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#34134 Pirate Rush

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


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.






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:

#95227 Cait's Graphical World

Posted by Cait on 27 March 2013 - 07:48 PM


It's been some time since I started this topic and I admit it has been a learning process, as I learn to organize everything in a manner that everyone can find. I hope to get everything moved and the topic prettied up in the next couple of days, though, shopping day is fast approaching (Thursday), so whatever I don't have done will have to wait until Saturday. I hope to get it done today and even more added, so let's hope. P.S. Let me know if these topic headers are too big, as this is the first time "I" created any.

COMMON SENSE RULE: If you can't use something commercial, I will tell you that you can only use it in a free game. If the pattern or tile I use is only in rpg maker vx ace, you can only use it in rpg maker vx ace. Otherwise, all tiles have the ability to be used in a commercial or free game. I don't do this for money as it is something I enjoy, but if you do create a commercial game, could I have a free copy? Hey, I am a gamer and a girl, we look for bargains any place we can.









Simple edits:



TERMS OF USE: Unless stated, everything is available for use in Commercial and noncommercial games. The Red stairs are for free only, which I left accidentally in the floor section. (aka Celianna's graphic) The only reason, you will not be able to use "X" commercially if the original author said 'no', which often, I don't edit others art to begin with. At least, none that I've put up. The paintings in the rich set are for free only.

Mack and Blue (FSM) - for handles
Pandamaru - (o.o;)
Square-Enix *inspiration credit*
Celianna in the floor tile is her carpet, I forgot was in there and I would upload that rug...but not sure if I would be able... I did create rugs for each section.
Konami *Inspiration credit*
Bloody beds: I used tiles that we credit to Recife, only the artist wants to be credited as C.H.E. but there is no mention of commercial. I can not speak for others, unless they state it in their own rules, I suggest free or creating your own bloody beds.

#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

#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.





Ranged attacks using bows, this eagle eyed class can attack from a great distance or even rain down a shower of arrows.




Using single handed swords or axes these are the standard fighting class, a shield can be applied for a little extra defence. 














These float behind the Actor. 



Based on Phantasy Star Online




#200384 Sugar Sweet

Posted by Tsarmina on 16 December 2014 - 05:40 PM


unreasonably proudly presents....



in development by Tsarmina and Spectre~


Story: 95%

Characters: 90%
: 30%
Eventing: 02%
Databasing: 30%

Mapping: 05%
Overall progress: On a roll! emoji_u1f35e.png



Welcome, welcome! :D I’m Tsarmina, resident redhead and confuzzled game designer. And that over there *points* is my co-dev/partner Spectre, who's nice enough to help me with this project just for fun. ~ Sugar Sweet is meant to be a short, cute, and completely adorabilus game! And of course, it’ll be sweet. ;)

Sugar Sweet is a MIST Games production, collaborating with my ever-amazing buddy and bae Spectre, who's kindly offering me a hand with this project, since I'm totally dumb. XD :)

As always, tankyas for supporting us in our endeavour! I love you all! XOXOXOXO

"There’s a tale from a long, long time ago. Yes, it’s one of those ancient tales that people think never happened."



"May I see your IDs?"



"Look look look! It’s beautiful!"



"These boxes full of…um…prawn-a teeth. What are these??"


"You have to understand the connection."


"A spoon full of sugar…brightens my day!"



"…Thank you."





Support me (and Spec hehe) and Sugar Sweet! Here's a fair share of support bars which you can pick from. (Or you can pick ALL of them!) Just highlight, Ctrl-C and Ctrl-V into your signature.

XqnfQh1.png J3s8N1C.png RCEko8r.png 7lGjVIl.png

2hUumgS.png  9TA37JO.png oVz8AQG.png 7ykOXQU.png R5awyqk.gif

#17894 Toasty's Dazzling Effects(Added Stuff: 9/12/13)

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

Those are really nice. I think I'll use them in my game! Glad to have you alive!



