These are older assets than the 2.5D packs (Medieval -> 2.5D -> RPGTools; from oldest to newest asset lines). You can use all of them in RPGMaker though. The primary way to use them would be via parallax mapping and not the built-in editor.
PVGames
Creator of
Recent community posts
I can tell you how I do it - it's a bit lengthy to write up here. Feel free to reach out to me on the PVGames Discord though if you like and I can walk you through it! https://discord.gg/Xevygz2s
There's a bit of both! There's modular pieces that let you put together rooms (the images showing interiors, caves, etc, are using modular pieces) so you can customize how those areas look. There are also pre-built buildings which you can plop down in your map (like the houses show in the images). There are no pre-built towns or anything. If you want to get a bit of a better idea of how these assets work, there is a video in the Doomsday assets which shows a time lapse of how I built a scene. Hopefully that will help! This pack can be completely mixed and matched with all of the other packs that have "RPGTools" listed (so Otherworlds, CyberCity, Doomsday, and Northfolk can all be fully mixed and matches - tiles, characters, creatures, icons, etc).
Oh, now I know what you mean! This game was originally made in RPGMaker... I want to say VX? I don't remember which one, it was many years ago. When you compile the game into an .exe for people to be able to play the game, RPGMaker also adds its runtime package of contents to whatever custom assets that might be present. What you are seeing are the RPGMaker runtime package assets - the base graphics and sounds and such that come with RPGMaker.
Hello! Actually, I have a RPGMaker MV project that is unencrypted that has all of the scripts and plugins that I used to make the game, including movement/animation scripts. If you come over to the PVGames Discord, it is pinned there in the software channel. You are welcome to download it, take a look at how I set things up and made it work with MV, and you're welcome to use any of the resources you find in there.
Heya! Yes, you can assemble the characters in GIMP or Photoshop or any other graphic design software that can handle layers (I usually make mine in GIMP). As for the animations, it's a long list, but here goes: Walk, Run, Idle x4, Idle Fidget x3, Talking x2, Interact (use object), Use Item, Sit, Climb, Pray, Jump, Sneak, Crouch, Cast, Falling Forward, Falling Backward, Down/Dead Poses, Evasion Roll, Get Hit x2, Critical Idle x2, Block, Drink, Riding, and then a whole bunch of combat-oriented animations for a large variety of weapon types.
Ah ok - Those specific tiles are older, they can be found in the Medieval Town and Country pack: https://pvgames.itch.io/medieval-town-and-country-interiors-bundle
Hello and thank you kindly! So the projectile weapons for monsters (some of the Mega Mutants and the Android and Drone) were made with the idea that the user would institute their own solution (most likely something made in Effekseer or something similar); this is for a couple of reasons. The first reason is that the animation frames have very little extra space to add projectiles without being completely cut-off at the edges, so it would be impossible to incorporate them into the animation itself. The second reason is that this gives more creativity and possible variety in terms of what kinds of projectiles are fired - the mini-gun could be a classic mini-gun that shoots bullets or maybe it shoots lasers - the flamethrower can shoot flames or maybe it shoots green globs of goo, or bees, or whatever else you can think of.



































































