, you can use walls or a different floor tile to make the map more compact and interesting.
For now what tiles you use exactly is not a concern. Just focus on distribution and space.
Also set the connections to other maps (if you have them).

For the example, we’ll map the main room in the first floor of the temple. On the far top of the map we’ll put the altar with the statues, and at the sides we’ll put a couple of counters and shops (because it’s selling its talismans, or whatever).

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Step 3: Style and primary items
Time to choose what to use. What tiles are you going to be using for the walls and floor? Do they match? Do they fit the setting?
You wouldn’t put a fancy rug in a very poor house, and you wouldn’t use a ragged stone wall on a posh palace. Same goes for furniture. Try to keep in mind what the map is FOR. It makes no sense to put cupboards full of bread and wine in a smithy, and a bar won’t be displaying jewellery.
If you find you’re lacking specific resources, you can get them now or use a placeholder and find them later (say you need a certain style of statue/column/furniture you don’t have on the tileset).
When you’ve placed your A tiles (walls and floors) place the focus points of each area. Counters and a few items in a shop, beds in a room, statues, etc. Whatever is important.

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Also settle on your mapping style. What sort of wall height do you use? Two tiles, one tile, three? Do the lower limits of the wall display the outer wall? Do you use a cut-off floor tile? How do you map exits and transfers?

Here are some common styles (of course, these are not the only ones that exist)
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Step 4: Details
With the basic map done, it’s time to go crazy and fill out the rest. With the core items in place, the rest is dressing the map up.
Unless the point of the map calls for it, what you want is for it to be neither empty not cluttered. More than the actual contents, it’s a matter of distracting the player’s eyes.
Keep in mind where the player is supposed to WALK, and let their path free of obstacles. Around that path, add decorations, not occupying every single tile or being too symmetrical; try to be random. Also keep in mind where the tiles are designed to be used. Some are clearly made to sit on flat surfaces like counters or the floor, others are mounted on the walls.

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Step 5: Finishing touches and revision
How does the map look? Do you like the effect? Now that it’s done, do you dislike the walls, or the floors? Go and change them. Did you need some tiles you didn’t have available and used placeholders? Go and import the correct ones. Fix everything that needs fixing.

It’s also the time to apply the final shadows. Since any use of the shadow tool tends to snap back to the default if you touch it during mapping, you should wait for the last phase to add them. Remember to keep a fixed style. If you paint shadows over walls, do it always the same way.
Also remember to apply shadows to add depth (for example in bridges, overhanging areas and such.

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When everything’s done, step back and revise the result. Did you miss some shift-click mapping? Are all the shadows correct? No cut-off mapping errors? If so, you’re done!


Things to remember:
-Keep a constant style. If you decide to shade over walls, do it all the time. If you use a cut-off floor style, keep it. If at any point you decide to change your style, revise everything and change it.

-Remember to leave clear routes for the player to navigate and always playtest your maps when they’re ready to see if there are any passability errors.

-Keep a consistent and reasonable setting. If a city is poor, it won’t have many niceties like paintings in the houses or fancy furniture. A town in the snow will usually have fireplaces and fires to fight the cold; hot tropical settings don’t have much use for them. Remember to decorate all maps according to their setting.

-With VX Ace you can make as many tilesets as you want. Sometimes it may be a matter of simply adding things to an existing tileset, which is only a matter of making a copy of the tileset (so you don’t have to manually input all the passabilities again) and adding an extra tile sheet with what you need. Remember Ace has split the tiles over five tilesets; what you need for a dungeon may simply be under Interiors.


Tips and tricks:
-Interior areas: it’s a good tactic to make interiors vary from simple squares by editing the base shape.

Example:
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You can also create a nice visual effect by splitting the space with walls into lesser rooms. You will have to watch out, though, walls take a lot of vertical space depending on how high you do the walls, so this setup will quickly eat up space (this is actually a good thing if you have areas with nothing interesting to add).

