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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:

#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

#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.

#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




#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:

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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!

#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


#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.

#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.

#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.

#164373 Aqua's Resources

Posted by aqua on 26 April 2014 - 04:50 PM


w e l c o m e
To the place where I'll be posting my attempts at tile-making!
Critiques/suggestions on how I can improve my work, or ideas
for new tilesets are always welcome & appreciated.

terms for use
Look these over if you're interested in using anything!


There isn't much here yet...

works in progress
A list of what I'm working on, or interested in working on.




If you're interested in doing that..


First post outside of the newbie forum! I hope I've done this right...

- Aqua

#140980 The Pixel Dojo---[Total Tuts: 13]---Latest: 06-19-2014

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


#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. 












Requesting rules below~



Requesting Format Guidelines (different for each kind of request--and "guideline" because you can deviate a little)



-Portrait Emoset




-Cutscene Picture/CG Screen (usually for VN's)





As mentioned, I don't do spriting, facesets, or tilesets. I usually don't do logos or title/game over screens, but if you'd like one use the cutscene/CG format, please~




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. Sadly, since I'm a less-than-stellar spriter, they don't have any sprites =.=" But if anyone out there wants to make sprites for them, I'd be thrilled!  :wub:


~All-in-One Downloads~











-Ariana and variations


-Ariana emosets






-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)



One of my rare magical-color hair girls, Ashure! ^-^ Ohhh she's so cute. And nice. And sweet...






-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







-RESTAFF: Thetis (see matching Portrait)


-Ruby Rose




-Meatbun/Peach/Upside-Down Heart/What-Have-You


-Bread Slice


-Apple Sprite


-Down sprites


-Sprite Outfits/Generator Parts


-Frontal Sprite NPC's


-Veronique LeMarjiette  i3dI1hw.png


-Ice Cream Sprites (3 vers)


-Tsarmina <3


-Extended Gate






-AlliedG's Gunshell Icons


-Candy Windowskin


-Vines Windowskin






-Parallax Map 1


-RESTAFF: Seasonal Tile Clumps!


-Looping A5 Tiles


-Autodesk Bedroom Set


-Autodesk Gothic-and-Black Full Interior Set


-Exterior Plants Set


-Open Seashell Tiles


-Exterior Edits






-Angel Battler


-Soldier Battler


-Succubus Battler


-RESTAFF: RTP Angel Army


-RTP Ulrika Edit


-Fire Spirit Edit


-Witch Cult?


-Mrrn Edit




Okay, so I know I don't have much up yet because of my busy-ness, but I'll be slowly adding along :) And feel free to request!





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.

Support me!



Most Recent Update: 12/22/14: Sprite additions :)

Archived Updates:


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

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

MOVED TO : Ritsukou's Art Library

#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!

#114313 GubiD's Tactical Battle System v2.4 for VX Ace

Posted by GubiD on 08 July 2013 - 09:43 PM

GTBSv2.4 for VX Ace!  

GTBS has been a side project of mine for many years. After deciding to learn scripting all the way back in 2006 so that I could create a game with it. The system is now completely functional in RPG Maker VX Ace. The system boast a number of features including:

  • Tactical/Grid based Battle
  • Smart/Configurable AI
  • Note Tag Configuration of MOST options
  • Animated Battler System (Now supports Holder/Minkoff as well as GTBS animated sprites)
  • Action List - A list of actions(movement, icons, screen etc) that should be played when a skill is used
  • Mini Side View Battle Integration 
  • Summons
  • Configurable skill/weapon ranges
  • MGC Layy Meta Engine (3d Isometric) support
  • Many many more!

If you have any questions regarding setup or advanced functions, please start at the FAQ page on the Wiki

If you still cannot find the answer your looking for please visit the Forums to post your question. You can also create new bug reports from the New Issues tab to report it as a bug in GTBS.


Change Log:

v2.4 - Release Notes



Download from my Dev Website


How to Install



Also contained within the download zip file:

The script contained herein known as GTBS is the work of GubiD and a few other contributes, namely MGC/Cowlol.  This script can be used free of charge for all users, including commercial game creators.  This Script(GTBS) requires only that you show credits within the game to GubiD.  If you do plan on selling commercially then it is recommended that you at least donate to the GubiD Scripting Service on Paypal
NOTE: There are other scripts included in this one that may require Commercial Licenses.  Specifically Victor Saints Pop Damage script.  It is required for GTBS to function.
The using of this script in your game is at your own risk.
This script is not without error, but it is has been through months of testing from over 300 users to ensure it is.  If an error is encountered, please post it on my development website under the GTBS project.  There other users or myself can provide answers/solutions to the problems.  Bugs may or may not be fixed when reported. 
Do not post direct links to the downloads files, instead link the page on my website that contain it.  This is the best way to ensure not only that people are receiving the most current copy.  Plus it is courteous to send the traffic my way. 


Known Issues

See the Issues Tab for known or pending reported issues.  You can also use this section to request new features or browse what others have requested. 


Final Notes

Thank you everyone whom helped. The work you have done and assistance you have provided was invaluable. You have helped make this project a success. But have no fear, this is not the end for GTBS. It is merely but another starting point.

Please help Support the project by btn_donate_SM.gif 'ing.


Don't forget to visit the GTBS forums and wiki for installation and other help in regards to GTBS.



Issues reported on this thread will be ignored.  If you want to my attention to the issue, please search and post the issue on my dev website mentioned above in the download link.

#113744 Godra Region - Pokémon RPG

Posted by GregWilder on 05 July 2013 - 01:07 PM




Abstract: The first choice driven Pokémon RPG.
Genre: RPG
Game Progression: Total progress: Demos are up!
BETA 1.8: https://www.mediafir...5tik6c6115bwgw6



Please report any bugs or problems here in this topic, or on our Wiki page under Known Bugs!



September 13th - Beta Version 1.7

November 9th - Beta Version 1.8
Final Game 1.0 - No release date yet! Please keep posting bugs/suggestions and follow the Dev Blog page on the wiki!


Character Bios:



EDIT: Pokémon Godra gameplay trailer!


Known Game Crashing Bugs:

Tired of cancelled Pokémon Fangames? This is the game to watch!!![/b]

#56427 Word Wrapping Message Boxes

Posted by KilloZapit on 11 September 2012 - 02:18 AM

Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future.


Edit: Now up to version SEVEN! Six is afraid of it!)

#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

#163856 Theolized Sideview Battle System (Version 1.4 is up!)

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

You can look at my playlist if you want more
Scripts :
Scripts Download = github repository
Demo = Sample Game
Version 1.4 (Beta) : Click here | Mirror

Animation Samples / Alternative demo : Click here

Discovered bug and the patch - 09/11/2014


Questions and Answers :

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.