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
  • Update History


  • Most Recent Addition





  • Tweening in the Animation Editor


#132388 Tsarmina's Laboratory

Posted by Tsarmina on 19 October 2013 - 07:57 AM


Good morning! Good night! Good anything-in-between!


Now that I've gotten smart enough to resolve issues with photo uploading, I've decided to start a resource showcase! Though, as you may see, it's a laboratory rather than a resource showcase...mostly because I'm experimenting and you have to understand that some of the mad scientist's experiments are going to go boom.


Just a heads-up. 


gabriel33.gifPage One (You are here)   gabriel33.gif Page Two (Third reply)  gabriel33.gif












Closed for now.

Requesting rules below~




gabriel33.gifPage One (You are here)   gabriel33.gif Page Two (Third reply)  gabriel33.gif

So, I'm guessing this is why you came here; to look at the resources experiments! Some of them go kaboom, and some of them turn out to cure cancer, but whichever way, the mad scientist is posting them for you. 


~All-in-One Downloads~

















































gabriel33.gifPage One (You are here)   gabriel33.gif Page Two (Third reply)  gabriel33.gif













-RESTAFF: Toadette


-Sughayyer's Isis




-Jeff-Andonuts's Eunike





-Jeff-Andonuts's Xander (10 and 18 years versions)

-Sughayyer's Lucy




-RESTAFF: Thetis (see matching Battler)














-Tina (aka Red Riding Hood)


-Esthetique (Esther)


-Otaku's Misaka Mikoto








-Tsarie-version RTP Actor Mira


-Li-Ying "Diana" Yang




-Noel who-you-could-also-use-as-a-Tsarmina-cameo :P




-Soizelle Ravenscar


-RESTAFFMiku Hatsune


-Apple Portrait


-Veronique LeMarjiette i3dI1hw.png


-Nadeshiko (Diana Edit)






-Elsa (Frozen)


-Anna (Frozen)


















-Lady Finnghers


-Queen Cinnamon


-Brie V2


-Ralph (RTP Actor)


-Pyrrha Nikos (RWBY)


-Teal Girli3dI1hw.png


-RESTAFF: Diao Chan












-Miss White Buni3dI1hw.png








-NowakSotto's Roman


-NowakSotto's Layken






-RESTAFF: Raspberry












gabriel33.gifPage One (You are here)   gabriel33.gif Page Two (Third reply)  gabriel33.gif

-mrmilkman's Koko Island Title Screen


-RESTAFF: Frosted Windows Set


-Big Fat Mantis's Title Screen


-RESTAFF: Class Award Cuties ^^


-RESTAFF: Autumn Trees~


-Wood Surface


-Metal Surface


-Blue Sky with Clouds


-Wood Surface 2


-Radial Grass (courtesy of Photoshop)


-Night Sky with Stars


-Brickbusterx's Title Screen


-RESTAFF: Garden CGs


-ZoroarX's Mountain CG


-RESTAFF: Sci-fi Cockpit


-RESTAFF: Gears-Theme Game Over


-Citrus Orange Letters Title


-KIWI Title Screen (3 versions)


-Angel Sky Title Screen (3 versions)


-Sunset Screen


-Game Overs (2 versions) Inverted Achromatics


-Target Game Over


-RESTAFF: Hogwarts Castle


-Light Overlays (544x416)


-Fog Overlay (544x416)


-Leaf Overlays (2000x2000)


-Looping Leaf Overlay


-Tsarmina Close-Up <3


-Abstract Design Swatches Set I


-Flower Title2


-RESTAFF: Blue Water


-Wooden Board Background





gabriel33.gifPage One (You are here)   gabriel33.gif Page Two (Third reply)  gabriel33.gif



-RESTAFF: Thetis (see matching Portrait)


-Ruby Rose





gabriel33.gifPage One (You are here)   gabriel33.gif Page Two (Third reply)  gabriel33.gif



Wanna support my Laboratory? (You might not want to--it's hazardous! Nah, I'm just kidding.) Just highlight the bar and copy-paste into your signature!