Example:
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-Exterior areas: Grass, dirt roads and elevation are your friends. Patches of grass and dirt roads (or differently colored grounds) divert the attention of the player nicely. Roads are especially useful to give a sense of direction to the player. Remember to randomize them a bit so they’re not completely straight lines.

Example:
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-Dungeons: It’s especially important to remember what you’re supposed to do in each map. If there’s a puzzle in there, don’t clutter up the place and let the player roam comfortably. If it’s only a decorative hallway to another map, make sure there’s some direction as to where the player is supposed to go.

Example:
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-Simple edits and recolors: Everyone can do this, and it helps a lot to create ambience. You may find that repeating, for example, the same weeds and flowers in fields over and over across the world gets old. It’s simple enough to recolor the flowers or make a simple cut/paste job to come up with new items. Small obejects like flowers and single tile decorations are usually simple to cut and combine.
There’s also recoloring. The same grassy tiles can become a different map just by changing the colors (making the coloring greyer, more vibrant, a different tone, whatever) same goes for walls and floors.
So if you ever feel like those trees, caves and stones are looking boring, crack open a graphics editor and mess with the tiles a bit.

To finish, here's an example of the five steps for examples in interior (the same we just did above) exterior and dungeon areas.

Interior: Temple
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Exterior: Forest
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Dungeon: Ice Castle
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-------------------------------


And that's all! I hope you find this helpful. If you have any questions or feel some areas lack explanation, tell me and I'll work on it.


#99962 Dark Horseman's Art Suppository (Update: 5-9-13)

Posted by Dark Horseman on 21 April 2013 - 12:38 AM

Latest Addition (5-9-13): Mira - Vera Remake

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Character Design:   Female protagonist, swordswoman or mage. Character quote: "I won't fail - too much is at stake."

Bust Emoset:   

Spoiler

Charset:  Currently under commission

Ramblings:

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Vick - Overzealous Brawling Healer (4-28-13)

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Character Design:   Male brawling support healer. Character quote: "Hold still as I heal you with my fists!"

Bust Emoset:

Spoiler

Recoloring:  [If requested]  Charset:  [Unavailable]  Battler:  [Unavailable]

Ramblings:

Spoiler

 

 

Sandra - Arcane Archer (4-21-13)

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Character Design:   Mature female spellcaster with rigid personality. Character quote: "... Whatever."

Base Emoset and Recoloring:  [If requested]  Charset:  [Unavailable]  Battler:  [Unavailable]

Bust Emoset:

Spoiler

Ramblings:

Spoiler

 

 

 

 

Dark Horseman's Art Suppository

 

Welcome to my gallery. Anything I post here is free for public use - although I'd like to see where my characters are getting a home, so I'd appreciate a copy of your game when it's complete. Feel free to rename them, edit them, etc. I'd appreciate harsh and brutal criticism since I'm here to improve, not fish for easy compliments - just judge me on my recent works rather than old ones I've moved on from.

 

I set up a poll to see what the community would like to see in terms of a new character in the future. Once there are enough votes to justify a clear choice, I'll make another poll for specifics ~male, female, boss, etc.




#15457 Sapphire Action System IV

Posted by Khas on 13 February 2012 - 07:59 AM

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- Introduction:
An ABS, plus a Pixel Movement and a Particle Engine. The result? SAS IV.

- Features:
Full Pixel Movement
Khas Particle Engine powered
Realistic Collisions
Awesome Gameplay
High customization
Weapon icon
Easy to use
Skills
Lag free
Damage PopUp
Optimized HUD
Voice
And more...

- Add-ons:
Optimized HUD with HP, MP, EXP and Skill
Damage PopUp script
Heal player when Level Up

- Instructions:
All the instructions are on the SAS IV demo.
Please read them carefully.

Video:


- Screenshots:
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- Links:
Terms of Use: English - Read before use
Download: English - Latest version at the end of the post
Donations: Click here!

- Credits:
Created by Khas Arcthunder.
A special thanks to OmTsTM for testing SAS and recording the video.


