Having NPCs wandering around a map can bring a lot of life to the scene, but sometimes it feels like the only options are to have them walk a simple planned route or move randomly. That’s not the case though! With some script calls and out-of-the-box thinking, we can add new moves into our NPC events.
Our final release day of May and this time it is a triple threat. New Fantasy Backgrounds, new Fantasy Music, and a treasure trove of amazing User Interface Materials! Let's take a look.
RPGs have a lot of stats that make battles more interesting: Attack lets us hit enemies harder, Defense keeps our heroes from fainting after one hit, and Agility speeds the battle up. But what about the often-ignored stat, Luck? Let’s take some time to find a few ways to use Luck, both in and out of battles.
We all love seeing beautiful monster designs, but sometimes it’s tough to find small sets of battlers that all work well together. Many of our games’ battles could use some fun fantasy creatures like living trees, goblins, and dragons, so this week we’re checking out Nemo111’s battler collections!
Cliffs are something that can make a huge difference on your maps. I don’t know where you live, but if I look out of my window the landscape is far from being flat and so there are probably parts of your game’s world that could benefit from some height differences for the ground - being it some hills or high mountains.
Sometimes, we are looking for resources for our games and then we find the perfect things… but they were made for VX or Ace. A lot of people give up at that point or try to just use an algorithm to upscale said tiles. Both are not really the go to solutions - either you end up without the tiles or you end up with stuff that is somewhat blurry.