6LOfEM3.png Put this in your sig to show support and spread the love (and art)!

n0LVd8v.png Mini-Lab open for budding scientists who need a tutorial or two.

2hUumgS.png My game, Sugar Sweet, using my content!


Support me!

#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)


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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:

Posted Image Posted Image

Posted Image Posted Image

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DOWNLOAD LINK: http://tinyurl.com/bsrarf4

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.


> 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!

#185651 Touhou Tales: Spirit of Dark Memory

Posted by Minerva-Belle on 21 August 2014 - 11:33 PM

"When one Memory is tainted... it corrupts another... creating nothing but an never-ending Nightmare... "


AliceBanner_zpsc97c95d3.png   TXXY8UG.png  MarisaBanner_zps25ea3bfb.png


"Something is stirring in Gensokyo once again... You must find out...!"





Let's start off with a little music shall we?



Gensokyo, (幻想郷 gensoukyou, "Land of Illusions" or "Land of Fantasy") is a fictional land featuring the long time Touhou Projects. Many of it's cultures mostly resembles of that of Japan, along with many folktale elements added to it! Gensokyo was once a haunted, desolate land where creatures of all kind called Youkai terrorize the lands. Because of the high Youkai activity in Gensokyo, many people (the humans) were sent to Gensokyo to exterminate many of the Youkai. These on and off battles between the two kinds continued until 1885 A.D., when Gensokyo was officially sealed off from the rest of the world with the creation of the Great Hakurei Border. Today, Genoksyo is populated with a few Youkai, along with many Human and rabbit populations increasing as well, many of which went there to hide, escape, or exiled. Once they go in, they cannot come out...




Weeks after the incidents of both the Cherry Blossom Tree as well as the Scarlet Mist incident will mark the first day of Spring in Gensokyo... However, many of the tensions between the humans and the Youkai created from the remains of the incidents are still lingering about... Reimu Hakurei; the Shrine Maiden of Paradise, will hold a tea party festivity; celebrating the solved incidents; and as a way to bring people back together.  The guests attending the festivity will be those from the Scarlet Devil Mansion, the Hakugyokurou Manor, and those from Eientei and the Forest of Magic. As Reimu prepares,  she notices a strange aura coming around Gensokyo. As this aura comes in contact with Reimu, she begins to experience blurred visions of very dark images. With no knowledge of what these images tell, Reimu perceives it as a "dream" and continues for the preparation.  This strange aura however is not felt to Reimu alone, as the day progresses, each character will be experiencing this aura... but with different images telling a tale of a dark premonition... that no one will know until it's too late...




The Story behind it all that created the critical events to lead to this one... (Coming soon once the demo has been released!)



A Total of 14 Characters you can party up with as of now. Each character have unique personalities and skills. Read each character with their images from left to right for the following character descriptions below. This is now confirmed and official that they will be feature in this Touhou Series. I'll be adding more characters as this project progresses~




Reimu Hakurei - The Shrine Maiden of the Hakurei Shrine and one who manages the Great Hakurei Border of Gensokyo. Despite the amount of work she has everyday, she often leaves her tasks at the last minute. She often has a volcanic personality whenever she is in a foul mood or if someone really brings her on the edge.

Marisa Kirisame - A Human Magician and a very close friend of Reimu. She lives in the forest of Magic along with Alice. She has her own magic shop but never attends it because she is always constantly leaving to go elsewhere. Although Marisa is very nice to most people she meets along, her ability of "borrowing" items from other people make them think otherwise.

Alice Margatroid - A Half Human/Half Youkai who lives in the Forest of Magic along with Marisa. Alice has the ability to create dolls and manipulate them in anyway she likes them to whether it is for battle or for simple tasks. Alice however tends to keep things most to herself and often isolates herself from other people, making her mysterious in most ways.

Aya Shameimaru - A Tengu who runs the local newspaper of Gensokyo. Most of the time she often gets into peoples' personal side and gossips them onto her newspaper. Other than that, when it comes to an ally, she can give an aid in battle!