#99318 Cecillia - Cruel Moon

Posted by Cecillia on 18 April 2013 - 12:51 AM

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All Art© Cecillia Belle Lacroix and Allen Leighton

Program: RPG Maker VX Ace
My Experience With RPG MAKER: 1 year (VX ACE)
Team: Cecillia Belle Lacroix, Archaleon (Allen Leighton)
Genres: Action, Drama, Reverse Harem, Psychological, Thriller, Mystery, Science Fiction, Horror, Otome
Themes: Death, Tragedy, Angels, Drama, Romance, Supernatural
Objectionable content: Extremely Significant (16+)

Warning - This game contains sexual themes, heavy language, gore, and is directed towards mainly women and people who prefer a heavy

dialogue story rather than game play.

Update Log:
April 17, 2013 - Game Posted
April 20, 2013 - Teaser Video Posted
April 29, 2013 - Prologue Demo Testing
April 30, 2013 - New Screenshots!
May 2, 2013 - New Synopsis!

May 18, 2013 - Terms updated, screenshots updated, images updated, new videos!
 

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"I have no way, and therefore want no eyes; stumbled when I saw." - Gloucester

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Q&A:

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Character Signature Promotion

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#102676 Ritsukou's Portraits - 5-19-13 Update - Monk Added

Posted by Ritsukou on 04 May 2013 - 12:26 PM

Ritsukou's Portraits

 

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Terms of Use

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  • NOT For Commercial Games
  • For RPG Maker Any Versions Only
  • Hit Like (Optional)
  • Rate / Vote (Optional)
  • Send Me A Copy Of Your Game (Optional)
  • Give Credit

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ACTORS

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MALE

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  RANGER                                           ENCHANTER                                         BLADER

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      MONK

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FEMALE

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      DRAGON KNIGHT                                   MAGICIAN                                   CLERIC

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COMING UP!

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KNIGHT

CRUSADER

NECROMANCER

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Update History

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MM/DD/YYYY

05/19/2013               - Monk Added

05/18/2013               - Blader Added

05/17/2013               - Magician Added

05/17/2013               - Cleric Added

05/17/2013               - Enchanter Added

05/17/2013               - Ranger Updated            

05/17/2013               - Dragon Knight Updated

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I SAY

YES TO SUGGESTIONS

NO TO REQUESTS

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Credit List for the Naked Portrait Bases Soon

Please remember I do not own or made the Nude Portrait Bases

you can see it here.

http://www.rpgmakerv...showtopic=36553




#5847 uncle despains super pixel tut :)

Posted by Super Saiyan Gary Sinise on 21 December 2011 - 09:54 PM

so hey i am working on a massive multi-part pixel art tutorial. i've written a lot of little tutorials and stuff in the past (unfortunately most of them are long lost). the goal here is to cover a shitload of topics, from the most basic to some pretty advanced stuff later on—as well as lots of smaller instructional lessons along the way.

as of now i have the first few sections done. i wasn't originally going to post this but it's probably gonna be a LONG TIME before this thing is actually finished, so i'm going to release the sections in a blog format: they'll be updated whenever I create a new one. i'll update this topic whenever i make a new part, too.

because they're pretty long and have a lot of images i'm going to link to them, but i'll give a description.
  • Introduction
    just the introduction to the series: it outlines my goals and philosophies

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  • Thinking in Color
    mostly this article covers some of the very basics: color terms worth knowing. it's sort of introductory into the next section

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  • Read Between the Pixels
    contrast! this section goes into detail explaining how to get the most out of the contrast between your colors

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  • Using and Choosing Colors
    this is a big one—it's all about color choice and creating a color palette. this is the tutorial that is most often requested. so hopefully a lot of people will find it useful.

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  • Form and Light
    okay now we actually start making stuff—this one is all about how to build with forms, and at the end we make an rpg object

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  • Tiling Tiles
    fffuck yeah! time to create a grass tile! also includes some useful information about clusters and stuff.

