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Admittedly I'm not familiar with the newer stuff yet. I'm waiting to get MZ at the moment... Sales and all that. Most of my experience is from the older RPG Makers. But that aside my goal is actually making two campaigns for my game. I already found a new game+ plugin which should suffice for that function. Each campaign would have different characters. One would have a solo main character with a NPC follower which would fit with what you're suggesting. The other main campaign would have a team of characters. One main lead but with multiple allies he meets along the way whom I was hoping would be able to swap between for a fun dynamic battle system. 

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It's doable but it's difficult to newcomers of RPG Maker, especially ones that don't do eventing often enough. Eventually, I'll make a tutorial but yeah, it's difficult.

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Oh yeah, just so you know, I did pull it off. Needed 2 hotkeys to go back and forth, 15 switches, 11 common events, and 2 variables. 

Each party member needed 1 common event, and 2 switches... Trust me... it made sense... There was plenty of trial and error. The plugin's ability to create events from the template was invaluable.  

It accounts for who is in the party and if they are dead or not.  The party though MUST be in a set order. The idea is it's a rotation.

Took 10 hours to figure out doing a forward rotation. Took 4-5 hours to do a reverse rotation. The reverse was easier to figure out but the common event for it is MUCH MUCH longer.  Though if I used labels, it probably would've been easier.  Edit: I can rewrite it with the labels though. 

It's absolutely amazing to hear that. 💖

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Yeah... it really was bloating the size of the common event file. The labels reduced it from 980KB to 174KB... 

Also implementing individual movesets based on who the player currently controlling shouldn't be difficult since I can use an invisible state which is tied to the swap system I made. Reusing it for the combat seems logical.