Sakuya Izayoi - A Maid and resident of the Scarlet Devil Mansion. Also classified as a Chief Maid of all maids of Gensokyo. Other than serving Remilia Scarlet; the owner of the Scarlet Devil Mansion, Sakuya has many abilities in which she can throw knives at very high accuracy. Her true ability would be to manipulate Time around her surroundings.

Patchouli Knowledge - A resident and magician of the Scarlet Devil mansion. She often stays in the Voile Library reading all the books as much as she can. Throughout her years, the constant asthma she is suffering gives her the inability to provide any physical aid, but when it comes to magic, she can serve as much as any Touhou character can.


Hong MeilingThe gatekeeper or guard who patrols the entrance to the Scarlet Devil Mansion. However most of the time she falls asleep and often let visitors come through unnoticed, in which she gets into trouble with Sakuya most of the time. Meiling's power is similar to that of Tai Chi and the Martial Arts


Remilia Scarlet  - The Mistress and owner of the Scarlet Devil Mansion. Being part vampire, she often spends her time inside the mansion and only comes outside when the sun is no longer visible.  Remi has a little sister who lives with her as well: Flandre Scarlet. Although she lets visitors to her mansion, they often get scared away partly because of her nature.

Yukari Yakumo​ - A Youkai who has lived in Gensokyo for almost 12,000 years. Although much of the history is still unknown. Yukari has the ability to teleport to certain locations around Gensokyo using Gaps she can create. Although she spends most of her time "hibernating," when it comes to either Reimu or anyone she knows, she can give them aid as well as any advice.

Yuyuko Saigyouji - A Ghost princess of Hakugyukurou, the netherworld of the "formerly living." Ever since her death 1,000 years ago. Yuyuko maintains the balance between the ghost world as well as guiding spirits to their "resting" place. Along with Yuyuko, is her servant who takes care of the Hakugyukurou Manor; Youmu Konpaku.


Youmu Konpaku - A Half Ghost/Human; gardener and fencing instructor of the Hakugyokurou Manor. Being loyal and servant to Yuyuko Saigyouji, you mostly see both of them together. Youmu however often gets confuse most of the time because of Yuyuko teasing her at most.


Komachi Onozuka - A Shinigami who guides spirits from the Sanzu River to Higan (Hell). Komachi also serves under Shikieiki Yamaxanadu; her subordinate. Often gullible as she lets her guard down to almost anything being said to her.


Tenshi Hinanawi - Daughter and a member of the Hinanawi Clan that resides in the Heaven realm of Gensokyo. Being the main target of mostly the incidents that occurred in Gensokyo such as the Earthquake incident, she if often hated by most people, especially Reimu Hakurei, who is still mad at her for destroying the Hakurei Shrine a few days ago.


Cirno An Ice Fairy Youkai who lives in the Misty Lake near the Scarlet Devil Mansion. Although determined to be the strongest; she sometimes gets herself overwhelmed. by the enemies she attempts to fight. She doesn't have a relationship with most of the other Touhou characters but often serves as an ally should there be something wrong.




Here are some updated screenshots of the project! More will come out when the demo comes out since some of them are spoilers! Up to this point; these are the most recent ones and the ones that I'm finished with (i.e. Custom menus, Battle UI, etc.)




Screenshot (195).png Screenshot (222).png Screenshot (161).png Screenshot (156).png Screenshot (205).png Screenshot (281).png Screenshot (141).png

Screenshot (140).png Screenshot (267).png Screenshot (268).png Screenshot (284).png Screenshot (239).png Screenshot 230_zpsjeex5qlk.png Screenshot 234_zpseeyp5hc0.png





  • ​Each Touhou character have a unique personality as well as different spell cards and skills. Party each one up to have different results.
  • You can now decide the stats of your Touhou characters by upgrading weapons and armor by Jewels! Upgrades that grant bonus stats.
  • Hidden Sidequests around the World of Gensokyo that can lead you to hidden secrets....
  • Stories of both the past, present, and the future memories of Gensokyo and it's inhabitants
  • Each story contains more clues to finding the current incident but still remains a mystery until the very end...
  • The Epilogue will unlock Lunatic Mode; the hardest difficulty of Touhou. whereas the character will take efforts to clean the remains of the incident... including unlocking many many secrets...
  • Story based, but also part living world where you are free to explore the world of Gensokyo
  • Not your typical easy RPG without any challenges...