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  • Basics of Animation
    squash and stretch and anticipation and followthrough we cover the necessary basics so we can dive into real animation soon

i'm also using the same site for my writing tutorials and if i create any more rpgmaker resources i'll set up a section for them.

i would appreciate not only feedback on these articles, but also SUGGESTIONS and REQUESTS. i have some very speficic ideas about where I want to go next, but i'm gonna leave you with an important question:

what do you want to see in a pixel tutorial?


#39 RPG Maker VX Ace dot Net Resource Showcase Directory

Posted by grandmadeb on 13 November 2011 - 05:19 PM

Please make every effort to use the materials linked here according to the posted Terms and Conditions of the artists, and always credit those who contributed to your game.
In addition, please respect the effort represented in the body of work present in Granny's Lists and do not copy them without permission. Thank you.



DOWNLOAD THE RPGMAKER ACE RTP HERE

Artists with Multiple Media - Compilations (Lists)
EB/Tsukuru Blog Resources for VX
Granny's Lists - Modern and Futuristic Resources
Granny's Lists - Animal Sprites
Granny's Lists - Under the Sea Underwater Resources
RPG Maker VX Ace Resource Staff (February) Steampunk Resources
RPG Maker VX Ace Resource Staff (February mid month) Horror Resources



Sprites

Andinator's Barbarian Sprite and battler for the RPG Maker VX Ace January Resource staff release
BlackxWolf's Sprites
DeadSol's sprites
Deen's Stuff - over 100 custom sprites
Despain's bomb
Eathanu's Mack-modified Templates with hair for char generator
Granny's Stuff - Princess Leia and other sprites
Infamous Bob Bon's Sprites to Cooordinate with Battlers
Kefra's Sprites, portraits, faces
Kzar's Sprites
Paddy's Sprites
RedxWhirlwind's (OokiePanda)Elemental Fairies with Faces
Rixis Arjuna's Sprites
RPGMakerVXAve Resource Staff Santa poses here
Shiro's Sprites
Skeletons
The Gnome on Acid's Creepy Arachnid Woman
Vash's Sprites and Extensive Sprite Pose Resources
XP Sprites in VX format posted by ILurota
Zephyrsword's sprites and battlers

Music

Geluf's Music*
Ghostbusters Music posted by Mister Big T
Gyrowolf's RPG Maker Music Pack
Joerao's Music Resources
ma5amune's music resources
Niko's music
Reactive Owl's music
Sonorous Dehiscence's music
War of the Souls Music
Zerotool's Game Music

Battlers

Casper667's VX Battlers edited for ace[/topic
Holder's Animated Battlers
Infamous Bon Bon's Battlers to Cooordinate with Sprites
PentagonBuddy's Battlers
Ritsukou's Animated Red Demon Battler
Scinaya's Battlers
Zephyrsword's sprites and battlers
Zetu's Animations of Milano Cat's Battlers

Offsite Battlers of Note:


Animations, Battlebacks and BattleTransitions
Cadrius' Animations for Khas SAS Script
Mitchi's Transitions
Timmah's Particle animations
Toasty's Dazzling Effects
Yuri's Side-View Battle Background Rips
Zerbu edits RTP Battlebacks for Side View Battles

Facesets and Portraits

Archeia Nessiah's Emo Facesets and Portrait
Dark Horseman's Art Suppository
Jalen's Portraits and Facesets with Matching Sprites
Kefra's Sprites, portraits, faces
Koushi's ACE RTP Face Edits - click "before and after" link
LinhTendo's ACE Cover Art Portraits
Nee Millon's Emo Faceset Editsand a few more in her shop here
OFFSITE VX Ace Emo Faceset Directory-Momope,Mr Dai,Old Scratch,Division Heaven
PentagonBuddy's Portraits and Emo Facesets
RedxWhirlwind's (Ookie Panda)EB-recolor Faces and Portraits
Ritsukou's Portraits
roxzijames' pirate portrait
Sketcy-Sketch's Portraits with Facesets and some battlers
Zael's VX to Ace style faces and Portraits



Maker Tools and Generator Parts (like bases, templates, palettes, etc)
Zombie Daisuke's Generator Parts and an alternative generator
CodyB's VX Ace RTP Palette


Tiles and Animated Objects

Benji's Media Tiles
Chris' Pixels by Hope
FBU's RTP Edits of Dungeon Tilesets
Gary Sinise's VX-ACE RTP Autotile Tree Edit
Granny's Lists - All the Trees in the VX Forest
Granny's List - Bathroom Tiles
Kal's Art Table + Idea Factory includes tiles and animated objects
Lemonlure's RTP world map tile edits for rounded edges
Liberty's Tiles and Animated objects with trees, waterfalls and assorted content
Radscythe's Retro Tiles
Syrus' Custom Signs
Zeep's Sci Fi Resources

Windows and System graphics (gauges)

EzAxess' Windows
Jet's Window Creator and Splitter with Aindra's Windowskin parts
Michael Ponder's gauge Graphics
Sheano's Windowskins

Icons

Syrus Ultima converts icons to charsets for eventing
Cliff's Weapon Icons
Cadrius' Metal Icons


#23883 Armor, Weapons,Shields, Ect.- Icons To Character Sets

Posted by syrus ultima on 02 April 2012 - 09:20 PM

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Introduction
What I did was, I took the time to go through the default Iconset Found in Ace and Another Icon set with custom images and turned them into character object sets! I made these because I need to be able to use them as physical monster/enemy drops. I Did not in any way alter or edit the individual Icons.

How can use these in your game? You can place items more easily in your shops using events or use them as enemy drops through events. Simply import them into Character/Graphics, make sure to put a $sign in front of the name. example: $swords Below is a screenshot to show how they look in game.

In game screen shot

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Credits
From the original items found in the Icon set I am converting character sets from, Proper Credit should be given to those below. You do not need to Credit me, I did not make or edit,  any of the original items found in any of the icon sets. However, you may give me credit for Converting them into Character/Graphics but you do not have to, your choice. Note: You may or might not see any of the icons I used posted yet by these people but you probably eventually will.

Click to see list of Credits.

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Conversion Progress:
312 weapons - 216 armor pieces - 132 shields - 84 bows - 21 guns - 252 head pieces -
96 Foot wear pieces - 228 Minerals - 288 Jewelry pieces - 240 Food Items - 264 Potions - miscellaneous Items - 12
2145 Icons in total so far converted into Character sets.
NEW Download link at bottom of post.

Contains 2097 converted Icons_To_Character Sets.
 

Posted Image - Armor - Last Updated - Friday, April 6th - 5:10PM

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Posted Image - Weapons - Update - NEW! 36 new weapons added - Last three images - claws,swords & power fists.

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Posted Image - Shields - Last Updated - Tuesday, April, 3rd

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Posted Image - Guns - Chris marsh Request - Will add more when I find some or if anyone has any I will add them here.
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Posted Image - Bows/Crossbows - More Coming Soon!

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Posted Image - Head Piece - Includes Helmets, hats, ect

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Posted Image - Foot Wear - More coming soon.

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Posted Image - Minerals - NEW!! Includes diamonds, ore, and other minerals. Note: might be a few doubles sorry.

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Posted Image  - Food Items - NEW!! Added Monday -  April 9th, 2012, 4:21PM eastern time.
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Posted Image - Jewelry - NEW! Added on Monday, April 16th - Contains RIngs,Bracelets,Earrings,ect.
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Posted Image - Potions - NEW!! - Added - Friday, April 27th - Includes potions,bottles,vials,medical randomness.

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miscellaneous Items - Includes items that don't quite fit in the above categories.

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Click Here to download the NEW Updated 2097 Converted Icons to Character sets.
Download Link will be updated when I reach 3000+




#69748 Falcao Pearl ABS Liquid Update V2

Posted by Falcao on 02 December 2012 - 03:12 PM

Hello

Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system.

This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc.