Of course, this will always subject to change so keep an eye out for your name xD


Here the list you've all been waiting for... Scripts!

Everything will be subject to change once I officially release the Demo version out!

Even though this project is still in development, If you like to support it in anyway,
feel free to use this little support bar I created. I would appreciate it! ^_^


#16020 Omega Lunar Map Editor

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

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Posted Image
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.

Posted Image
  • 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.

Posted Image

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.

#140980 The Pixel Dojo---[Total Tuts: 15]---Latest: 01-11-2015

Posted by OneCutStudio on 10 December 2013 - 11:55 PM



Welcome to One Cut Studio's

:ph34r: PIXEL DOJO :ph34r: 


Please take your shoes off at the door.


In martial arts, the dojo is the training hall where the martial artists learn and practice their techniques. The goal of my pixel dojo is very similar. I will be posting tutorials here for you all to read and hopefully learn from. Even though this is the pixel dojo, I still may post tutorials about other topics as well. I hope you find my tutorials useful, easy to understand, and helpful.


Show your support for the Pixel Dojo by adding the following into your signature:




Tutorial 1: Spriting from Scratch (No Gens./Templates)



Tutorial 2: Sprite Sheet Fundamentals in RMVXAce



Tutorial 3: Animating Your Sprite to Walk Around



Tutorial 4: Simple Evented Animations



Tutorial 5: Creating a "Fallen" sprite from a Pre-Gen.

Tutorial 6: Landscape Series Part 1: The Grass Tile


Tutorial 7: Landscape Series Part 2: Cliffs and Rock Walls



Tutorial 8: Landscape Series Part 3: Make a Wall Autotile



Tutorial 9: Landscape Series Part 4: Water Auto-Tiles



Tutorial 10: Creating RTP-Compatible Face Portraits



Tutorial 11: The Pixel-Over Technique



Tutorial 12: Texture Series Part 1: Metal



Tutorial 13: Texture Series Part 2: Fur


#163856 Theolized Sideview Battle System (Version 1.4 + Patch!)

Posted by TheoAllen on 23 April 2014 - 07:24 PM

Theolized Sideview Battle System

(Or if you prefer, you may call it Theo Animated Battle)


Original Post : Theolized Sideview BS
Version : 1.3c (Stable) / 1.4 (Open Beta)
Type : Battle System / Battle Engine
Opening :
This is my first battle system script and my masterpiece script so far. At first, I made this script for my own personal use. Back then when Ace was released, I always wanted an English version of Tankentai. But I heard nothing about the translation. I thought it was impossible tankentai to be translated to English. Moreover, it has bad compatibility to other scripts. Then I looked at avalaible battle scripts, and not even a single script I like. I just don't get the idea of those scripts. Then, hence my ambition started. 
Introduction :
This script was greatly inspired from Tankentai VX version and Eremidia : Dungeon! game. It's mainly aimed for free sequence animated battle without standard. I mean, there is no such a thing like "play all frames in row x" (the reason why I did this is because I hate standards). You can pick any grid in your spriteset. You can even use unorganized spriteset if you're too lazy to make one. As long as the format is consistent.
To be noted that this script is not avalaible in English version yet. But you can try my sample game before you decided to wait for translate version or not.
Translation done! Enjoy now! :D
Features :

  • Animated battle of course
  • Free battler sequence
  • Free format battler sprite. You can even use unorganized spriteset as long as the format is consistent
  • Built-in damage counter
  • The rest are written in script ... and my sample game ...

Screenshots (Taken from old version) :


Video :
video for version 1.3 (also trailer for the sample game)

video for version 1.4

video for setup demonstration

You can look at my playlist if you want more
Scripts :
Scripts Download = github repository (old version, havent update it yet)
Demo = Sample Game
Version 1.4 (Beta) : Click here | Mirror
Animation Samples / Alternative demo : Click here | Mirror
Note :
If you want to download in solidfiles. Here is the way

IMPORTANT! Patch for version 1.4 - Last updated: 04.02.2015
Just various bugfixes. Most likely going to stable version
https://github.com/t...1.4 Bugfixes.rb
How to patch? Simply put it below implementation
Newly Released addon :

Questions and Answers :


Terms of Use :

Special Thanks :

Author notes :

  • I use in script editor to make sequence movement instead of too many notetags as Symphony and Victor's do. It because there're already many script that uses notetags and notebox itself has no scroll.
  • As you know, I'm not so good at English. So I'm sorry in advance if there's any unclear informations. Feel free to ask

Version 1.4 Release note :

  • My aim is to make it compatible with Luna Engine without extra patch. However, I haven't tested it with the latest version of TSBS.
  • It's still beta version. In other word, it may have many issues. You may test the script, but if you're going into real development, I suggest you to use the stable version 1.3c instead.
  • I haven't update the github at the moment. Considering it's still beta. Script must be taken by download the demo.
  • I changed the config 1 and config 2 parts. So, you need to update them as well.
  • Battle backdrop decoration addon is not translated yet. There're too many instructions that I can't really handle right now. Perhaps, sometimes. Also, it has a little glitch which I currently dunno how to fix. if you use Alarm Tone, in next battle that not use alarm tone, there 1 frame glitch where the screen blended with a wrong tone.
  • Sorry if the demo looks so messed up. I don't have the will to clear that up "OTL
  • TSBS version 1.4 will not updated. If you reported a bug, I will likely to make the patch instead.
  • Battle music taken from Dragonic Symphony if you wonder.
  • I added extra showcase of my scripts like animated portrait and hover notif :P
  • Want to use the map BGM? That's mine, go ahead if you want to use. And you need to credit me as well.
  • After these hardworks, I will likely to take a very long break and will not touch anything complex related with the battle system (unless I choose to). But I will still provide the support for TSBS as long as I'm avalaible.

#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.

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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).

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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.

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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.

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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

wybnIIO.pngd0I1czy.png  tJM6x9Z.png  bXabJh0.png xbnufqA.png

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

Bust Emoset:   


Charset:  Currently under commission





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

PlCwxnB.png    LA94XMW.png  BplHzZA.pngWlcraja.png


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

Bust Emoset:


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





Sandra - Arcane Archer (4-21-13)

ML4XXDZ.png1LL8S66.png XtLfMU5.png blogentry-7727-0-46657600-1366186137.png

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

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

Bust Emoset:








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.

#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.

#69748 Falcao Pearl ABS Liquid V3 update

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


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.


Pearl v3 change log


- Injected Pearl abs path
- Fixed dead posses issue
- Implemented respawn timer for enemies
- Fixed vehicle issue
- Enemies cannot longer attack you while in vehicle
- fixed stuck issue when borading a a vehicle while a follower is deadposing
- added low hp switches for enemies
- Added item quantity to enemy drops
- Fixed enemy touch damage issue
- Fixed custom graphics display issue


## New Notetags!##


** Enemies

Enemy Respawn Seconds = x - Time in seconds the enemy can respawn
Enemy Respawn Animation = x - Respawn animation id
Enemy Knockback Disable = true - Make enemy unable to be knocked back
Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x
Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x
Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x
Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x


# Enemies characters notetags
now you set up more than one tool at the time for enemies. this will make the
enemies less repetitive, this simple commands work as follows. it pick up one
random tool id from the list each time the command is executed. the list can be


rand_skill(x,x,x) ramdom skill ids the enemy going to use
rand_item(x,x,x) ramdom item ids the enemy going to use
rand_weapon(x,x,x) ramdom weapon ids the enemy going to use
rand_armor(x,x,x) ramdom armor ids the enemy going to use


* Item notetags
Exclude From Tool Menu = true - Exclude item from tool selection menu
Drop Quantity = x - Enemy drop item quantity (item, weapon, armor)


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!