Also a realistic tool using pose is displayed without graphics requirements.

Liquid V2 change log and features
- Anime speed Enchanted
- New dead poses for actors and enemies
- Combo feature now support infinite combo chains (rather than 2)
- Added compatibility with bigger characters actors,
- New Universal molde provided for bigger characters and normal ones
- added more configuration to the modules
- Hp and Mp bars now has the option to display pictures instead script drawing
- New single player option (disable the M Key and K is used to call tool menu)
- Added TP display to the damage pop mechanism
- Fixed minor bug when allowing tool usage while using the shield
- Added new note tag for actors and enemies, Hit Voices = se, se, se
- Added new note tag to avoid battler voices when using specific skills
- added new notetag for enemies, Enemy Dead Pose = true , use it if you want
the enemy to show the knockdown pattern when die rather than erase it
- Hidden note tags revealed (read the documentation manual ^^)
- Added new stage Falcao son (just to show up how to create debasting tools)

Here the main features

- Full and easy to use ABS engine
- Create any tool from your imagination most easy than ever
- Universal anime graphics, any character can use the graphics including enemies
- Advance Projectile system
- Knockdown feature enable (you give the tool a chance to knockdown a target)
- Tool casting time enabled
- Tool Cooldown enable (the time you have to wait before use the tool again)
- Cooldown coutdown displayed on the toolbar
- Ammo system
- Tool special movements (able to load a moveroute from a common event)
- Tool multiprojectiles enable, you can load upto 8 projectiles at the time
- Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created
- States animation enable (up to 5 icons displayed on map)
- Buffs and debuffs enable (up to 5 icons displayed on map)
- You can assign up to 8 tools to the skillbar (overpowered dont?)
- Input module, default keys are no used by this system
- Area, ranged, spin attacks, target selection enabled
- Invoke skills for weapon and armors enabled
- Interactive enemies with knockdown, sensor enabled
- Enemies use any tool that the player or follower does
- Enemy battler enabled, so you decide if you want display the battler graphic
- Enemies are able to heal themselves, have allies enemies etc
- Enemy die commands, collapse animations etc.
- Party system! your followers have a command to start fighting
- Followers are able to heal allies, player etc
- Smart targeting system, followers choose an individual enemy to attack
- Agro system, followers and player have a chance to get the agro of the enemy
- Token system (you tag any event to start when was hit by a tool)
- Tool targeting system, autotarget, etc
- Player selection scene enabled
- Quick skill bar enabled
- Item pop up enabled
- Antilag enabled
- Lag free
- Summon system. you can command the tool to use tools by using a common event
move route as manager action.
- Enemies states, buff and debuff display
- Combo system for the tools ( you can create an epic combo chain)
- Mouse support! you can trigger tools by clinking the skill bar icons!


Installation

The script comes with a full documentation. read it.


Terms and license

- Do credit me Falcao as the creator of this ABS system
- You can modify anything you want
- You are allowed to distribute this material in any webpage
- Do not remove the header of any scripT shelf
- You are free to use this script in non-comercial projects, for comercial
projects contact me falmc99@gmail.com


Credits and thanks

Script created by Falcao
thanks to Dezz for testing the demo and reporting some bugs


Demo

http://falcaorgss.wo...-abs-liquid-v1/

 

Once you download the demo you would like to get this Fantastic Patch with User iconset graphic features and bug fixes

http://www.rpgmakerv...tch/#entry81785



Resources and Add-Ons (optionals)

Here and add-on for displaying the followers Hp and Mp on the screen
http://falcaorgss.wo...rty-hud-add-on/


,Resource pack, it contains swords, staffs, magics, military graphics etc.
http://www.rpgmakerv...0200#entry70200



MedIA

Here a video of the Liquid v2 Falcao son showing some debasting tools



Here a video of the game play




Here some pictures, i took few pictures because i already provide two videos


Tool samples
ToolsPearlv2.png

Tp skill Lighburst that destroy everything
lighburst.png

New dead poses for followers and enemies
pearldeadcharactersposes.png


a party battle
Partybattle.png

Buff states and debuffs display
AbsStatesandbuffs.png

Enemy buff states display check below the HP bar
enemybuffs.png

Tool selection
abstools.png

Player selection
absplayerslection.png




#6583 Simple Side-View

Posted by Jet on 26 December 2011 - 10:23 PM

Simple Side-View
by Jet

Introduction


As an alternative to fully animated sprites and such, I made this very simple sideview
for those who just want sprites shown and a little extra flare in their battles.