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



Resources and Add-Ons (optionals)

Here and add-on for displaying the followers Hp and Mp on the screen

,Resource pack, it contains swords, staffs, magics, military graphics etc.


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


Pearl V3 Pictures


Enemy low hp feature



Enemy Respawn



Tool samples

Tp skill Lighburst that destroy everything

New dead poses for followers and enemies

a party battle

Buff states and debuffs display

Enemy buff states display check below the HP bar

Tool selection

Player selection

#30223 Basic Game Time + Night/Day

Posted by Vlue on 27 April 2012 - 08:18 PM

Basic Game Time + Night/Day v1.6
by V.M.


Provides a series of functions to set and recall a new variable known as game time, as well custom tints based on current game time to give the appearance of night and day.

- Game Time, complete with unfancy little clock
- Night and Day cycle with custom tints and timing


How to Use
Plug and play and customize if needed

Convenient Pastebin: Here
Click here instead if you want to go that extra mile: Here

None at the moment

Credit and Thanks
- By V.M.
- Free to use in any project with credit given

Author's Notes
Hopefully nothing explodes

V1.6: Added function to hide and show clock with script call
V1.5: Added functions to stop time or tinting
V1.4: Fixed bug where toggling game clock with it unused would crash game

#206350 Mega Map Pack available on Steam Worshop

Posted by Jonnie91 on 30 January 2015 - 11:32 AM

You might've noticed that the last couple of months the ReStaff team has been quiet, well now it's time to reveal our surprise we've got a MASSIVE selection of maps that are NOW available to download from Steam Workshop, with a HUGE selection of maps from our Resource Team and also a small selection of music from myself. I'll be adding images but for now here's a little sneak peak of the music from the resource pack made by myself: 


#157824 ~The Anime Sprite Resource Well~

Posted by Kotori on 21 March 2014 - 03:22 AM

~Welcome to my...
No Generator Parts, No RTP edits... just your plain old favorite anime characters ^~^


3XQDFsH.gifShow your SupportMBvu9YT.gif


UPDATE 7/1/2015

  Hello everyone~ Stay tuned for my upcoming Akame Ga Kill Sprite Pack featuring all the members of the original Night Raid~ (Massive Delay due to School)





TOTAL RESOURCES: (Found in this Resource Well)
Requested Custom Sprites: 2 
Facesets: 14
Others: 17

vCGjThW.gifWhy did I make these sprites?tBq4rKF.gif


IHTNvjy.gifTerms of Use:mKRg8Sw.gif


I do not own any animes they currently belong to except for some original sprites.










xOeVjYi.gif~I support the following~DjaiKiq.gif



Can`t find the anime sprite you need? Or you want your own customized sprites? Visit my commission Shop ^~^

And Thanks to ♥Otaku♥-kun for formating my sprites into GIFs so I could use them ^~^

#146753 Toby's Island

Posted by Galv on 15 January 2014 - 01:25 AM


Welcome to Toby’s Island - a commercial game being developed by Ben Chambers (Galv) and Matt Beer (erm… Matt Beer).

Toby’s Island is a 2D RPG adventure involving monster-raising, town-building and exploration - enhanced by a blend of randomized and controlled story events!

You play as a young boy with a heavy burden unknowingly forced upon him - to fulfill the task set by his ancestor of removing evil from the island. To do so you will explore the island meeting new spirit companions, raising monsters from eggs to fight alongside you and gathering resources for building and crafting - all while facing an assortment of beneficial or dangerous (both random and planned) challenges.

This project is currently in early stages of development and looking for critique on how we are doing so far.
If you find it interesting please support us by following our twitter or facebook!










Project Support
If you'd like to support this project please follow our social networks:
ti_facebook_zps8c73061d.png ti_twitter_zps4376adb8.png

Toby's Island is in Steam Greenlight doing quite well, so if you would like to see this project on steam, please vote for it

Thank you everyone for reading and for the support, we look forward to adding more updates as our project progresses!