Features

- Sprites on Screen
- Lots of customization
- Plug-n-play
- Compatible with my Battle Pop-Ups
- And More...

Screenshots

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Script

http://pastebin.com/raw.php?i=56GkAd0h

Credit

Jet




#2605 Archeia's RTP Workshop

Posted by Archeia on 04 December 2011 - 01:28 PM

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Click on the banner to go to the site!


What is Division Heaven?

  • Division Heaven is just another resource site that is exclusively made for your VXAce needs. And mostly for the VXAce game, Princess Princess. Most of the time, we just throw resources around just because.
Who is in Division Heaven?
  • Archeia_Nessiah does most of the resources. More often than not, PentagonBuddy/Penta makes them too. So please credit her when her name does pop up in the page. She deserves it! TDS is the one that makes the scripts too.
How do I use x?
  • Battle Cut-Ins = For your Tales of style needs or something. How to use them is entirely up to you, but if you want to see an example on how to use them...

Sample Works


Battle Cut-Ins

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Bust Shots

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#19222 Who else is angry about Jap key not working on English?

Posted by Touchfuzzy on 11 March 2012 - 05:33 PM

What I didn't realize is that a second company entirely on it's own terms decided to spend money to translate the thing and make a profit with Enterbrain. Honestly, whoever translated it before, should have contacted Enterbrain and did it for free and completed translations.


That isn't exactly what is going on. A second company is contracted by Enterbrain to be handle all the headaches of releasing to the international market. Enterbrain DID do the translation in house (though this translation is still done on the overall budget of the international release). The translation testing was handled by Degica, and all the marketing and distribution is handled by Degica.

And the pay of these people rely on the EN language sales. These people include me. So now, tell me to my face that I don't deserve to get paid for my work because you feel entitled to something you were NEVER PROMISED. If you seriously think the only money involved in distributing a game is pressing a disc, you are a bloody moron. Sure, marketing, hosting, translation, support, ALL THAT STUFF HAPPENS FOR FREE RIGHT?

You want to treat them as some big monolithic evil company, but the thing is, there are people relying on those EN sales to cover their jobs, to cover THEIR work. But you would be happy taking the food from my kids' mouths just because you feel entitled. Yeah. Good job, bro.


#6033 i WANT to write characters

Posted by Super Saiyan Gary Sinise on 22 December 2011 - 05:27 PM

I WANT TO WRITE GOOD CHARACTERS

by William "Bricks" Hofstadter-Despain


What is the most important part of a story? If you said “the characters” then congratulations—you’re right!

At the heart of every story, in every medium (a book, movie, tv series, a game, or anything else with a story), are the characters. The characters are how we identify the story, how we interact with it, and most importantly the characters DRIVE the story. In fact, I am of the school of thought that the CHARACTERS ARE THE STORY.

But writing GOOD characters can be a little tricky. It’s easy to fall into stereotypes or two-dimensional nobodies.
Here’s a question to think about: what DEFINES your character? What makes him/her who he/she is? If you said “he has a badass sword” or “she is the princess of a kingdom” or “he’s quirky and sooo random omg” then you’re doing it wrong. The most important element of a character is what he or she WANTS.

Let me repeat that, because it’s going to the the central thesis for this article: the defining element of a character is what he or she wants.

In other words, a character’s motivation makes the character. Once you know what motivates your character, and incorporate it into his or her dialogue and action, it will not only create a more emphatic character—building a strong bond with your audience—but it will pull your entire story into a tight and cohesive character-driven narrative.

The “I Want Song”

I’m a huge Broadway nerd—I loooove musicals. And within the world of musicals, there is a particular kind of song known as the “I Want Song”. In nearly every (good) musical, the protagonist (and often the antagonist and other major characters) will have a song devoted to the expression of their desires. It usually comes in somewhat early—maybe even the character’s first big number. Because this song will define the character for the audience—the audience will know immediately that this is what the characters WANTS, and how it will influence the character’s actions throughout the rest of the play. Often the song is reprised multiple times throughout the show, as the character’s “I Want Song” becomes the character’s leitmotif or theme song. When the melody of an “I Want Song” is juxtaposed over a scene where something is happening that goes directly against the character getting what he wants, it can be genuinely heartbreaking. This is why the music in musicals can have tremendous emotional impact.

The concept isn’t restricted to musicals—while your character might not be literally singing about what he wants, the “I Want Song” needs to be present WITHIN the character at all times. This isn’t to say that the character’s motivation can’t change—in fact I would argue that the strongest character development comes from development of the character’s motivation—but if your character’s actions aren’t defined by his motivations, then your character isn’t much of a character at all.

I’m going to look at two examples of great memorable characters to show how a character’s motivation becomes central to his or her identity and how the “I Want Song” should be used to build conflict and DRIVE the story.

Ariel Wants to Be Human


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The Little Mermaid is a classic Disney musical. I’m more familiar with the Broadway version—which has a lot more depth than the animated movie (particularly it gives Ursula and Eric a lot more depth so they’re fleshed-out characters (with “I Want Songs” of their own) rather than vessels for moving the story along). Whichever version you’re familiar with, though, you’ve probably heard Ariel’s “Part of Your World” (here’s a Youtube—go ahead, watch it).

It’s clear that her strongest desire is to be a part of the human world (the most repeated phrase in the song is “I want”). She’s absolutely fascinated by human culture, collecting discarded objects and paintings from shipwrecks and wondering what kind of civilization could create such magical artifacts. This fascination drives the main conflict of the story—she makes a deal with the devil (in this case her aunt, the witch Ursula) where she gives up her voice in order to have human legs.

Now what really gets me is how Ariel’s song is used as a metaphor for the overall theme of the story—becoming human is a metaphor for growing up. Ariel is a girl who is on the verge of becoming a young woman, and that thematic element of her motivation creates a strong link to the audience. We can totally empathize with her, and that creates an emotional core to the entire story.

The next character isn’t from a musical, but his “I Want Song” rings loud and clear in everything that he does.

Gollum Wantses his Preciousss

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Everybody knows what Gollum wants. Even if you’ve never seen or read Lord of the Rings, you’re familiar with his catchphrase: “My precioussss.” Gollum wants the One Ring, and it motivates everything that he does.

Honestly I don’t even need to say much more than that—once I’ve brought it to your attention, it’s so obvious that he is the perfect example for the power of a character’s motivation driving a story. He’s undoubtedly an antagonistic force—his desire for the One Ring is in direct conflict with the protagonist’s goal of destroying it. But at the same time, his motivation is so REAL that he evokes sympathy. The final shot of Gollum in The Return of the King is beautiful. As he falls into the volcano to his death, he has a look of pure joy on his face: even though he’s dying, he gets what he wanted all along. And in his very final action as he is consumed by the lava, he reaches again for his ring.

It’s worth noting that while Gollum is defined by his obsession with the ring, it doesn’t prevent him from being a fully fleshed-out character. His motivation is direct, even shallow. But over the course of the movies (books), he becomes an incredibly deep character. In the time he spends with the hobbit protagonists, it’s clear that he develops some level of affection for Frodo. These feelings go directly against his defining motivation: it createsconflict. One of the most iconic scenes from the trilogy occurs where Gollum attempts to work through this conflict. When Gollum argues with his own reflection in bizarre and unsettling internal/external monologue, his defining motivation is threatened but wins out in the end.